diff --git a/examples/canvas3d/jsonmodels/ThreeJSLoader.js b/3rdparty/ThreeJSLoader.js
similarity index 100%
rename from examples/canvas3d/jsonmodels/ThreeJSLoader.js
rename to 3rdparty/ThreeJSLoader.js
diff --git a/examples/canvas3d/canvasswitch/qml/canvasswitch/glMatrix-0.9.5.min.js b/3rdparty/gl-matrix.js
similarity index 91%
rename from examples/canvas3d/canvasswitch/qml/canvasswitch/glMatrix-0.9.5.min.js
rename to 3rdparty/gl-matrix.js
index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..eb16c6b48a1e17b4d2ff0bba299fde131d583122 100644
--- a/examples/canvas3d/canvasswitch/qml/canvasswitch/glMatrix-0.9.5.min.js
+++ b/3rdparty/gl-matrix.js
@@ -2,9 +2,29 @@
  * @fileoverview gl-matrix - High performance matrix and vector operations
  * @author Brandon Jones
  * @author Colin MacKenzie IV
- * @version 2.2.0
+ * @version 2.2.2
  */
 
+/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE. */
+
 /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
 
 Redistribution and use in source and binary forms, with or without modification,
@@ -77,7 +97,7 @@ if(!GLMAT_EPSILON) {
 }
 
 if(!GLMAT_ARRAY_TYPE) {
-    var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array;
+    var GLMAT_ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
 }
 
 if(!GLMAT_RANDOM) {
@@ -91,7 +111,7 @@ if(!GLMAT_RANDOM) {
 var glMatrix = {};
 
 /**
- * Sets the type of array used when creating new vectors and matricies
+ * Sets the type of array used when creating new vectors and matrices
  *
  * @param {Type} type Array type, such as Float32Array or Array
  */
@@ -427,6 +447,19 @@ vec2.negate = function(out, a) {
     return out;
 };
 
+/**
+ * Returns the inverse of the components of a vec2
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a vector to invert
+ * @returns {vec2} out
+ */
+vec2.inverse = function(out, a) {
+  out[0] = 1.0 / a[0];
+  out[1] = 1.0 / a[1];
+  return out;
+};
+
 /**
  * Normalize a vec2
  *
@@ -962,6 +995,20 @@ vec3.negate = function(out, a) {
     return out;
 };
 
+/**
+ * Returns the inverse of the components of a vec3
+ *
+ * @param {vec3} out the receiving vector
+ * @param {vec3} a vector to invert
+ * @returns {vec3} out
+ */
+vec3.inverse = function(out, a) {
+  out[0] = 1.0 / a[0];
+  out[1] = 1.0 / a[1];
+  out[2] = 1.0 / a[2];
+  return out;
+};
+
 /**
  * Normalize a vec3
  *
@@ -1062,10 +1109,12 @@ vec3.random = function (out, scale) {
  * @returns {vec3} out
  */
 vec3.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12];
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13];
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14];
+    var x = a[0], y = a[1], z = a[2],
+        w = m[3] * x + m[7] * y + m[11] * z + m[15];
+    w = w || 1.0;
+    out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
+    out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
+    out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
     return out;
 };
 
@@ -1112,6 +1161,90 @@ vec3.transformQuat = function(out, a, q) {
     return out;
 };
 
+/**
+ * Rotate a 3D vector around the x-axis
+ * @param {vec3} out The receiving vec3
+ * @param {vec3} a The vec3 point to rotate
+ * @param {vec3} b The origin of the rotation
+ * @param {Number} c The angle of rotation
+ * @returns {vec3} out
+ */
+vec3.rotateX = function(out, a, b, c){
+   var p = [], r=[];
+      //Translate point to the origin
+      p[0] = a[0] - b[0];
+      p[1] = a[1] - b[1];
+    p[2] = a[2] - b[2];
+
+      //perform rotation
+      r[0] = p[0];
+      r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c);
+      r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c);
+
+      //translate to correct position
+      out[0] = r[0] + b[0];
+      out[1] = r[1] + b[1];
+      out[2] = r[2] + b[2];
+
+    return out;
+};
+
+/**
+ * Rotate a 3D vector around the y-axis
+ * @param {vec3} out The receiving vec3
+ * @param {vec3} a The vec3 point to rotate
+ * @param {vec3} b The origin of the rotation
+ * @param {Number} c The angle of rotation
+ * @returns {vec3} out
+ */
+vec3.rotateY = function(out, a, b, c){
+    var p = [], r=[];
+    //Translate point to the origin
+    p[0] = a[0] - b[0];
+    p[1] = a[1] - b[1];
+    p[2] = a[2] - b[2];
+
+    //perform rotation
+    r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c);
+    r[1] = p[1];
+    r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c);
+
+    //translate to correct position
+    out[0] = r[0] + b[0];
+    out[1] = r[1] + b[1];
+    out[2] = r[2] + b[2];
+
+    return out;
+};
+
+/**
+ * Rotate a 3D vector around the z-axis
+ * @param {vec3} out The receiving vec3
+ * @param {vec3} a The vec3 point to rotate
+ * @param {vec3} b The origin of the rotation
+ * @param {Number} c The angle of rotation
+ * @returns {vec3} out
+ */
+vec3.rotateZ = function(out, a, b, c){
+    var p = [], r=[];
+    //Translate point to the origin
+    p[0] = a[0] - b[0];
+    p[1] = a[1] - b[1];
+    p[2] = a[2] - b[2];
+
+    //perform rotation
+    r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c);
+    r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c);
+    r[2] = p[2];
+
+    //translate to correct position
+    out[0] = r[0] + b[0];
+    out[1] = r[1] + b[1];
+    out[2] = r[2] + b[2];
+
+    return out;
+};
+
 /**
  * Perform some operation over an array of vec3s.
  *
@@ -1153,6 +1286,29 @@ vec3.forEach = (function() {
     };
 })();
 
+/**
+ * Get the angle between two 3D vectors
+ * @param {vec3} a The first operand
+ * @param {vec3} b The second operand
+ * @returns {Number} The angle in radians
+ */
+vec3.angle = function(a, b) {
+
+    var tempA = vec3.fromValues(a[0], a[1], a[2]);
+    var tempB = vec3.fromValues(b[0], b[1], b[2]);
+
+    vec3.normalize(tempA, tempA);
+    vec3.normalize(tempB, tempB);
+
+    var cosine = vec3.dot(tempA, tempB);
+
+    if(cosine > 1.0){
+        return 0;
+    } else {
+        return Math.acos(cosine);
+    }
+};
+
 /**
  * Returns a string representation of a vector
  *
@@ -1521,6 +1677,21 @@ vec4.negate = function(out, a) {
     return out;
 };
 
+/**
+ * Returns the inverse of the components of a vec4
+ *
+ * @param {vec4} out the receiving vector
+ * @param {vec4} a vector to invert
+ * @returns {vec4} out
+ */
+vec4.inverse = function(out, a) {
+  out[0] = 1.0 / a[0];
+  out[1] = 1.0 / a[1];
+  out[2] = 1.0 / a[2];
+  out[3] = 1.0 / a[3];
+  return out;
+};
+
 /**
  * Normalize a vec4
  *
@@ -1644,7 +1815,7 @@ vec4.transformQuat = function(out, a, q) {
  * @param {Array} a the array of vectors to iterate over
  * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
  * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
+ * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array
  * @param {Function} fn Function to call for each vector in the array
  * @param {Object} [arg] additional argument to pass to fn
  * @returns {Array} a
@@ -1869,10 +2040,10 @@ mat2.determinant = function (a) {
 mat2.multiply = function (out, a, b) {
     var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
     var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = a0 * b0 + a1 * b2;
-    out[1] = a0 * b1 + a1 * b3;
-    out[2] = a2 * b0 + a3 * b2;
-    out[3] = a2 * b1 + a3 * b3;
+    out[0] = a0 * b0 + a2 * b1;
+    out[1] = a1 * b0 + a3 * b1;
+    out[2] = a0 * b2 + a2 * b3;
+    out[3] = a1 * b2 + a3 * b3;
     return out;
 };
 
@@ -1894,10 +2065,10 @@ mat2.rotate = function (out, a, rad) {
     var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
         s = Math.sin(rad),
         c = Math.cos(rad);
-    out[0] = a0 *  c + a1 * s;
-    out[1] = a0 * -s + a1 * c;
-    out[2] = a2 *  c + a3 * s;
-    out[3] = a2 * -s + a3 * c;
+    out[0] = a0 *  c + a2 * s;
+    out[1] = a1 *  c + a3 * s;
+    out[2] = a0 * -s + a2 * c;
+    out[3] = a1 * -s + a3 * c;
     return out;
 };
 
@@ -1913,8 +2084,8 @@ mat2.scale = function(out, a, v) {
     var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
         v0 = v[0], v1 = v[1];
     out[0] = a0 * v0;
-    out[1] = a1 * v1;
-    out[2] = a2 * v0;
+    out[1] = a1 * v0;
+    out[2] = a2 * v1;
     out[3] = a3 * v1;
     return out;
 };
@@ -1929,6 +2100,32 @@ mat2.str = function (a) {
     return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
 };
 
+/**
+ * Returns Frobenius norm of a mat2
+ *
+ * @param {mat2} a the matrix to calculate Frobenius norm of
+ * @returns {Number} Frobenius norm
+ */
+mat2.frob = function (a) {
+    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2)))
+};
+
+/**
+ * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix
+ * @param {mat2} L the lower triangular matrix
+ * @param {mat2} D the diagonal matrix
+ * @param {mat2} U the upper triangular matrix
+ * @param {mat2} a the input matrix to factorize
+ */
+
+mat2.LDU = function (L, D, U, a) {
+    L[2] = a[2]/a[0];
+    U[0] = a[0];
+    U[1] = a[1];
+    U[3] = a[3] - L[2] * U[1];
+    return [L, D, U];
+};
+
 /*
 if(typeof(exports) !== 'undefined') {
     exports.mat2 = mat2;
@@ -1963,17 +2160,16 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
  * @description
  * A mat2d contains six elements defined as:
  * <pre>
- * [a, b,
- *  c, d,
- *  tx,ty]
+ * [a, c, tx,
+ *  b, d, ty]
  * </pre>
  * This is a short form for the 3x3 matrix:
  * <pre>
- * [a, b, 0
- *  c, d, 0
- *  tx,ty,1]
+ * [a, c, tx,
+ *  b, d, ty,
+ *  0, 0, 1]
  * </pre>
- * The last column is ignored so the array is shorter and operations are faster.
+ * The last row is ignored so the array is shorter and operations are faster.
  */
 
 var mat2d = {};
@@ -2089,17 +2285,14 @@ mat2d.determinant = function (a) {
  * @returns {mat2d} out
  */
 mat2d.multiply = function (out, a, b) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5],
-        ba = b[0], bb = b[1], bc = b[2], bd = b[3],
-        btx = b[4], bty = b[5];
-
-    out[0] = aa*ba + ab*bc;
-    out[1] = aa*bb + ab*bd;
-    out[2] = ac*ba + ad*bc;
-    out[3] = ac*bb + ad*bd;
-    out[4] = ba*atx + bc*aty + btx;
-    out[5] = bb*atx + bd*aty + bty;
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
+        b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5];
+    out[0] = a0 * b0 + a2 * b1;
+    out[1] = a1 * b0 + a3 * b1;
+    out[2] = a0 * b2 + a2 * b3;
+    out[3] = a1 * b2 + a3 * b3;
+    out[4] = a0 * b4 + a2 * b5 + a4;
+    out[5] = a1 * b4 + a3 * b5 + a5;
     return out;
 };
 
@@ -2119,21 +2312,15 @@ mat2d.mul = mat2d.multiply;
  * @returns {mat2d} out
  */
 mat2d.rotate = function (out, a, rad) {
-    var aa = a[0],
-        ab = a[1],
-        ac = a[2],
-        ad = a[3],
-        atx = a[4],
-        aty = a[5],
-        st = Math.sin(rad),
-        ct = Math.cos(rad);
-
-    out[0] = aa*ct + ab*st;
-    out[1] = -aa*st + ab*ct;
-    out[2] = ac*ct + ad*st;
-    out[3] = -ac*st + ct*ad;
-    out[4] = ct*atx + st*aty;
-    out[5] = ct*aty - st*atx;
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
+        s = Math.sin(rad),
+        c = Math.cos(rad);
+    out[0] = a0 *  c + a2 * s;
+    out[1] = a1 *  c + a3 * s;
+    out[2] = a0 * -s + a2 * c;
+    out[3] = a1 * -s + a3 * c;
+    out[4] = a4;
+    out[5] = a5;
     return out;
 };
 
@@ -2146,13 +2333,14 @@ mat2d.rotate = function (out, a, rad) {
  * @returns {mat2d} out
  **/
 mat2d.scale = function(out, a, v) {
-    var vx = v[0], vy = v[1];
-    out[0] = a[0] * vx;
-    out[1] = a[1] * vy;
-    out[2] = a[2] * vx;
-    out[3] = a[3] * vy;
-    out[4] = a[4] * vx;
-    out[5] = a[5] * vy;
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
+        v0 = v[0], v1 = v[1];
+    out[0] = a0 * v0;
+    out[1] = a1 * v0;
+    out[2] = a2 * v1;
+    out[3] = a3 * v1;
+    out[4] = a4;
+    out[5] = a5;
     return out;
 };
 
@@ -2165,12 +2353,14 @@ mat2d.scale = function(out, a, v) {
  * @returns {mat2d} out
  **/
 mat2d.translate = function(out, a, v) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4] + v[0];
-    out[5] = a[5] + v[1];
+    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
+        v0 = v[0], v1 = v[1];
+    out[0] = a0;
+    out[1] = a1;
+    out[2] = a2;
+    out[3] = a3;
+    out[4] = a0 * v0 + a2 * v1 + a4;
+    out[5] = a1 * v0 + a3 * v1 + a5;
     return out;
 };
 
@@ -2185,6 +2375,16 @@ mat2d.str = function (a) {
                     a[3] + ', ' + a[4] + ', ' + a[5] + ')';
 };
 
+/**
+ * Returns Frobenius norm of a mat2d
+ *
+ * @param {mat2d} a the matrix to calculate Frobenius norm of
+ * @returns {Number} Frobenius norm
+ */
+mat2d.frob = function (a) {
+    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1))
+};
+
 /*
 if(typeof(exports) !== 'undefined') {
     exports.mat2d = mat2d;
@@ -2665,6 +2865,17 @@ mat3.str = function (a) {
                     a[3] + ', ' + a[4] + ', ' + a[5] + ', ' +
                     a[6] + ', ' + a[7] + ', ' + a[8] + ')';
 };
+
+/**
+ * Returns Frobenius norm of a mat3
+ *
+ * @param {mat3} a the matrix to calculate Frobenius norm of
+ * @returns {Number} Frobenius norm
+ */
+mat3.frob = function (a) {
+    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2)))
+};
+
 /*
 if(typeof(exports) !== 'undefined') {
     exports.mat3 = mat3;
@@ -3027,35 +3238,31 @@ mat4.translate = function (out, a, v) {
     var x = v[0], y = v[1], z = v[2],
         a00, a01, a02, a03,
         a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        a30, a31, a32, a33;
+        a20, a21, a22, a23;
 
+    if (a === out) {
+        out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
+        out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
+        out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
+        out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
+    } else {
         a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
         a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
         a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-        a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15];
-
-    out[0] = a00 + a03*x;
-    out[1] = a01 + a03*y;
-    out[2] = a02 + a03*z;
-    out[3] = a03;
 
-    out[4] = a10 + a13*x;
-    out[5] = a11 + a13*y;
-    out[6] = a12 + a13*z;
-    out[7] = a13;
+        out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03;
+        out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13;
+        out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23;
 
-    out[8] = a20 + a23*x;
-    out[9] = a21 + a23*y;
-    out[10] = a22 + a23*z;
-    out[11] = a23;
-    out[12] = a30 + a33*x;
-    out[13] = a31 + a33*y;
-    out[14] = a32 + a33*z;
-    out[15] = a33;
+        out[12] = a00 * x + a10 * y + a20 * z + a[12];
+        out[13] = a01 * x + a11 * y + a21 * z + a[13];
+        out[14] = a02 * x + a12 * y + a22 * z + a[14];
+        out[15] = a03 * x + a13 * y + a23 * z + a[15];
+    }
 
     return out;
 };
+
 /**
  * Scales the mat4 by the dimensions in the given vec3
  *
@@ -3421,17 +3628,14 @@ mat4.perspective = function (out, fovy, aspect, near, far) {
     out[1] = 0;
     out[2] = 0;
     out[3] = 0;
-
     out[4] = 0;
     out[5] = f;
     out[6] = 0;
     out[7] = 0;
-
     out[8] = 0;
     out[9] = 0;
     out[10] = (far + near) * nf;
     out[11] = -1;
-
     out[12] = 0;
     out[13] = 0;
     out[14] = (2 * far * near) * nf;
@@ -3574,6 +3778,16 @@ mat4.str = function (a) {
                     a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')';
 };
 
+/**
+ * Returns Frobenius norm of a mat4
+ *
+ * @param {mat4} a the matrix to calculate Frobenius norm of
+ * @returns {Number} Frobenius norm
+ */
+mat4.frob = function (a) {
+    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2) ))
+};
+
 /*
 if(typeof(exports) !== 'undefined') {
     exports.mat4 = mat4;
@@ -3896,7 +4110,7 @@ quat.calculateW = function (out, a) {
     out[0] = x;
     out[1] = y;
     out[2] = z;
-    out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
+    out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
     return out;
 };
 
@@ -4071,9 +4285,9 @@ quat.fromMat3 = function(out, m) {
         fRoot = Math.sqrt(fTrace + 1.0);  // 2w
         out[3] = 0.5 * fRoot;
         fRoot = 0.5/fRoot;  // 1/(4w)
-        out[0] = (m[7]-m[5])*fRoot;
-        out[1] = (m[2]-m[6])*fRoot;
-        out[2] = (m[3]-m[1])*fRoot;
+        out[0] = (m[5]-m[7])*fRoot;
+        out[1] = (m[6]-m[2])*fRoot;
+        out[2] = (m[1]-m[3])*fRoot;
     } else {
         // |w| <= 1/2
         var i = 0;
@@ -4087,7 +4301,7 @@ quat.fromMat3 = function(out, m) {
         fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
         out[i] = 0.5 * fRoot;
         fRoot = 0.5 / fRoot;
-        out[3] = (m[k*3+j] - m[j*3+k]) * fRoot;
+        out[3] = (m[j*3+k] - m[k*3+j]) * fRoot;
         out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
         out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
     }
diff --git a/creatortemplates/qtcanvas3dthreejs/main.cpp b/creatortemplates/qtcanvas3dthreejs/main.cpp
deleted file mode 100644
index 244c6f8842e9bd4a15d983c5248644232e2ec2da..0000000000000000000000000000000000000000
--- a/creatortemplates/qtcanvas3dthreejs/main.cpp
+++ /dev/null
@@ -1,30 +0,0 @@
-#include <QtGui/QGuiApplication>
-#include <QtCore/QDir>
-#include <QtQuick/QQuickView>
-#include <QtQml/QQmlEngine>
-
-int main(int argc, char *argv[])
-{
-    QGuiApplication app(argc, argv);
-
-    QQuickView viewer;
-
-    // The following are needed to make examples run without having to install the module
-    // in desktop environments.
-#ifdef Q_OS_WIN
-    QString extraImportPath(QStringLiteral("%1/../../../../%2"));
-#else
-    QString extraImportPath(QStringLiteral("%1/../../../%2"));
-#endif
-    viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(),
-                                                       QString::fromLatin1("qml")));
-
-    QObject::connect(viewer.engine(), &QQmlEngine::quit, &viewer, &QWindow::close);
-    viewer.setSource(QUrl("qrc:/qml/%ProjectName%/%ProjectName%.qml"));
-
-    viewer.setTitle(QStringLiteral("%ProjectName%"));
-    viewer.setResizeMode(QQuickView::SizeRootObjectToView);
-    viewer.show();
-
-    return app.exec();
-}
diff --git a/creatortemplates/qtcanvas3dthreejs/main.qml b/creatortemplates/qtcanvas3dthreejs/main.qml
deleted file mode 100644
index 32975227e86322f679f6218892cfbf3baf2f2c9b..0000000000000000000000000000000000000000
--- a/creatortemplates/qtcanvas3dthreejs/main.qml
+++ /dev/null
@@ -1,26 +0,0 @@
-import QtQuick 2.0
-import QtCanvas3D 1.0
-
-import "materials.js" as GLCode
-
-Item {
-    id: mainview
-    width: 1200
-    height: 700
-    visible: true
-
-    Canvas3D {
-        id: canvas3d
-        anchors.fill: parent
-        focus: true
-
-        onInitGL: {
-            GLCode.initGL(canvas3d);
-        }
-
-        onRenderGL: {
-            GLCode.renderGL(canvas3d);
-        }
-    }
-}
-
diff --git a/creatortemplates/qtcanvas3dthreejs/materials.js b/creatortemplates/qtcanvas3dthreejs/materials.js
deleted file mode 100644
index 02183a3fa94241ef43fd74fa56841fb8031d912d..0000000000000000000000000000000000000000
--- a/creatortemplates/qtcanvas3dthreejs/materials.js
+++ /dev/null
@@ -1,158 +0,0 @@
-Qt.include("three.js")
-
-var camera, scene, renderer, objects;
-var particleLight;
-
-var materials = [];
-
-function log(message) {
-    if (canvas3d.logAllCalls)
-        console.log(message)
-}
-
-function initGL(canvas) {
-    log("initGL ENTER...");
-
-    camera = new THREE.PerspectiveCamera( 45, canvas.width / canvas.height, 1, 2000 );
-    camera.position.set( 0, 200, 800 );
-
-    scene = new THREE.Scene();
-
-    // Grid
-
-    var line_material = new THREE.LineBasicMaterial( { color: 0x303030 } ),
-        geometry = new THREE.Geometry(),
-        floor = -75, step = 25;
-
-    for ( var i = 0; i <= 40; i ++ ) {
-
-        geometry.vertices.push( new THREE.Vector3( - 500, floor, i * step - 500 ) );
-        geometry.vertices.push( new THREE.Vector3(   500, floor, i * step - 500 ) );
-
-        geometry.vertices.push( new THREE.Vector3( i * step - 500, floor, -500 ) );
-        geometry.vertices.push( new THREE.Vector3( i * step - 500, floor,  500 ) );
-
-    }
-
-    var line = new THREE.Line( geometry, line_material, THREE.LinePieces );
-    scene.add( line );
-
-    // Materials
-    var texture = THREE.ImageUtils.loadTexture("qrc:/textures/land_ocean_ice_cloud_2048.jpg")
-
-    materials.push( new THREE.MeshLambertMaterial( { map: texture, transparent: true } ) );
-    materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ) );
-    materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ) );
-    materials.push( new THREE.MeshNormalMaterial( ) );
-    materials.push( new THREE.MeshBasicMaterial( { color: 0xffaa00, transparent: true, blending: THREE.AdditiveBlending } ) );
-    //materials.push( new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.SubtractiveBlending } ) );
-
-    materials.push( new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.SmoothShading } ) );
-    materials.push( new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.SmoothShading, map: texture, transparent: true } ) );
-    materials.push( new THREE.MeshNormalMaterial( { shading: THREE.SmoothShading } ) );
-    materials.push( new THREE.MeshBasicMaterial( { color: 0xffaa00, wireframe: true } ) );
-
-    materials.push( new THREE.MeshDepthMaterial() );
-
-    materials.push( new THREE.MeshLambertMaterial( { color: 0x666666, emissive: 0xff0000, ambient: 0x000000, shading: THREE.SmoothShading } ) );
-    materials.push( new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0x666666, emissive: 0xff0000, ambient: 0x000000, shininess: 10, shading: THREE.SmoothShading, opacity: 0.9, transparent: true } ) );
-
-    materials.push( new THREE.MeshBasicMaterial( { map: texture, transparent: true } ) );
-
-    // Spheres geometry
-
-    var geometry_smooth = new THREE.SphereGeometry( 70, 32, 16 );
-    var geometry_flat = new THREE.SphereGeometry( 70, 32, 16 );
-    var geometry_pieces = new THREE.SphereGeometry( 70, 32, 16 ); // Extra geometry to be broken down for MeshFaceMaterial
-
-    for ( var i = 0, l = geometry_pieces.faces.length; i < l; i ++ ) {
-
-        var face = geometry_pieces.faces[ i ];
-        face.materialIndex = Math.floor( Math.random() * materials.length );
-
-    }
-
-    geometry_pieces.materials = materials;
-
-    materials.push( new THREE.MeshFaceMaterial( materials ) );
-
-    objects = [];
-
-    var sphere, geometry, material;
-
-    for ( var i = 0, l = materials.length; i < l; i ++ ) {
-
-        material = materials[ i ];
-
-        geometry = material instanceof THREE.MeshFaceMaterial ? geometry_pieces :
-                   ( material.shading == THREE.FlatShading ? geometry_flat : geometry_smooth );
-
-        sphere = new THREE.Mesh( geometry, material );
-
-        sphere.position.x = ( i % 4 ) * 200 - 400;
-        sphere.position.z = Math.floor( i / 4 ) * 200 - 200;
-
-        sphere.rotation.x = Math.random() * 200 - 100;
-        sphere.rotation.y = Math.random() * 200 - 100;
-        sphere.rotation.z = Math.random() * 200 - 100;
-
-        objects.push( sphere );
-
-        scene.add( sphere );
-
-    }
-
-    particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
-    scene.add( particleLight );
-
-    // Lights
-
-    scene.add( new THREE.AmbientLight( 0x111111 ) );
-
-    var directionalLight = new THREE.DirectionalLight( /*Math.random() * */ 0xffffff, 0.125 );
-
-    directionalLight.position.x = Math.random() - 0.5;
-    directionalLight.position.y = Math.random() - 0.5;
-    directionalLight.position.z = Math.random() - 0.5;
-
-    directionalLight.position.normalize();
-
-    scene.add( directionalLight );
-
-    var pointLight = new THREE.PointLight( 0xffffff, 1 );
-    particleLight.add( pointLight );
-
-    renderer = new THREE.Canvas3DRenderer(
-                { canvas: canvas, antialias: true, devicePixelRatio: canvas.devicePixelRatio });
-    renderer.setSize( canvas.width, canvas.height );
-}
-
-function renderGL(canvas) {
-    log("renderGL ENTER...");
-
-    var timer = 0.0001 * Date.now();
-
-    camera.position.x = Math.cos( timer ) * 1000;
-    camera.position.z = Math.sin( timer ) * 1000;
-
-    camera.lookAt( scene.position );
-
-    for ( var i = 0, l = objects.length; i < l; i ++ ) {
-
-        var object = objects[ i ];
-
-        object.rotation.x += 0.01;
-        object.rotation.y += 0.005;
-
-    }
-
-    materials[ materials.length - 3 ].emissive.setHSL( 0.54, 1, 0.35 * ( 0.5 + 0.5 * Math.sin( 35 * timer ) ) );
-    materials[ materials.length - 4 ].emissive.setHSL( 0.04, 1, 0.35 * ( 0.5 + 0.5 * Math.cos( 35 * timer ) ) );
-
-    particleLight.position.x = Math.sin( timer * 7 ) * 300;
-    particleLight.position.y = Math.cos( timer * 5 ) * 400;
-    particleLight.position.z = Math.cos( timer * 3 ) * 300;
-
-    renderer.render( scene, camera );
-    log("renderGL EXIT...");
-}
diff --git a/creatortemplates/qtcanvas3dthreejs/project.pro b/creatortemplates/qtcanvas3dthreejs/project.pro
deleted file mode 100644
index 93a1e6c12998ac02379e400603097fd67097d56e..0000000000000000000000000000000000000000
--- a/creatortemplates/qtcanvas3dthreejs/project.pro
+++ /dev/null
@@ -1,8 +0,0 @@
-QT += qml quick
-
-TEMPLATE = app
-SOURCES += main.cpp
-
-OTHER_FILES += qml/%ProjectName:l%/*
-
-RESOURCES += %ProjectName:l%.qrc
diff --git a/creatortemplates/qtcanvas3dthreejs/qtcanvas3d.png b/creatortemplates/qtcanvas3dthreejs/qtcanvas3d.png
deleted file mode 100644
index a41f5d2ed70dd33c8f6040182e9fdd6901e27c10..0000000000000000000000000000000000000000
Binary files a/creatortemplates/qtcanvas3dthreejs/qtcanvas3d.png and /dev/null differ
diff --git a/creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc b/creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc
deleted file mode 100644
index b844350d7e24771cc756f5eff2782622ee8428f4..0000000000000000000000000000000000000000
--- a/creatortemplates/qtcanvas3dthreejs/qtcanvas3dthreejs.qrc
+++ /dev/null
@@ -1,7 +0,0 @@
-<RCC>
-    <qresource prefix="/">
-        <file>qml/%ProjectName%/%ProjectName%.qml</file>
-        <file>qml/%ProjectName%/materials.js</file>
-        <file>qml/%ProjectName%/three.js</file>
-    </qresource>
-</RCC>
diff --git a/creatortemplates/qtcanvas3dthreejs/three.js b/creatortemplates/qtcanvas3dthreejs/three.js
deleted file mode 100644
index fc1c9ba379c6d6763f820fcdcedee0b87cfd35d7..0000000000000000000000000000000000000000
--- a/creatortemplates/qtcanvas3dthreejs/three.js
+++ /dev/null
@@ -1,35534 +0,0 @@
-// File:src/qml/ThreeQML.js
-
-/**
- * three.js QML port by
- * @author Pasi keränen / pasi.keranen@digia.com
- */
-
-// File:src/qml/TypedArrayWrappers.js
-
-//Uint8ClampedArray
-
-function Int8Array(initValue) {
-    var i;
-    if (initValue instanceof Int8Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newInt8Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else if (initValue instanceof Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newInt8Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else {
-        this._length = initValue;
-        this._internalArray = Arrays.newInt8Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = 0;
-    }
-
-    var _this = this;
-    this.__defineGetter__("length", function(){
-        return _this._length;
-    });
-}
-
-Int8Array.prototype = {
-    constructor: Int8Array,
-
-    set: function( index, value ) {
-        if (index instanceof Array || index instanceof Int8Array) {
-            for (var i = 0; i < this._length; i++)
-                this[i] = index[i];
-        } else {
-            this[index] = value;
-        }
-    },
-
-    get: function( index ) {
-        return this[index];
-    },
-
-    print: function() {
-        var values = "[ "
-        for (var i = 0; i < this._length; i++) {
-            values += this[i] + " ";
-        };
-        values += "]";
-    },
-
-    typedArray: function() {
-        var ar = this._internalArray;
-        for (var i = 0; i < this._length; i++)
-            ar.set(i, this[i]);
-        if (this.name !== undefined)
-            ar.name = this.name;
-        return ar;
-    }
-}
-
-function Uint8Array(initValue) {
-    var i;
-    if (initValue instanceof Uint8Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newUint8Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else if (initValue instanceof Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newUint8Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else {
-        this._length = initValue;
-        this._internalArray = Arrays.newUint8Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = 0;
-    }
-
-    var _this = this;
-    this.__defineGetter__("length", function(){
-        return _this._length;
-    });
-}
-
-Uint8Array.prototype = {
-    constructor: Uint8Array,
-
-    set: function( index, value ) {
-        if (index instanceof Array || index instanceof Uint8Array) {
-            for (var i = 0; i < this._length; i++)
-                this[i] = index[i];
-        } else {
-            this[index] = value;
-        }
-    },
-
-    get: function( index ) {
-        return this[index];
-    },
-
-    print: function() {
-        var values = "[ "
-        for (var i = 0; i < this._length; i++) {
-            values += this[i] + " ";
-        };
-        values += "]";
-    },
-
-    typedArray: function() {
-        var ar = this._internalArray;
-        for (var i = 0; i < this._length; i++)
-            ar.set(i, this[i]);
-        if (this.name !== undefined)
-            ar.name = this.name;
-
-        return ar;
-    }
-}
-
-function Int16Array(initValue) {
-    var i;
-    if (initValue instanceof Int16Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newInt16Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else if (initValue instanceof Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newInt16Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else {
-        this._length = initValue;
-        this._internalArray = Arrays.newInt16Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = 0;
-    }
-
-    var _this = this;
-    this.__defineGetter__("length", function(){
-        return _this._length;
-    });
-}
-
-Int16Array.prototype = {
-    constructor: Int16Array,
-
-    set: function( index, value ) {
-        if (index instanceof Array || index instanceof Int16Array) {
-            for (var i = 0; i < this._length; i++)
-                this[i] = index[i];
-        } else {
-            this[index] = value;
-        }
-    },
-
-    get: function( index ) {
-        return this[index];
-    },
-
-    print: function() {
-        var values = "[ "
-        for (var i = 0; i < this._length; i++) {
-            values += this[i] + " ";
-        };
-        values += "]";
-    },
-
-    typedArray: function() {
-        var ar = this._internalArray;
-        for (var i = 0; i < this._length; i++)
-            ar.set(i, this[i]);
-        if (this.name !== undefined)
-            ar.name = this.name;
-
-        return ar;
-    }
-}
-
-function Uint16Array(initValue) {
-    var i;
-    if (initValue instanceof Uint16Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newUint16Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = iniValue[i];
-    } else if (initValue instanceof Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newUint16Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = iniValue[i];
-    } else {
-        this._length = initValue;
-        this._internalArray = Arrays.newUint16Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = 0;
-    }
-
-    var _this = this;
-    this.__defineGetter__("length", function(){
-        return _this._length;
-    });
-}
-
-Uint16Array.prototype = {
-    constructor: Uint16Array,
-
-    set: function( index, value ) {
-        if (index instanceof Array || index instanceof Uint16Array) {
-            for (var i = 0; i < this._length; i++)
-                this[i] = index[i];
-        } else {
-            this[index] = value;
-        }
-    },
-
-    get: function( index ) {
-        return this[index];
-    },
-
-    print: function() {
-        var values = "[ "
-        for (var i = 0; i < this._length; i++) {
-            values += this[i] + " ";
-        };
-        values += "]";
-    },
-
-    typedArray: function() {
-        var ar = this._internalArray;
-        for (var i = 0; i < this._length; i++)
-            ar.set(i, this[i]);
-        if (this.name !== undefined)
-            ar.name = this.name;
-
-        return ar;
-    }
-}
-
-function Int32Array(initValue) {
-    var i;
-    if (initValue instanceof Int32Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newInt32Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else if (initValue instanceof Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newInt32Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else {
-        this._length = initValue;
-        this._internalArray = Arrays.newInt32Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = 0;
-    }
-
-    var _this = this;
-    this.__defineGetter__("length", function(){
-        return _this._length;
-    });
-}
-
-Int32Array.prototype = {
-    constructor: Int32Array,
-
-    set: function( index, value ) {
-        if (index instanceof Array || index instanceof Int32Array) {
-            for (var i = 0; i < this._length; i++)
-                this[i] = index[i];
-        } else {
-            this[index] = value;
-        }
-    },
-
-    get: function( index ) {
-        return this[index];
-    },
-
-    print: function() {
-        var values = "[ "
-        for (var i = 0; i < this._length; i++) {
-            values += this[i] + " ";
-        };
-        values += "]";
-    },
-
-    typedArray: function() {
-        var ar = this._internalArray;
-        for (var i = 0; i < this._length; i++)
-            ar.set(i, this[i]);
-        if (this.name !== undefined)
-            ar.name = this.name;
-
-        return ar;
-    }
-}
-
-function Uint32Array(initValue) {
-    var i;
-    if (initValue instanceof Uint32Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newUint32Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else if (initValue instanceof Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newUint32Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else {
-        this._length = initValue;
-        this._internalArray = Arrays.newUint32Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = 0;
-    }
-
-    var _this = this;
-    this.__defineGetter__("length", function(){
-        return _this._length;
-    });
-}
-
-Uint32Array.prototype = {
-    constructor: Uint32Array,
-
-    set: function( index, value ) {
-        if (index instanceof Array || index instanceof Uint32Array) {
-            for (var i = 0; i < this._length; i++)
-                this[i] = index[i];
-        } else {
-            this[index] = value;
-        }
-    },
-
-    get: function( index ) {
-        return this[index];
-    },
-
-    print: function() {
-        var values = "[ "
-        for (var i = 0; i < this._length; i++) {
-            values += this[i] + " ";
-        };
-        values += "]";
-    },
-
-    typedArray: function() {
-        var ar = this._internalArray;
-        for (var i = 0; i < this._length; i++)
-            ar.set(i, this[i]);
-        if (this.name !== undefined)
-            ar.name = this.name;
-
-        return ar;
-    }
-}
-
-function Float32Array(initValue) {
-    var i;
-    if (initValue instanceof Float32Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newFloat32Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else if (initValue instanceof Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newFloat32Array(this._length);
-        for (i = 0; i < this._length; i++) {
-            this[i] = initValue[i];
-        }
-    } else {
-        this._length = initValue;
-        this._internalArray = Arrays.newFloat32Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = 0;
-    }
-
-    var _this = this;
-    this.__defineGetter__("length", function(){
-        return _this._length;
-    });
-}
-
-Float32Array.prototype = {
-    constructor: Float32Array,
-
-    set: function( index, value ) {
-        if (index instanceof Array || index instanceof Float32Array) {
-            for (var i = 0; i < this._length; i++)
-                this[i] = index[i];
-        } else {
-            this[index] = value;
-        }
-    },
-
-    get: function( index ) {
-        return this[index];
-    },
-
-    print: function() {
-        var values = "[ "
-        for (var i = 0; i < this._length; i++) {
-            values += this[i] + " ";
-        };
-        values += "]";
-    },
-
-    typedArray: function() {
-        var ar = this._internalArray;
-        for (var i = 0; i < this._length; i++) {
-            ar.set(i, this[i]);
-        }
-        if (this.name !== undefined) {
-            ar.name = this.name;
-        }
-
-        return ar;
-    }
-}
-
-function Float64Array(initValue) {
-    var i;
-    if (initValue instanceof Float64Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newFloat64Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else if (initValue instanceof Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newFloat64Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else {
-        this._length = initValue;
-        this._internalArray = Arrays.newFloat64Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = 0;
-    }
-
-    var _this = this;
-    this.__defineGetter__("length", function(){
-        return _this._length;
-    });
-}
-
-Float64Array.prototype = {
-    constructor: Float64Array,
-
-    set: function( index, value ) {
-        if (index instanceof Array || index instanceof Float64Array) {
-            for (var i = 0; i < this._length; i++)
-                this[i] = index[i];
-        } else {
-            this[index] = value;
-        }
-    },
-
-    get: function( index ) {
-        return this[index];
-    },
-
-    print: function() {
-        var values = "[ "
-        for (var i = 0; i < this._length; i++) {
-            values += this[i] + " ";
-        };
-        values += "]";
-    },
-
-    typedArray: function() {
-        var ar = this._internalArray;
-        for (var i = 0; i < this._length; i++) {
-            ar.set(i, this[i]);
-        }
-        if (this.name !== undefined) {
-            ar.name = this.name;
-        }
-
-        return ar;
-    }
-}
-
-function Int32Array(initValue) {
-    var i;
-    if (initValue instanceof Int32Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newInt32Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else if (initValue instanceof Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newInt32Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else {
-        this._length = initValue;
-        this._internalArray = Arrays.newInt32Array(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = 0;
-    }
-
-    var _this = this;
-    this.__defineGetter__("length", function(){
-        return _this._length;
-    });
-}
-
-Int32Array.prototype = {
-    constructor: Int32Array,
-
-    set: function( index, value ) {
-        if (index instanceof Array || index instanceof Int32Array) {
-            for (var i = 0; i < this._length; i++)
-                this[i] = index[i];
-        } else {
-            this[index] = value;
-        }
-    },
-
-    get: function( index ) {
-        return this[index];
-    },
-
-    print: function() {
-        var values = "[ "
-        for (var i = 0; i < this._length; i++) {
-            values += this[i] + " ";
-        };
-        values += "]";
-    },
-
-    typedArray: function() {
-        var ar = this._internalArray;
-        for (var i = 0; i < this._length; i++)
-            ar.set(i, this[i]);
-        if (this.name !== undefined)
-            ar.name = this.name;
-
-        return ar;
-    }
-}
-
-function Uint8ClampedArray(initValue) {
-    var i;
-    if (initValue instanceof Uint8ClampedArray) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newUint8ClampedArray(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else if (initValue instanceof Array) {
-        this._length = initValue.length;
-        this._internalArray = Arrays.newUint8ClampedArray(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = initValue[i];
-    } else {
-        this._length = initValue;
-        this._internalArray = Arrays.newUint8ClampedArray(this._length);
-        for (i = 0; i < this._length; i++)
-            this[i] = 0;
-    }
-
-    var _this = this;
-    this.__defineGetter__("length", function(){
-        return _this._length;
-    });
-}
-
-Uint8ClampedArray.prototype = {
-    constructor: Uint8ClampedArray,
-
-    set: function( index, value ) {
-        if (index instanceof Array || index instanceof Uint8ClampedArray) {
-            for (var i = 0; i < this._length; i++)
-                this[i] = index[i];
-        } else {
-            this[index] = value;
-        }
-    },
-
-    get: function( index ) {
-        return this[index];
-    },
-    print: function() {
-        var values = "[ "
-        for (var i = 0; i < this._length; i++) {
-            values += this[i] + " ";
-        };
-        values += "]";
-    },
-    typedArray: function() {
-        var ar = this._internalArray;
-        for (var i = 0; i < this._length; i++)
-            ar.set(i, this[i]);
-        if (this.name !== undefined)
-            ar.name = this.name;
-
-        return ar;
-    }
-}
-
-// File:src/qml/QmlImageElement.js
-
-var __texImageToImageMap = {};
-
-function Image () {
-    this.crossOrigin = undefined;
-    this._src = undefined;
-    this._onSuccessCallback  = undefined;
-    this._onProgressCallback = undefined;
-    this._onErrorCallback    = undefined;
-    this._width  = 0;
-    this._height = 0;
-    this._texImage = TextureImageFactory.newTexImage();
-    __texImageToImageMap[""+this._texImage.id()] = this;
-
-    // Setup mapping between the native QObject image and this image
-    var _this = this;
-
-    this._texImage.imageLoaded.connect(function() { _this.notifySuccess(_this) });
-    this._texImage.imageLoadingFailed.connect(function() { _this.notifyError(_this) });
-
-    this.__defineGetter__("src", function(){
-        return _this._src;
-    });
-
-    this.__defineSetter__("src", function(url){
-        if (url && url !== '' && url !== _this._src) {
-            _this._texImage.src = ""+url;
-            _this._texImage.name = ""+url;
-        }
-        _this._src = url;
-    });
-
-    this.__defineGetter__("width", function(){
-        return (_this._texImage !== undefined)?_this._texImage.width:0;
-    });
-
-    this.__defineSetter__("width", function(url){
-        console.log("TODO: Implement image resize");
-    });
-
-    this.__defineGetter__("height", function(){
-        return (_this._texImage !== undefined)?_this._texImage.height:0;
-    });
-
-    this.__defineSetter__("height", function(url){
-        console.log("TODO: Implement image resize");
-    });
-};
-
-Image.prototype = {
-    constructor: Image,
-
-    addEventListener: function( eventName, callback, flag ) {
-        if (eventName === 'load') {
-            this._onSuccessCallback = callback;
-        } else if (eventName === 'progress') {
-            this._onProgressCallback = callback;
-        } else if (eventName === 'error') {
-            this._onErrorCallback = callback;
-        }
-    },
-
-    notifySuccess: function(image) {
-        if (this._onSuccessCallback !== undefined) {
-            this._onSuccessCallback(new Event());
-        }
-    },
-
-    notifyProgress: function(image) {
-        if (this._onProgressCallback !== undefined) {
-            this._onProgressCallback(new Event());
-        }
-    },
-
-    notifyError: function(image) {
-        if (this._onErrorCallback !== undefined) {
-            this._onErrorCallback(new Event());
-        }
-    },
-
-    texImage: function() {
-        return this._texImage;
-    },
-
-    data: function() {
-        console.error("Image.data not implemented!");
-    }
-};
-
-// TODO: Support for resizing:
-//where.image.width = width;
-//where.image.height = height;
-//where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
-
-// File:src/qml/QmlHtmlElements.js
-
-// HTML document and Element wrappers/stubs
-
-function document() {
-}
-
-document.createElement = function(type) {
-    if (type === "img") {
-        return new Image();
-    } else if (type === 'div') {
-        return new HtmlDiv();
-    }
-
-    return new HtmlElement();
-}
-
-document.createTextNode = function(value) {
-    return new HtmlElement();
-}
-
-function Event() {
-}
-
-Event.prototype = {
-    constructor: Event
-}
-
-function HtmlStyle() {
-    this.position = undefined;
-    this.right = undefined;
-    this.top = undefined;
-    this.fontSize = undefined;
-    this.textAlign = undefined;
-    this.background = undefined;
-    this.color = undefined;
-    this.width = undefined;
-    this.width = undefined;
-    this.padding = undefined;
-    this.zIndex = undefined;
-}
-
-function HtmlElement() {
-    this.style = new HtmlStyle();
-}
-
-HtmlElement.prototype = {
-    constructor: HtmlElement,
-
-    appendChild: function(child) {
-    }
-}
-
-function HtmlDiv() {
-    this.innerHTML = "";
-    this.style = new HtmlStyle();
-}
-
-
-
-// File:src/renderers/Canvas3DRenderer.js
-
-/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- * @author pasikeranen / pasi.keranen@theqtcompany.com
- */
-
-THREE.Canvas3DRenderer = function ( parameters ) {
-
-	console.log( 'THREE.Canvas3DRenderer', THREE.REVISION );
-
-	parameters = parameters || {};
-
-    if (parameters.canvas === undefined) {
-        console.error("parameter.canvas must be set when using THREE.Canvas3DRenderer");
-        return;
-    }
-
-    var _canvas = parameters.canvas,
-    _context = parameters.context !== undefined ? parameters.context : null,
-
-	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',
-
-	_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
-	_depth = parameters.depth !== undefined ? parameters.depth : true,
-	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
-	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
-	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
-	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
-	_logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
-
-	_clearColor = new THREE.Color( 0x000000 ),
-    _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
-
-	var lights = [];
-
-	var _webglObjects = {};
-	var _webglObjectsImmediate = [];
-
-	var opaqueObjects = [];
-	var transparentObjects = [];
-
-	var sprites = [];
-	var lensFlares = [];
-
-	// public properties
-
-	this.domElement = _canvas;
-	this.context = null;
-	this.devicePixelRatio = parameters.devicePixelRatio !== undefined
-				 ? parameters.devicePixelRatio
-				 : self.devicePixelRatio !== undefined
-					 ? self.devicePixelRatio
-					 : 1;
-
-	// clearing
-
-	this.autoClear = true;
-	this.autoClearColor = true;
-	this.autoClearDepth = true;
-	this.autoClearStencil = true;
-
-	// scene graph
-
-	this.sortObjects = true;
-
-	// physically based shading
-
-	this.gammaInput = false;
-	this.gammaOutput = false;
-
-	// shadow map
-
-	this.shadowMapEnabled = false;
-	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;
-
-	// info
-
-	this.info = {
-
-		memory: {
-
-			programs: 0,
-			geometries: 0,
-			textures: 0
-
-		},
-
-		render: {
-
-			calls: 0,
-			vertices: 0,
-			faces: 0,
-			points: 0
-
-		}
-
-	};
-
-	// internal properties
-
-	var _this = this,
-
-	_programs = [],
-
-	// internal state cache
-
-	_currentProgram = null,
-	_currentFramebuffer = null,
-	_currentMaterialId = - 1,
-	_currentGeometryGroupHash = - 1,
-	_currentCamera = null,
-
-	_usedTextureUnits = 0,
-
-	// GL state cache
-
-	_oldDoubleSided = - 1,
-	_oldFlipSided = - 1,
-
-	_oldBlending = - 1,
-
-	_oldBlendEquation = - 1,
-	_oldBlendSrc = - 1,
-	_oldBlendDst = - 1,
-
-	_oldDepthTest = - 1,
-	_oldDepthWrite = - 1,
-
-	_oldPolygonOffset = null,
-	_oldPolygonOffsetFactor = null,
-	_oldPolygonOffsetUnits = null,
-
-	_oldLineWidth = null,
-
-	_viewportX = 0,
-	_viewportY = 0,
-	_viewportWidth = _canvas.width,
-	_viewportHeight = _canvas.height,
-	_currentWidth = 0,
-	_currentHeight = 0,
-
-	_newAttributes = new Uint8Array( 16 ),
-	_enabledAttributes = new Uint8Array( 16 ),
-
-	// frustum
-
-	_frustum = new THREE.Frustum(),
-
-	 // camera matrices cache
-
-	_projScreenMatrix = new THREE.Matrix4(),
-	_projScreenMatrixPS = new THREE.Matrix4(),
-
-	_vector3 = new THREE.Vector3(),
-
-	// light arrays cache
-
-	_direction = new THREE.Vector3(),
-
-	_lightsNeedUpdate = true,
-
-	_lights = {
-
-		ambient: [ 0, 0, 0 ],
-		directional: { length: 0, colors:[], positions: [] },
-		point: { length: 0, colors: [], positions: [], distances: [] },
-		spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
-		hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
-
-	};
-
-	// initialize
-
-	var _gl;
-
-	try {
-
-		var attributes = {
-			alpha: _alpha,
-			depth: _depth,
-			stencil: _stencil,
-			antialias: _antialias,
-			premultipliedAlpha: _premultipliedAlpha,
-			preserveDrawingBuffer: _preserveDrawingBuffer
-		};
-
-		_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
-
-		if ( _gl === null ) {
-
-			if ( _canvas.getContext( 'webgl') !== null ) {
-
-				throw 'Error creating WebGL context with your selected attributes.';
-
-			} else {
-
-				throw 'Error creating WebGL context.';
-
-			}
-
-		}
-
-	} catch ( error ) {
-
-		console.error( error );
-
-	}
-
-//	if ( _gl.getShaderPrecisionFormat === undefined ) {
-
-//		_gl.getShaderPrecisionFormat = function () {
-
-//			return {
-//				'rangeMin': 1,
-//				'rangeMax': 1,
-//				'precision': 1
-//			};
-
-//		}
-
-//	}
-
-	var extensions = new THREE.WebGLExtensions( _gl );
-
-	extensions.get( 'OES_texture_float' );
-	extensions.get( 'OES_texture_float_linear' );
-	extensions.get( 'OES_standard_derivatives' );
-
-	if ( _logarithmicDepthBuffer ) {
-
-		extensions.get( 'EXT_frag_depth' );
-
-	}
-
-	//
-
-	function setDefaultGLState() {
-
-		_gl.clearColor( 0, 0, 0, 1 );
-		_gl.clearDepth( 1 );
-		_gl.clearStencil( 0 );
-
-		_gl.enable( _gl.DEPTH_TEST );
-		_gl.depthFunc( _gl.LEQUAL );
-
-		_gl.frontFace( _gl.CCW );
-		_gl.cullFace( _gl.BACK );
-		_gl.enable( _gl.CULL_FACE );
-
-		_gl.enable( _gl.BLEND );
-		_gl.blendEquation( _gl.FUNC_ADD );
-		_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
-
-		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
-
-		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
-	}
-
-	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 _supportsVertexTextures = _maxVertexTextures > 0;
-	var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
-
-	//
-
-	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 getCompressedTextureFormats = ( function () {
-
-		var array;
-
-		return function () {
-
-			if ( array !== undefined ) {
-
-				return array;
-
-			}
-
-			array = [];
-
-			if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
-
-				var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
-
-				for ( var i = 0; i < formats.length; i ++ ){
-
-					array.push( formats[ i ] );
-
-				}
-
-			}
-			
-			return array;
-
-		};
-
-	} )();
-
-	// 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( 'THREE.Canvas3DRenderer: highp not supported, using mediump.' );
-
-		} else {
-
-			_precision = 'lowp';
-			console.warn( 'THREE.Canvas3DRenderer: highp and mediump not supported, using lowp.' );
-
-		}
-
-	}
-
-	if ( _precision === 'mediump' && ! mediumpAvailable ) {
-
-		_precision = 'lowp';
-		console.warn( 'THREE.Canvas3DRenderer: mediump not supported, using lowp.' );
-
-	}
-
-	// Plugins
-
-	var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate );
-
-	var spritePlugin = new THREE.SpritePlugin( this, sprites );
-	var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
-
-	// API
-
-	this.getContext = function () {
-
-		return _gl;
-
-	};
-
-	this.supportsVertexTextures = function () {
-
-		return _supportsVertexTextures;
-
-	};
-
-	this.supportsFloatTextures = function () {
-
-		return extensions.get( 'OES_texture_float' );
-
-	};
-
-	this.supportsStandardDerivatives = function () {
-
-		return extensions.get( 'OES_standard_derivatives' );
-
-	};
-
-	this.supportsCompressedTextureS3TC = function () {
-
-		return extensions.get( 'WEBGL_compressed_texture_s3tc' );
-
-	};
-
-	this.supportsCompressedTexturePVRTC = function () {
-
-		return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
-
-	};
-
-	this.supportsBlendMinMax = function () {
-
-		return extensions.get( 'EXT_blend_minmax' );
-
-	};
-
-	this.getMaxAnisotropy = ( function () {
-
-		var value;
-
-		return function () {
-
-			if ( value !== undefined ) {
-
-				return value;
-
-			}
-
-			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
-
-			value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
-
-			return value;
-
-		}
-
-	} )();
-
-	this.getPrecision = function () {
-
-		return _precision;
-
-	};
-
-	this.setSize = function ( width, height, updateStyle ) {
-
-        //_canvas.width = width * this.devicePixelRatio;
-        //_canvas.height = height * this.devicePixelRatio;
-
-		//if ( updateStyle !== false ) {
-
-		//	_canvas.style.width = width + 'px';
-		//	_canvas.style.height = height + 'px';
-
-		//}
-
-		this.setViewport( 0, 0, width, height );
-
-	};
-
-	this.setViewport = function ( x, y, width, height ) {
-
-		_viewportX = x * this.devicePixelRatio;
-		_viewportY = y * this.devicePixelRatio;
-
-		_viewportWidth = width * this.devicePixelRatio;
-		_viewportHeight = height * this.devicePixelRatio;
-
-		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
-
-	};
-
-	this.setScissor = function ( x, y, width, height ) {
-
-		_gl.scissor(
-			x * this.devicePixelRatio,
-			y * this.devicePixelRatio,
-			width * this.devicePixelRatio,
-			height * this.devicePixelRatio
-		);
-
-	};
-
-	this.enableScissorTest = function ( enable ) {
-
-		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
-
-	};
-
-	// Clearing
-
-	this.setClearColor = function ( color, alpha ) {
-
-		_clearColor.set( color );
-		_clearAlpha = alpha !== undefined ? alpha : 1;
-
-		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
-	};
-
-	this.setClearColorHex = function ( hex, alpha ) {
-
-		console.warn( 'THREE.Canvas3DRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
-		this.setClearColor( hex, alpha );
-
-	};
-
-	this.getClearColor = function () {
-
-		return _clearColor;
-
-	};
-
-	this.getClearAlpha = function () {
-
-		return _clearAlpha;
-
-	};
-
-	this.clear = function ( color, depth, stencil ) {
-
-		var bits = 0;
-
-		if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
-		if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
-		if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
-
-		_gl.clear( bits );
-
-	};
-
-	this.clearColor = function () {
-
-		_gl.clear( _gl.COLOR_BUFFER_BIT );
-
-	};
-
-	this.clearDepth = function () {
-
-		_gl.clear( _gl.DEPTH_BUFFER_BIT );
-
-	};
-
-	this.clearStencil = function () {
-
-		_gl.clear( _gl.STENCIL_BUFFER_BIT );
-
-	};
-
-	this.clearTarget = function ( renderTarget, color, depth, stencil ) {
-
-		this.setRenderTarget( renderTarget );
-		this.clear( color, depth, stencil );
-
-	};
-
-	// Reset
-
-	this.resetGLState = function () {
-
-		_currentProgram = null;
-		_currentCamera = null;
-
-		_oldBlending = - 1;
-		_oldDepthTest = - 1;
-		_oldDepthWrite = - 1;
-		_oldDoubleSided = - 1;
-		_oldFlipSided = - 1;
-		_currentGeometryGroupHash = - 1;
-		_currentMaterialId = - 1;
-
-		_lightsNeedUpdate = true;
-
-	};
-
-	// Buffer allocation
-
-	function createParticleBuffers ( geometry ) {
-
-		geometry.__webglVertexBuffer = _gl.createBuffer();
-        geometry.__webglVertexBuffer.name = "Particle__webglVertexBuffer";
-		geometry.__webglColorBuffer = _gl.createBuffer();
-        geometry.__webglColorBuffer.name = "Particle__webglColorBuffer";
-
-		_this.info.memory.geometries ++;
-
-	};
-
-	function createLineBuffers ( geometry ) {
-
-		geometry.__webglVertexBuffer = _gl.createBuffer();
-		geometry.__webglColorBuffer = _gl.createBuffer();
-		geometry.__webglLineDistanceBuffer = _gl.createBuffer();
-		geometry.__webglVertexBuffer.name = "Line__webglVertexBuffer";
-		geometry.__webglColorBuffer.name = "Line__webglColorBuffer";
-		geometry.__webglLineDistanceBuffer.name = "Line__webglLineDistanceBuffer";
-
-		_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.__webglVertexBuffer.name = "Mesh__webglVertexBuffer";
-        geometryGroup.__webglNormalBuffer.name = "Mesh__webglNormalBuffer";
-        geometryGroup.__webglTangentBuffer.name = "Mesh__webglTangentBuffer";
-        geometryGroup.__webglColorBuffer.name = "Mesh__webglColorBuffer";
-        geometryGroup.__webglUVBuffer.name = "Mesh__webglUVBuffer";
-        geometryGroup.__webglUV2Buffer.name = "Mesh__webglUV2Buffer";
-
-		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
-		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
-        geometryGroup.__webglSkinIndicesBuffer.name = "Mesh__webglSkinIndicesBuffer";
-        geometryGroup.__webglSkinWeightsBuffer.name = "Mesh__webglSkinWeightsBuffer";
-
-		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
-		geometryGroup.__webglLineBuffer = _gl.createBuffer();
-        geometryGroup.__webglFaceBuffer.name = "Mesh__webglFaceBuffer";
-        geometryGroup.__webglLineBuffer.name = "Mesh__webglLineBuffer";
-
-		var m, ml;
-
-		if ( geometryGroup.numMorphTargets ) {
-
-			geometryGroup.__webglMorphTargetsBuffers = [];
-
-			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
-                var buf =  _gl.createBuffer();
-                buf.name = "Mesh__MorphTarget_"+m;
-                geometryGroup.__webglMorphTargetsBuffers.push(buf);
-
-			}
-
-		}
-
-		if ( geometryGroup.numMorphNormals ) {
-
-			geometryGroup.__webglMorphNormalsBuffers = [];
-
-			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
-                var nbuf =  _gl.createBuffer();
-                nbuf.name = "Mesh__MorphNormal_"+m;
-                geometryGroup.__webglMorphNormalsBuffers.push( nbuf );
-
-			}
-
-		}
-
-		_this.info.memory.geometries ++;
-
-	};
-
-	// Events
-
-	var onObjectRemoved = function ( event ) {
-
-		var object = event.target;
-
-		object.traverse( function ( child ) {
-
-			child.removeEventListener( 'remove', onObjectRemoved );
-
-			removeObject( child );
-
-		} );
-
-	};
-
-	var onGeometryDispose = function ( event ) {
-
-		var geometry = event.target;
-
-		geometry.removeEventListener( 'dispose', onGeometryDispose );
-
-		deallocateGeometry( geometry );
-
-	};
-
-	var onTextureDispose = function ( event ) {
-
-		var texture = event.target;
-
-		texture.removeEventListener( 'dispose', onTextureDispose );
-
-		deallocateTexture( texture );
-
-		_this.info.memory.textures --;
-
-
-	};
-
-	var onRenderTargetDispose = function ( event ) {
-
-		var renderTarget = event.target;
-
-		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
-
-		deallocateRenderTarget( renderTarget );
-
-		_this.info.memory.textures --;
-
-	};
-
-	var onMaterialDispose = function ( event ) {
-
-		var material = event.target;
-
-		material.removeEventListener( 'dispose', onMaterialDispose );
-
-		deallocateMaterial( material );
-
-	};
-
-	// Buffer deallocation
-
-	var deleteBuffers = function ( geometry ) {
-	
-		var buffers = [
-			'__webglVertexBuffer',
-			'__webglNormalBuffer',
-			'__webglTangentBuffer',
-			'__webglColorBuffer',
-			'__webglUVBuffer',
-			'__webglUV2Buffer',
-			
-			'__webglSkinIndicesBuffer',
-			'__webglSkinWeightsBuffer',
-			
-			'__webglFaceBuffer',
-			'__webglLineBuffer',
-			
-			'__webglLineDistanceBuffer'
-		];
-
-		for ( var i = 0, l = buffers.length; i < l; i ++ ) {
-
-			var name = buffers[ i ];
-
-			if ( geometry[ name ] !== undefined ) {
-
-				_gl.deleteBuffer( geometry[ name ] );
-
-				delete geometry[ name ];
-
-			}
-
-		}
-
-		// custom attributes
-
-		if ( geometry.__webglCustomAttributesList !== undefined ) {
-
-			for ( var name in geometry.__webglCustomAttributesList ) {
-
-				_gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
-
-			}
-
-			delete geometry.__webglCustomAttributesList;
-
-		}
-
-		_this.info.memory.geometries --;
-
-	};
-
-	var deallocateGeometry = function ( geometry ) {
-
-		delete geometry.__webglInit;
-
-		if ( geometry instanceof THREE.BufferGeometry ) {
-
-			for ( var name in geometry.attributes ) {
-			
-				var attribute = geometry.attributes[ name ];
-
-				if ( attribute.buffer !== undefined ) {
-
-					_gl.deleteBuffer( attribute.buffer );
-
-					delete attribute.buffer;
-
-				}
-
-			}
-
-			_this.info.memory.geometries --;
-
-		} else {
-
-			var geometryGroupsList = geometryGroups[ geometry.id ];
-
-			if ( geometryGroupsList !== undefined ) {
-
-				for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
-
-					var geometryGroup = geometryGroupsList[ i ];
-
-					if ( geometryGroup.numMorphTargets !== undefined ) {
-
-						for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
-
-							_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
-
-						}
-
-						delete geometryGroup.__webglMorphTargetsBuffers;
-
-					}
-
-					if ( geometryGroup.numMorphNormals !== undefined ) {
-
-						for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
-
-							_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
-
-						}
-
-						delete geometryGroup.__webglMorphNormalsBuffers;
-
-					}
-
-					deleteBuffers( geometryGroup );
-
-				}
-
-				delete geometryGroups[ geometry.id ];
-
-			} else {
-
-				deleteBuffers( geometry );
-
-			}
-
-		}
-
-		// TOFIX: Workaround for deleted geometry being currently bound
-
-		_currentGeometryGroupHash = - 1;
-
-	};
-
-	var deallocateTexture = function ( texture ) {
-
-		if ( texture.image && texture.image.__webglTextureCube ) {
-
-			// cube texture
-
-			_gl.deleteTexture( texture.image.__webglTextureCube );
-
-			delete texture.image.__webglTextureCube;
-
-		} else {
-
-			// 2D texture
-
-			if ( texture.__webglInit === undefined ) return;
-
-			_gl.deleteTexture( texture.__webglTexture );
-
-			delete texture.__webglTexture;
-			delete texture.__webglInit;
-
-		}
-
-	};
-
-	var deallocateRenderTarget = function ( renderTarget ) {
-
-		if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
-
-		_gl.deleteTexture( renderTarget.__webglTexture );
-
-		delete 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 );
-
-		}
-
-		delete renderTarget.__webglFramebuffer;
-		delete renderTarget.__webglRenderbuffer;
-
-	};
-
-	var deallocateMaterial = function ( material ) {
-
-		var program = material.program.program;
-
-		if ( program === undefined ) return;
-
-		material.program = undefined;
-
-		// only deallocate GL program if this was the last use of shared program
-		// assumed there is only single copy of any program in the _programs list
-		// (that's how it's constructed)
-
-		var i, il, programInfo;
-		var deleteProgram = false;
-
-		for ( i = 0, il = _programs.length; i < il; i ++ ) {
-
-			programInfo = _programs[ i ];
-
-			if ( programInfo.program === program ) {
-
-				programInfo.usedTimes --;
-
-				if ( programInfo.usedTimes === 0 ) {
-
-					deleteProgram = true;
-
-				}
-
-				break;
-
-			}
-
-		}
-
-		if ( deleteProgram === true ) {
-
-			// avoid using array.splice, this is costlier than creating new array from scratch
-
-			var newPrograms = [];
-
-			for ( i = 0, il = _programs.length; i < il; i ++ ) {
-
-				programInfo = _programs[ i ];
-
-				if ( programInfo.program !== program ) {
-
-					newPrograms.push( programInfo );
-
-				}
-
-			}
-
-			_programs = newPrograms;
-
-			_gl.deleteProgram( program );
-
-			_this.info.memory.programs --;
-
-		}
-
-	};
-
-	// Buffer initialization
-
-	function initCustomAttributes ( object ) {
-
-		var geometry = object.geometry;
-		var material = object.material;
-
-		var nvertices = geometry.vertices.length;
-
-		if ( material.attributes ) {
-
-			if ( geometry.__webglCustomAttributesList === undefined ) {
-
-				geometry.__webglCustomAttributesList = [];
-
-			}
-
-			for ( var name in material.attributes ) {
-
-				var attribute = material.attributes[ name ];
-
-				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.array.name = ""+attribute+"attribute.array";
-
-					attribute.buffer = _gl.createBuffer();
-					attribute.buffer[BUFFER_BELONGS_TO_ATTRIBUTE] = name;
-
-					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.__vertexArray.name = "geometry.__vertexArray";
-        geometry.__colorArray.name = "geometry.__colorArray";
-
-		geometry.__sortArray = [];
-
-		geometry.__webglParticleCount = nvertices;
-
-		initCustomAttributes( 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.__vertexArray.name = "geometry.__vertexArray";
-        geometry.__colorArray.name = "geometry.__colorArray";
-        geometry.__lineDistanceArray.name = "geometry.__lineDistanceArray";
-
-		geometry.__webglLineCount = nvertices;
-
-		initCustomAttributes( object );
-
-	};
-
-	function initMeshBuffers ( geometryGroup, object ) {
-
-		var geometry = object.geometry,
-			faces3 = geometryGroup.faces3,
-
-			nvertices = faces3.length * 3,
-			ntris     = faces3.length * 1,
-			nlines    = faces3.length * 3,
-
-			material = getBufferMaterial( object, geometryGroup );
-
-		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
-		geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
-		geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
-		geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
-        geometryGroup.__vertexArray.name = "geometryGroup.__vertexArray";
-        geometryGroup.__normalArray.name = "geometryGroup.__normalArray";
-        geometryGroup.__colorArray.name = "geometryGroup.__colorArray";
-        geometryGroup.__uvArray.name = "geometryGroup.__uvArray";
-
-		if ( geometry.faceVertexUvs.length > 1 ) {
-
-			geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
-	        geometryGroup.__uv2Array.name = "geometryGroup.__uv2Array";
-
-		}
-
-		if ( geometry.hasTangents ) {
-
-			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
-            geometryGroup.__tangentArray.name = "geometryGroup.__tangentArray";
-
-		}
-
-		if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
-
-			geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
-			geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
-            geometryGroup.__skinIndexArray.name = "geometryGroup.__skinIndexArray";
-            geometryGroup.__skinWeightArray.name = "geometryGroup.__skinWeightArray";
-		}
-
-		var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
-
-		geometryGroup.__typeArray = UintArray;
-		geometryGroup.__faceArray = new UintArray( ntris * 3 );
-		geometryGroup.__lineArray = new UintArray( nlines * 2 );
-        geometryGroup.__faceArray.name = "geometryGroup.__faceArray";
-        geometryGroup.__lineArray.name = "geometryGroup.__lineArray";
-
-		var m, ml;
-
-		if ( geometryGroup.numMorphTargets ) {
-
-			geometryGroup.__morphTargetsArrays = [];
-
-			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
-                var mta = new Float32Array( nvertices * 3 );
-                mta.name = "morphTargetArray_"+m;
-                geometryGroup.__morphTargetsArrays.push(mta);
-			}
-
-		}
-
-		if ( geometryGroup.numMorphNormals ) {
-
-			geometryGroup.__morphNormalsArrays = [];
-
-			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
-                var mna = new Float32Array( nvertices * 3 );
-                mna.name = "morphNormalsArray_"+m;
-                geometryGroup.__morphNormalsArrays.push( mna );
-			}
-
-		}
-
-		geometryGroup.__webglFaceCount = ntris * 3;
-		geometryGroup.__webglLineCount = nlines * 2;
-
-
-		// custom attributes
-
-		if ( material.attributes ) {
-
-			if ( geometryGroup.__webglCustomAttributesList === undefined ) {
-
-				geometryGroup.__webglCustomAttributesList = [];
-
-			}
-
-			for ( var name 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[ name ];
-
-				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[BUFFER_BELONGS_TO_ATTRIBUTE] = name;
-
-					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;
-
-	};
-
-	// 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.typedArray(), hint );
-
-		}
-
-		if ( dirtyColors || object.sortParticles ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray.typedArray(), 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.typedArray(), 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.typedArray(), 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.typedArray(), 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.typedArray(), 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.typedArray(), hint );
-
-				}
-
-			}
-
-		}
-
-	}
-
-	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
-
-		if ( ! geometryGroup.__inittedArrays ) {
-
-			return;
-
-		}
-
-		var needsSmoothNormals = materialNeedsSmoothNormals( material );
-
-		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,
-		sw1, sw2, sw3, sw4,
-		si1, si2, si3, si4,
-		sa1, sa2, sa3, sa4,
-		sb1, sb2, sb3, sb4,
-		m, ml, i, il,
-		vn, uvi, uv2i,
-		vk, vkl, vka,
-		nka, chf, faceVertexNormals,
-		a,
-
-		vertexIndex = 0,
-
-		offset = 0,
-		offset_uv = 0,
-		offset_uv2 = 0,
-		offset_face = 0,
-		offset_normal = 0,
-		offset_tangent = 0,
-		offset_line = 0,
-		offset_color = 0,
-		offset_skin = 0,
-		offset_morphTarget = 0,
-		offset_custom = 0,
-		offset_customSrc = 0,
-
-		value,
-
-		vertexArray = geometryGroup.__vertexArray,
-		uvArray = geometryGroup.__uvArray,
-		uv2Array = geometryGroup.__uv2Array,
-		normalArray = geometryGroup.__normalArray,
-		tangentArray = geometryGroup.__tangentArray,
-		colorArray = geometryGroup.__colorArray,
-
-		skinIndexArray = geometryGroup.__skinIndexArray,
-		skinWeightArray = geometryGroup.__skinWeightArray,
-
-		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
-		morphNormalsArrays = geometryGroup.__morphNormalsArrays,
-
-		customAttributes = geometryGroup.__webglCustomAttributesList,
-		customAttribute,
-
-		faceArray = geometryGroup.__faceArray,
-		lineArray = geometryGroup.__lineArray,
-
-		geometry = object.geometry, // this is shared for all chunks
-
-		dirtyVertices = geometry.verticesNeedUpdate,
-		dirtyElements = geometry.elementsNeedUpdate,
-		dirtyUvs = geometry.uvsNeedUpdate,
-		dirtyNormals = geometry.normalsNeedUpdate,
-		dirtyTangents = geometry.tangentsNeedUpdate,
-		dirtyColors = geometry.colorsNeedUpdate,
-		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
-
-		vertices = geometry.vertices,
-		chunk_faces3 = geometryGroup.faces3,
-		obj_faces = geometry.faces,
-
-		obj_uvs  = geometry.faceVertexUvs[ 0 ],
-		obj_uvs2 = geometry.faceVertexUvs[ 1 ],
-
-		obj_colors = geometry.colors,
-
-		obj_skinIndices = geometry.skinIndices,
-		obj_skinWeights = geometry.skinWeights,
-
-		morphTargets = geometry.morphTargets,
-		morphNormals = geometry.morphNormals;
-
-		if ( dirtyVertices ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ] ];
-
-				v1 = vertices[ face.a ];
-				v2 = vertices[ face.b ];
-				v3 = vertices[ face.c ];
-
-				vertexArray[ offset ]     = v1.x;
-				vertexArray[ offset + 1 ] = v1.y;
-				vertexArray[ offset + 2 ] = v1.z;
-
-				vertexArray[ offset + 3 ] = v2.x;
-				vertexArray[ offset + 4 ] = v2.y;
-				vertexArray[ offset + 5 ] = v2.z;
-
-				vertexArray[ offset + 6 ] = v3.x;
-				vertexArray[ offset + 7 ] = v3.y;
-				vertexArray[ offset + 8 ] = v3.z;
-
-				offset += 9;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray.typedArray(), hint );
-
-		}
-
-		if ( dirtyMorphTargets ) {
-
-			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
-
-				offset_morphTarget = 0;
-
-				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-					chf = chunk_faces3[ f ];
-					face = obj_faces[ chf ];
-
-					// morph positions
-
-					v1 = morphTargets[ vk ].vertices[ face.a ];
-					v2 = morphTargets[ vk ].vertices[ face.b ];
-					v3 = morphTargets[ vk ].vertices[ face.c ];
-
-					vka = morphTargetsArrays[ vk ];
-
-					vka[ offset_morphTarget ]     = v1.x;
-					vka[ offset_morphTarget + 1 ] = v1.y;
-					vka[ offset_morphTarget + 2 ] = v1.z;
-
-					vka[ offset_morphTarget + 3 ] = v2.x;
-					vka[ offset_morphTarget + 4 ] = v2.y;
-					vka[ offset_morphTarget + 5 ] = v2.z;
-
-					vka[ offset_morphTarget + 6 ] = v3.x;
-					vka[ offset_morphTarget + 7 ] = v3.y;
-					vka[ offset_morphTarget + 8 ] = v3.z;
-
-					// morph normals
-
-					if ( material.morphNormals ) {
-
-						if ( needsSmoothNormals ) {
-
-							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
-
-							n1 = faceVertexNormals.a;
-							n2 = faceVertexNormals.b;
-							n3 = faceVertexNormals.c;
-
-						} else {
-
-							n1 = morphNormals[ vk ].faceNormals[ chf ];
-							n2 = n1;
-							n3 = n1;
-
-						}
-
-						nka = morphNormalsArrays[ vk ];
-
-						nka[ offset_morphTarget ]     = n1.x;
-						nka[ offset_morphTarget + 1 ] = n1.y;
-						nka[ offset_morphTarget + 2 ] = n1.z;
-
-						nka[ offset_morphTarget + 3 ] = n2.x;
-						nka[ offset_morphTarget + 4 ] = n2.y;
-						nka[ offset_morphTarget + 5 ] = n2.z;
-
-						nka[ offset_morphTarget + 6 ] = n3.x;
-						nka[ offset_morphTarget + 7 ] = n3.y;
-						nka[ offset_morphTarget + 8 ] = n3.z;
-
-					}
-
-					//
-
-					offset_morphTarget += 9;
-
-				}
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
-				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ].typedArray(), hint );
-
-				if ( material.morphNormals ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
-					_gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ].typedArray(), hint );
-
-				}
-
-			}
-
-		}
-
-		if ( obj_skinWeights.length ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ] ];
-
-				// weights
-
-				sw1 = obj_skinWeights[ face.a ];
-				sw2 = obj_skinWeights[ face.b ];
-				sw3 = obj_skinWeights[ face.c ];
-
-				skinWeightArray[ offset_skin ]     = sw1.x;
-				skinWeightArray[ offset_skin + 1 ] = sw1.y;
-				skinWeightArray[ offset_skin + 2 ] = sw1.z;
-				skinWeightArray[ offset_skin + 3 ] = sw1.w;
-
-				skinWeightArray[ offset_skin + 4 ] = sw2.x;
-				skinWeightArray[ offset_skin + 5 ] = sw2.y;
-				skinWeightArray[ offset_skin + 6 ] = sw2.z;
-				skinWeightArray[ offset_skin + 7 ] = sw2.w;
-
-				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
-				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
-				skinWeightArray[ offset_skin + 10 ] = sw3.z;
-				skinWeightArray[ offset_skin + 11 ] = sw3.w;
-
-				// indices
-
-				si1 = obj_skinIndices[ face.a ];
-				si2 = obj_skinIndices[ face.b ];
-				si3 = obj_skinIndices[ face.c ];
-
-				skinIndexArray[ offset_skin ]     = si1.x;
-				skinIndexArray[ offset_skin + 1 ] = si1.y;
-				skinIndexArray[ offset_skin + 2 ] = si1.z;
-				skinIndexArray[ offset_skin + 3 ] = si1.w;
-
-				skinIndexArray[ offset_skin + 4 ] = si2.x;
-				skinIndexArray[ offset_skin + 5 ] = si2.y;
-				skinIndexArray[ offset_skin + 6 ] = si2.z;
-				skinIndexArray[ offset_skin + 7 ] = si2.w;
-
-				skinIndexArray[ offset_skin + 8 ]  = si3.x;
-				skinIndexArray[ offset_skin + 9 ]  = si3.y;
-				skinIndexArray[ offset_skin + 10 ] = si3.z;
-				skinIndexArray[ offset_skin + 11 ] = si3.w;
-
-				offset_skin += 12;
-
-			}
-
-			if ( offset_skin > 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray.typedArray(), hint );
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray.typedArray(), hint );
-
-			}
-
-		}
-
-		if ( dirtyColors ) {
-
-			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 && material.vertexColors === THREE.VertexColors ) {
-
-					c1 = vertexColors[ 0 ];
-					c2 = vertexColors[ 1 ];
-					c3 = vertexColors[ 2 ];
-
-				} else {
-
-					c1 = faceColor;
-					c2 = faceColor;
-					c3 = faceColor;
-
-				}
-
-				colorArray[ offset_color ]     = c1.r;
-				colorArray[ offset_color + 1 ] = c1.g;
-				colorArray[ offset_color + 2 ] = c1.b;
-
-				colorArray[ offset_color + 3 ] = c2.r;
-				colorArray[ offset_color + 4 ] = c2.g;
-				colorArray[ offset_color + 5 ] = c2.b;
-
-				colorArray[ offset_color + 6 ] = c3.r;
-				colorArray[ offset_color + 7 ] = c3.g;
-				colorArray[ offset_color + 8 ] = c3.b;
-
-				offset_color += 9;
-
-			}
-
-			if ( offset_color > 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray.typedArray(), hint );
-
-			}
-
-		}
-
-		if ( dirtyTangents && geometry.hasTangents ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ] ];
-
-				vertexTangents = face.vertexTangents;
-
-				t1 = vertexTangents[ 0 ];
-				t2 = vertexTangents[ 1 ];
-				t3 = vertexTangents[ 2 ];
-
-				tangentArray[ offset_tangent ]     = t1.x;
-				tangentArray[ offset_tangent + 1 ] = t1.y;
-				tangentArray[ offset_tangent + 2 ] = t1.z;
-				tangentArray[ offset_tangent + 3 ] = t1.w;
-
-				tangentArray[ offset_tangent + 4 ] = t2.x;
-				tangentArray[ offset_tangent + 5 ] = t2.y;
-				tangentArray[ offset_tangent + 6 ] = t2.z;
-				tangentArray[ offset_tangent + 7 ] = t2.w;
-
-				tangentArray[ offset_tangent + 8 ]  = t3.x;
-				tangentArray[ offset_tangent + 9 ]  = t3.y;
-				tangentArray[ offset_tangent + 10 ] = t3.z;
-				tangentArray[ offset_tangent + 11 ] = t3.w;
-
-				offset_tangent += 12;
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray.typedArray(), hint );
-
-		}
-
-		if ( dirtyNormals ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				face = obj_faces[ chunk_faces3[ f ] ];
-
-				vertexNormals = face.vertexNormals;
-				faceNormal = face.normal;
-
-				if ( vertexNormals.length === 3 && needsSmoothNormals ) {
-
-					for ( i = 0; i < 3; i ++ ) {
-
-						vn = vertexNormals[ i ];
-
-						normalArray[ offset_normal ]     = vn.x;
-						normalArray[ offset_normal + 1 ] = vn.y;
-						normalArray[ offset_normal + 2 ] = vn.z;
-
-						offset_normal += 3;
-
-					}
-
-				} else {
-
-					for ( i = 0; i < 3; i ++ ) {
-
-						normalArray[ offset_normal ]     = faceNormal.x;
-						normalArray[ offset_normal + 1 ] = faceNormal.y;
-						normalArray[ offset_normal + 2 ] = faceNormal.z;
-
-						offset_normal += 3;
-
-					}
-
-				}
-
-			}
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray.typedArray(), hint );
-
-		}
-
-		if ( dirtyUvs && obj_uvs ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				fi = chunk_faces3[ f ];
-
-				uv = obj_uvs[ fi ];
-
-				if ( uv === undefined ) continue;
-
-				for ( i = 0; i < 3; i ++ ) {
-
-					uvi = uv[ i ];
-
-					uvArray[ offset_uv ]     = uvi.x;
-					uvArray[ offset_uv + 1 ] = uvi.y;
-
-					offset_uv += 2;
-
-				}
-
-			}
-
-			if ( offset_uv > 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray.typedArray(), hint );
-
-			}
-
-		}
-
-		if ( dirtyUvs && obj_uvs2 ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				fi = chunk_faces3[ f ];
-
-				uv2 = obj_uvs2[ fi ];
-
-				if ( uv2 === undefined ) continue;
-
-				for ( i = 0; i < 3; i ++ ) {
-
-					uv2i = uv2[ i ];
-
-					uv2Array[ offset_uv2 ]     = uv2i.x;
-					uv2Array[ offset_uv2 + 1 ] = uv2i.y;
-
-					offset_uv2 += 2;
-
-				}
-
-			}
-
-			if ( offset_uv2 > 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array.typedArray(), hint );
-
-			}
-
-		}
-
-		if ( dirtyElements ) {
-
-			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-				faceArray[ offset_face ]   = vertexIndex;
-				faceArray[ offset_face + 1 ] = vertexIndex + 1;
-				faceArray[ offset_face + 2 ] = vertexIndex + 2;
-
-				offset_face += 3;
-
-				lineArray[ offset_line ]     = vertexIndex;
-				lineArray[ offset_line + 1 ] = vertexIndex + 1;
-
-				lineArray[ offset_line + 2 ] = vertexIndex;
-				lineArray[ offset_line + 3 ] = vertexIndex + 2;
-
-				lineArray[ offset_line + 4 ] = vertexIndex + 1;
-				lineArray[ offset_line + 5 ] = vertexIndex + 2;
-
-				offset_line += 6;
-
-				vertexIndex += 3;
-
-			}
-
-			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
-			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray.typedArray(), hint );
-
-			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
-			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray.typedArray(), hint );
-
-		}
-
-		if ( customAttributes ) {
-
-			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
-				customAttribute = customAttributes[ i ];
-
-				if ( ! customAttribute.__original.needsUpdate ) continue;
-
-				offset_custom = 0;
-				offset_customSrc = 0;
-
-				if ( customAttribute.size === 1 ) {
-
-					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces3[ f ] ];
-
-							customAttribute.array[ offset_custom ]     = customAttribute.value[ face.a ];
-							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
-							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
-
-							offset_custom += 3;
-
-						}
-
-					} else if ( customAttribute.boundTo === 'faces' ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							customAttribute.array[ offset_custom ]     = value;
-							customAttribute.array[ offset_custom + 1 ] = value;
-							customAttribute.array[ offset_custom + 2 ] = value;
-
-							offset_custom += 3;
-
-						}
-
-					}
-
-				} else if ( customAttribute.size === 2 ) {
-
-					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces3[ f ] ];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-
-							customAttribute.array[ offset_custom ]     = v1.x;
-							customAttribute.array[ offset_custom + 1 ] = v1.y;
-
-							customAttribute.array[ offset_custom + 2 ] = v2.x;
-							customAttribute.array[ offset_custom + 3 ] = v2.y;
-
-							customAttribute.array[ offset_custom + 4 ] = v3.x;
-							customAttribute.array[ offset_custom + 5 ] = v3.y;
-
-							offset_custom += 6;
-
-						}
-
-					} else if ( customAttribute.boundTo === 'faces' ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-
-							customAttribute.array[ offset_custom ]     = v1.x;
-							customAttribute.array[ offset_custom + 1 ] = v1.y;
-
-							customAttribute.array[ offset_custom + 2 ] = v2.x;
-							customAttribute.array[ offset_custom + 3 ] = v2.y;
-
-							customAttribute.array[ offset_custom + 4 ] = v3.x;
-							customAttribute.array[ offset_custom + 5 ] = v3.y;
-
-							offset_custom += 6;
-
-						}
-
-					}
-
-				} else if ( customAttribute.size === 3 ) {
-
-					var pp;
-
-					if ( customAttribute.type === 'c' ) {
-
-						pp = [ 'r', 'g', 'b' ];
-
-					} else {
-
-						pp = [ 'x', 'y', 'z' ];
-
-					}
-
-					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces3[ f ] ];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-
-							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
-
-							offset_custom += 9;
-
-						}
-
-					} else if ( customAttribute.boundTo === 'faces' ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-
-							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
-
-							offset_custom += 9;
-
-						}
-
-					} else if ( customAttribute.boundTo === 'faceVertices' ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value[ 0 ];
-							v2 = value[ 1 ];
-							v3 = value[ 2 ];
-
-							customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
-
-							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
-							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
-							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
-
-							offset_custom += 9;
-
-						}
-
-					}
-
-				} else if ( customAttribute.size === 4 ) {
-
-					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							face = obj_faces[ chunk_faces3[ f ] ];
-
-							v1 = customAttribute.value[ face.a ];
-							v2 = customAttribute.value[ face.b ];
-							v3 = customAttribute.value[ face.c ];
-
-							customAttribute.array[ offset_custom  ]   = v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							offset_custom += 12;
-
-						}
-
-					} else if ( customAttribute.boundTo === 'faces' ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value;
-							v2 = value;
-							v3 = value;
-
-							customAttribute.array[ offset_custom  ]   = v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							offset_custom += 12;
-
-						}
-
-					} else if ( customAttribute.boundTo === 'faceVertices' ) {
-
-						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
-							value = customAttribute.value[ chunk_faces3[ f ] ];
-
-							v1 = value[ 0 ];
-							v2 = value[ 1 ];
-							v3 = value[ 2 ];
-
-							customAttribute.array[ offset_custom  ]   = v1.x;
-							customAttribute.array[ offset_custom + 1  ] = v1.y;
-							customAttribute.array[ offset_custom + 2  ] = v1.z;
-							customAttribute.array[ offset_custom + 3  ] = v1.w;
-
-							customAttribute.array[ offset_custom + 4  ] = v2.x;
-							customAttribute.array[ offset_custom + 5  ] = v2.y;
-							customAttribute.array[ offset_custom + 6  ] = v2.z;
-							customAttribute.array[ offset_custom + 7  ] = v2.w;
-
-							customAttribute.array[ offset_custom + 8  ] = v3.x;
-							customAttribute.array[ offset_custom + 9  ] = v3.y;
-							customAttribute.array[ offset_custom + 10 ] = v3.z;
-							customAttribute.array[ offset_custom + 11 ] = v3.w;
-
-							offset_custom += 12;
-
-						}
-
-					}
-
-				}
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
-				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array.typedArray(), 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 ) {
-
-		var attributes = geometry.attributes;
-		var attributesKeys = geometry.attributesKeys;
-
-		for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
-
-			var key = attributesKeys[ i ];
-			var attribute = attributes[ key ];
-
-			if ( attribute.buffer === undefined ) {
-
-				attribute.buffer = _gl.createBuffer();
-				attribute.needsUpdate = true;
-
-			}
-
-			if ( attribute.needsUpdate === true ) {
-
-				var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
-
-				_gl.bindBuffer( bufferType, attribute.buffer );
-                _gl.bufferData( bufferType, attribute.array.typedArray(), _gl.STATIC_DRAW );
-
-				attribute.needsUpdate = false;
-
-			}
-
-		}
-
-	}
-
-	// Buffer rendering
-
-	this.renderBufferImmediate = function ( object, program, material ) {
-
-		initAttributes();
-
-		if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
-		if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
-		if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
-		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
-		if ( object.__webglVertexBuffer ) object.__webglVertexBuffer.name  = "object.__webglVertexBuffer";
-		if ( object. __webglNormalBuffer )object. __webglNormalBuffer.name = "object. __webglNormalBuffer";
-		if ( object. __webglUvBuffer )    object. __webglUvBuffer.name     = "object. __webglUvBuffer";
-		if ( object. __webglColorBuffer ) object. __webglColorBuffer.name  = "object. __webglColorBuffer";
-
-		if ( object.hasPositions ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
-            _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray.typedArray(), _gl.DYNAMIC_DRAW );
-			enableAttribute( program.attributes.position );
-			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		if ( object.hasNormals ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
-
-			if ( material.shading === THREE.FlatShading ) {
-
-				var nx, ny, nz,
-					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
-					normalArray,
-					i, il = object.count * 3;
-
-				for ( i = 0; i < il; i += 9 ) {
-
-					normalArray = object.normalArray;
-
-					nax  = normalArray[ i ];
-					nay  = normalArray[ i + 1 ];
-					naz  = normalArray[ i + 2 ];
-
-					nbx  = normalArray[ i + 3 ];
-					nby  = normalArray[ i + 4 ];
-					nbz  = normalArray[ i + 5 ];
-
-					ncx  = normalArray[ i + 6 ];
-					ncy  = normalArray[ i + 7 ];
-					ncz  = normalArray[ i + 8 ];
-
-					nx = ( nax + nbx + ncx ) / 3;
-					ny = ( nay + nby + ncy ) / 3;
-					nz = ( naz + nbz + ncz ) / 3;
-
-					normalArray[ i ]   = nx;
-					normalArray[ i + 1 ] = ny;
-					normalArray[ i + 2 ] = nz;
-
-					normalArray[ i + 3 ] = nx;
-					normalArray[ i + 4 ] = ny;
-					normalArray[ i + 5 ] = nz;
-
-					normalArray[ i + 6 ] = nx;
-					normalArray[ i + 7 ] = ny;
-					normalArray[ i + 8 ] = nz;
-
-				}
-
-			}
-
-			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray.typedArray(), _gl.DYNAMIC_DRAW );
-			enableAttribute( program.attributes.normal );
-			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		if ( object.hasUvs && material.map ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray.typedArray(), _gl.DYNAMIC_DRAW );
-			enableAttribute( program.attributes.uv );
-			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
-			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray.typedArray(), _gl.DYNAMIC_DRAW );
-			enableAttribute( program.attributes.color );
-			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		disableUnusedAttributes();
-
-		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
-
-		object.count = 0;
-
-	};
-
-	function setupVertexAttributes( material, program, geometry, startIndex ) {
-
-		var geometryAttributes = geometry.attributes;
-
-		var programAttributes = program.attributes;
-		var programAttributesKeys = program.attributesKeys;
-
-		for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
-
-			var key = programAttributesKeys[ i ];
-			var programAttribute = programAttributes[ key ];
-
-			if ( programAttribute >= 0 ) {
-
-				var geometryAttribute = geometryAttributes[ key ];
-
-				if ( geometryAttribute !== undefined ) {
-
-					var size = geometryAttribute.itemSize;
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
-
-					enableAttribute( programAttribute );
-
-					_gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
-
-				} else if ( material.defaultAttributeValues !== undefined ) {
-
-					if ( material.defaultAttributeValues[ key ].length === 2 ) {
-
-						_gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
-
-					} else if ( material.defaultAttributeValues[ key ].length === 3 ) {
-
-						_gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
-
-					}
-
-				}
-
-			}
-
-		}
-
-		disableUnusedAttributes();
-
-	}
-
-	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
-
-		if ( material.visible === false ) return;
-
-		var program = setProgram( camera, lights, fog, material, object );
-
-		var updateBuffers = false,
-			wireframeBit = material.wireframe ? 1 : 0,
-			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
-
-		if ( geometryHash !== _currentGeometryGroupHash ) {
-
-			_currentGeometryGroupHash = geometryHash;
-			updateBuffers = true;
-
-		}
-
-		if ( updateBuffers ) {
-
-			initAttributes();
-
-		}
-
-		// render mesh
-
-		if ( object instanceof THREE.Mesh ) {
-
-			var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
-
-			var index = geometry.attributes.index;
-
-			if ( index ) {
-
-				// indexed triangles
-
-				var type, size;
-
-				if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
-
-					type = _gl.UNSIGNED_INT;
-					size = 4;
-
-				} else {
-
-					type = _gl.UNSIGNED_SHORT;
-					size = 2;
-
-				}
-
-				var offsets = geometry.offsets;
-
-				if ( offsets.length === 0 ) {
-
-					if ( updateBuffers ) {
-
-						setupVertexAttributes( material, program, geometry, 0 );
-						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
-					}
-
-					_gl.drawElements( mode, index.array.length, type, 0 );
-
-					_this.info.render.calls ++;
-					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
-					_this.info.render.faces += index.array.length / 3;
-
-				} else {
-
-					// if there is more than 1 chunk
-					// must set attribute pointers to use new offsets for each chunk
-					// even if geometry and materials didn't change
-
-					updateBuffers = true;
-
-					for ( var i = 0, il = offsets.length; i < il; i ++ ) {
-
-						var startIndex = offsets[ i ].index;
-
-						if ( updateBuffers ) {
-
-							setupVertexAttributes( material, program, geometry, startIndex );
-							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
-						}
-
-						// render indexed triangles
-
-						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
-
-						_this.info.render.calls ++;
-						_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
-						_this.info.render.faces += offsets[ i ].count / 3;
-
-					}
-
-				}
-
-			} else {
-
-				// non-indexed triangles
-
-				if ( updateBuffers ) {
-
-					setupVertexAttributes( material, program, geometry, 0 );
-
-				}
-
-				var position = geometry.attributes[ 'position' ];
-
-				// render non-indexed triangles
-
-				_gl.drawArrays( mode, 0, position.array.length / 3 );
-
-				_this.info.render.calls ++;
-				_this.info.render.vertices += position.array.length / 3;
-				_this.info.render.faces += position.array.length / 9;
-
-			}
-
-		} else if ( object instanceof THREE.PointCloud ) {
-
-			// render particles
-
-			if ( updateBuffers ) {
-
-				setupVertexAttributes( material, program, geometry, 0 );
-
-			}
-
-			var position = geometry.attributes.position;
-
-			// render particles
-
-			_gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
-
-			_this.info.render.calls ++;
-			_this.info.render.points += position.array.length / 3;
-
-		} else if ( object instanceof THREE.Line ) {
-
-			var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
-
-			setLineWidth( material.linewidth );
-
-			var index = geometry.attributes.index;
-
-			if ( index ) {
-
-				// indexed lines
-
-				var type, size;
-
-				if ( index.array instanceof Uint32Array ) {
-
-					type = _gl.UNSIGNED_INT;
-					size = 4;
-
-				} else {
-
-					type = _gl.UNSIGNED_SHORT;
-					size = 2;
-
-				}
-
-				var offsets = geometry.offsets;
-
-				if ( offsets.length === 0 ) {
-
-					if ( updateBuffers ) {
-
-						setupVertexAttributes( material, program, geometry, 0 );
-						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
-					}
-
-					_gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
-
-					_this.info.render.calls ++;
-					_this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
-
-				} else {
-
-					// if there is more than 1 chunk
-					// must set attribute pointers to use new offsets for each chunk
-					// even if geometry and materials didn't change
-
-					if ( offsets.length > 1 ) updateBuffers = true;
-
-					for ( var i = 0, il = offsets.length; i < il; i ++ ) {
-
-						var startIndex = offsets[ i ].index;
-
-						if ( updateBuffers ) {
-
-							setupVertexAttributes( material, program, geometry, startIndex );
-							_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
-						}
-
-						// render indexed lines
-
-						_gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
-
-						_this.info.render.calls ++;
-						_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
-
-					}
-
-				}
-
-			} else {
-
-				// non-indexed lines
-
-				if ( updateBuffers ) {
-
-					setupVertexAttributes( material, program, geometry, 0 );
-
-				}
-
-				var position = geometry.attributes.position;
-
-				_gl.drawArrays( mode, 0, position.array.length / 3 );
-
-				_this.info.render.calls ++;
-				_this.info.render.points += position.array.length / 3;
-
-			}
-
-		}
-
-	};
-
-	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
-
-		if ( material.visible === false ) return;
-
-		var program = setProgram( camera, lights, fog, material, object );
-
-		var attributes = program.attributes;
-
-		var updateBuffers = false,
-			wireframeBit = material.wireframe ? 1 : 0,
-			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
-
-		if ( geometryGroupHash !== _currentGeometryGroupHash ) {
-
-			_currentGeometryGroupHash = geometryGroupHash;
-			updateBuffers = true;
-
-		}
-
-		if ( updateBuffers ) {
-
-			initAttributes();
-
-		}
-
-		// vertices
-
-		if ( ! material.morphTargets && attributes.position >= 0 ) {
-
-			if ( updateBuffers ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
-				enableAttribute( attributes.position );
-				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-		} else {
-
-			if ( object.morphTargetBase ) {
-
-				setupMorphTargets( material, geometryGroup, object );
-
-			}
-
-		}
-
-
-		if ( updateBuffers ) {
-
-			// custom attributes
-
-			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
-
-			if ( geometryGroup.__webglCustomAttributesList ) {
-
-				for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
-
-					var attribute = geometryGroup.__webglCustomAttributesList[ i ];
-
-					if ( attributes[ attribute.buffer[BUFFER_BELONGS_TO_ATTRIBUTE] ] >= 0 ) {
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
-						enableAttribute( attributes[ attribute.buffer[BUFFER_BELONGS_TO_ATTRIBUTE] ] );
-						_gl.vertexAttribPointer( attributes[ attribute.buffer[BUFFER_BELONGS_TO_ATTRIBUTE] ], attribute.size, _gl.FLOAT, false, 0, 0 );
-
-					}
-
-				}
-
-			}
-
-
-			// colors
-
-			if ( attributes.color >= 0 ) {
-
-				if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
-					enableAttribute( attributes.color );
-					_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
-
-				} else if ( material.defaultAttributeValues !== undefined ) {
-
-
-					_gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
-
-				}
-
-			}
-
-			// normals
-
-			if ( attributes.normal >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
-				enableAttribute( attributes.normal );
-				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-			// tangents
-
-			if ( attributes.tangent >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
-				enableAttribute( attributes.tangent );
-				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-			// uvs
-
-			if ( attributes.uv >= 0 ) {
-
-				if ( object.geometry.faceVertexUvs[ 0 ] ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
-					enableAttribute( attributes.uv );
-					_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
-
-				} else if ( material.defaultAttributeValues !== undefined ) {
-
-
-					_gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
-
-				}
-
-			}
-
-			if ( attributes.uv2 >= 0 ) {
-
-				if ( object.geometry.faceVertexUvs[ 1 ] ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
-					enableAttribute( attributes.uv2 );
-					_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
-
-				} else if ( material.defaultAttributeValues !== undefined ) {
-
-
-					_gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
-
-				}
-
-			}
-
-			if ( material.skinning &&
-				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
-				enableAttribute( attributes.skinIndex );
-				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
-				enableAttribute( attributes.skinWeight );
-				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-			// line distances
-
-			if ( attributes.lineDistance >= 0 ) {
-
-				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
-				enableAttribute( attributes.lineDistance );
-				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
-
-			}
-
-		}
-
-		disableUnusedAttributes();
-
-		// render mesh
-
-		if ( object instanceof THREE.Mesh ) {
-
-			var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
-
-			// wireframe
-
-			if ( material.wireframe ) {
-
-				setLineWidth( material.wireframeLinewidth );
-				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
-				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
-
-			// triangles
-
-			} else {
-
-				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
-				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
-
-			}
-
-			_this.info.render.calls ++;
-			_this.info.render.vertices += geometryGroup.__webglFaceCount;
-			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;
-
-		// render lines
-
-		} else if ( object instanceof THREE.Line ) {
-
-			var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
-
-			setLineWidth( material.linewidth );
-
-			_gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
-
-			_this.info.render.calls ++;
-
-		// render particles
-
-		} else if ( object instanceof THREE.PointCloud ) {
-
-			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
-
-			_this.info.render.calls ++;
-			_this.info.render.points += geometryGroup.__webglParticleCount;
-
-		}
-
-	};
-
-	function initAttributes() {
-
-		for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
-
-			_newAttributes[ i ] = 0;
-
-		}
-
-	}
-
-	function enableAttribute( attribute ) {
-
-		_newAttributes[ attribute ] = 1;
-
-		if ( _enabledAttributes[ attribute ] === 0 ) {
-
-			_gl.enableVertexAttribArray( attribute );
-			_enabledAttributes[ attribute ] = 1;
-
-		}
-
-	}
-
-	function disableUnusedAttributes() {
-
-		for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
-
-			if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
-
-				_gl.disableVertexAttribArray( i );
-				_enabledAttributes[ i ] = 0;
-
-			}
-
-		}
-
-	}
-
-	function setupMorphTargets ( material, geometryGroup, object ) {
-
-		// set base
-
-		var attributes = material.program.attributes;
-
-		if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
-			enableAttribute( attributes.position );
-			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
-		} else if ( attributes.position >= 0 ) {
-
-			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
-			enableAttribute( attributes.position );
-			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
-		}
-
-		if ( object.morphTargetForcedOrder.length ) {
-
-			// set forced order
-
-			var m = 0;
-			var order = object.morphTargetForcedOrder;
-			var influences = object.morphTargetInfluences;
-
-			while ( m < material.numSupportedMorphTargets && m < order.length ) {
-
-				if ( attributes[ 'morphTarget' + m ] >= 0 ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
-					enableAttribute( attributes[ 'morphTarget' + m ] );
-					_gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-				}
-
-				if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
-
-					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
-					enableAttribute( attributes[ 'morphNormal' + m ] );
-					_gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-				}
-
-				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
-
-				m ++;
-			}
-
-		} else {
-
-			// find the most influencing
-
-			var influence, activeInfluenceIndices = [];
-			var influences = object.morphTargetInfluences;
-			var i, il = influences.length;
-
-			for ( i = 0; i < il; i ++ ) {
-
-				influence = influences[ i ];
-
-				if ( influence > 0 ) {
-
-					activeInfluenceIndices.push( [ influence, i ] );
-
-				}
-
-			}
-
-			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
-
-				activeInfluenceIndices.sort( numericalSort );
-				activeInfluenceIndices.length = material.numSupportedMorphTargets;
-
-			} else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
-
-				activeInfluenceIndices.sort( numericalSort );
-
-			} else if ( activeInfluenceIndices.length === 0 ) {
-
-				activeInfluenceIndices.push( [ 0, 0 ] );
-
-			};
-
-			var influenceIndex, m = 0;
-
-			while ( m < material.numSupportedMorphTargets ) {
-
-				if ( activeInfluenceIndices[ m ] ) {
-
-					influenceIndex = activeInfluenceIndices[ m ][ 1 ];
-
-					if ( attributes[ 'morphTarget' + m ] >= 0 ) {
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
-						enableAttribute( attributes[ 'morphTarget' + m ] );
-						_gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-					}
-
-					if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
-
-						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
-						enableAttribute( attributes[ 'morphNormal' + m ] );
-						_gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-
-					}
-
-					object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
-
-				} else {
-
-					/*
-					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-					if ( material.morphNormals ) {
-
-						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
-					}
-					*/
-
-					object.__webglMorphTargetInfluences[ m ] = 0;
-
-				}
-
-				m ++;
-
-			}
-
-		}
-
-		// load updated influences uniform
-
-		if ( material.program.uniforms.morphTargetInfluences !== null ) {
-
-			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
-
-		}
-
-	}
-
-	// Sorting
-
-	function painterSortStable ( a, b ) {
-
-		if ( a.material.id !== b.material.id ) {
-
-			return b.material.id - a.material.id;
-
-		} else if ( a.z !== b.z ) {
-
-			return b.z - a.z;
-
-		} else {
-
-			return a.id - b.id;
-
-		}
-
-	}
-
-	function reversePainterSortStable ( a, b ) {
-
-		if ( a.z !== b.z ) {
-
-			return a.z - b.z;
-
-		} else {
-
-			return a.id - b.id;
-
-		}
-
-	}
-
-	function numericalSort ( a, b ) {
-
-		return b[ 0 ] - a[ 0 ];
-
-	}
-
-	// Rendering
-
-	this.render = function ( scene, camera, renderTarget, forceClear ) {
-
-		if ( camera instanceof THREE.Camera === false ) {
-
-			console.error( 'THREE.Canvas3DRenderer.render: camera is not an instance of THREE.Camera.' );
-			return;
-
-		}
-
-		var fog = scene.fog;
-
-		// reset caching for this frame
-
-		_currentGeometryGroupHash = - 1;
-		_currentMaterialId = - 1;
-		_currentCamera = null;
-		_lightsNeedUpdate = true;
-
-		// update scene graph
-
-		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
-
-		// update camera matrices and frustum
-
-		if ( camera.parent === undefined ) camera.updateMatrixWorld();
-
-		// update Skeleton objects
-
-		scene.traverse( function ( object ) {
-
-			if ( object instanceof THREE.SkinnedMesh ) {
-
-				object.skeleton.update();
-
-			}
-
-		} );
-
-		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
-		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
-		_frustum.setFromMatrix( _projScreenMatrix );
-
-		lights.length = 0;
-		opaqueObjects.length = 0;
-		transparentObjects.length = 0;
-
-		sprites.length = 0;
-		lensFlares.length = 0;
-
-		projectObject( scene, scene );
-
-		if ( _this.sortObjects === true ) {
-
-			opaqueObjects.sort( painterSortStable );
-			transparentObjects.sort( reversePainterSortStable );
-
-		}
-
-		// custom render plugins (pre pass)
-
-		shadowMapPlugin.render( 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 immediate objects
-
-		for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
-
-			var webglObject = _webglObjectsImmediate[ i ];
-			var 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( opaqueObjects, camera, lights, fog, true, material );
-			renderObjects( transparentObjects, camera, lights, fog, true, material );
-			renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material );
-
-		} else {
-
-			var material = null;
-
-			// opaque pass (front-to-back order)
-
-			this.setBlending( THREE.NoBlending );
-
-			renderObjects( opaqueObjects, camera, lights, fog, false, material );
-			renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
-
-			// transparent pass (back-to-front order)
-
-			renderObjects( transparentObjects, camera, lights, fog, true, material );
-			renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
-
-		}
-
-		// custom render plugins (post pass)
-
-		spritePlugin.render( scene, camera );
-		lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
-
-		// 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 projectObject( scene, object ) {
-
-		if ( object.visible === false ) return;
-
-		if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
-
-			// skip
-
-		} else {
-
-			initObject( object, scene );
-
-			if ( object instanceof THREE.Light ) {
-
-				lights.push( object );
-
-			} else if ( object instanceof THREE.Sprite ) {
-
-				sprites.push( object );
-
-			} else if ( object instanceof THREE.LensFlare ) {
-
-				lensFlares.push( object );
-
-			} else {
-
-				var webglObjects = _webglObjects[ object.id ];
-
-				if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
-
-					updateObject( object, scene );
-
-					for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
-
-						var webglObject = webglObjects[i];
-
-						unrollBufferMaterial( webglObject );
-
-						webglObject.render = true;
-
-						if ( _this.sortObjects === true ) {
-
-							if ( object.renderDepth !== null ) {
-
-								webglObject.z = object.renderDepth;
-
-							} else {
-
-								_vector3.setFromMatrixPosition( object.matrixWorld );
-								_vector3.applyProjection( _projScreenMatrix );
-
-								webglObject.z = _vector3.z;
-
-							}
-
-						}
-
-					}
-
-				}
-
-			}
-
-		}
-
-		for ( var i = 0, l = object.children.length; i < l; i ++ ) {
-
-			projectObject( scene, object.children[ i ] );
-
-		}
-
-	}
-
-	function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
-
-		var material;
-
-		for ( var i = renderList.length - 1; i !== - 1; i -- ) {
-
-			var webglObject = renderList[ i ];
-
-			var object = webglObject.object;
-			var buffer = webglObject.buffer;
-
-			setupMatrices( object, camera );
-
-			if ( overrideMaterial ) {
-
-				material = overrideMaterial;
-
-			} else {
-
-				material = webglObject.material;
-
-				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 material;
-
-		for ( var i = 0, il = renderList.length; i < il; i ++ ) {
-
-			var webglObject = renderList[ i ];
-			var object = webglObject.object;
-
-			if ( object.visible ) {
-
-				if ( overrideMaterial ) {
-
-					material = overrideMaterial;
-
-				} else {
-
-					material = webglObject[ materialType ];
-
-					if ( ! material ) continue;
-
-					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
-
-					_this.setDepthTest( material.depthTest );
-					_this.setDepthWrite( material.depthWrite );
-					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
-
-				}
-
-				_this.renderImmediateObject( camera, lights, fog, material, object );
-
-			}
-
-		}
-
-	}
-
-	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
-
-		var program = setProgram( camera, lights, fog, material, object );
-
-		_currentGeometryGroupHash = - 1;
-
-		_this.setMaterialFaces( material );
-
-		if ( object.immediateRenderCallback ) {
-
-			object.immediateRenderCallback( program, _gl, _frustum );
-
-		} else {
-
-			object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
-
-		}
-
-	};
-
-	function unrollImmediateBufferMaterial ( globject ) {
-
-		var object = globject.object,
-			material = object.material;
-
-		if ( material.transparent ) {
-
-			globject.transparent = material;
-			globject.opaque = null;
-
-		} else {
-
-			globject.opaque = material;
-			globject.transparent = null;
-
-		}
-
-	}
-
-	function unrollBufferMaterial ( globject ) {
-
-		var object = globject.object;
-		var buffer = globject.buffer;
-
-		var geometry = object.geometry;
-		var material = object.material;
-
-		if ( material instanceof THREE.MeshFaceMaterial ) {
-
-			var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
-
-			material = material.materials[ materialIndex ];
-
-			globject.material = material;
-
-			if ( material.transparent ) {
-
-				transparentObjects.push( globject );
-
-			} else {
-
-				opaqueObjects.push( globject );
-
-			}
-
-		} else if ( material ) {
-
-			globject.material = material;
-
-			if ( material.transparent ) {
-
-				transparentObjects.push( globject );
-
-			} else {
-
-				opaqueObjects.push( globject );
-
-			}
-
-		}
-
-	}
-
-	function initObject( object, scene ) {
-
-		if ( object.__webglInit === undefined ) {
-
-			object.__webglInit = true;
-			object._modelViewMatrix = new THREE.Matrix4();
-			object._normalMatrix = new THREE.Matrix3();
-
-			object.addEventListener( 'removed', onObjectRemoved );
-
-		}
-
-		var geometry = object.geometry;
-
-		if ( geometry === undefined ) {
-
-			// ImmediateRenderObject
-
-		} else if ( geometry.__webglInit === undefined ) {
-
-			geometry.__webglInit = true;
-			geometry.addEventListener( 'dispose', onGeometryDispose );
-
-			if ( geometry instanceof THREE.BufferGeometry ) {
-
-				//
-
-			} else if ( object instanceof THREE.Mesh ) {
-
-				initGeometryGroups( scene, object, geometry );
-
-			} else if ( object instanceof THREE.Line ) {
-
-				if ( geometry.__webglVertexBuffer === undefined ) {
-
-					createLineBuffers( geometry );
-					initLineBuffers( geometry, object );
-
-					geometry.verticesNeedUpdate = true;
-					geometry.colorsNeedUpdate = true;
-					geometry.lineDistancesNeedUpdate = true;
-
-				}
-
-			} else if ( object instanceof THREE.PointCloud ) {
-
-				if ( geometry.__webglVertexBuffer === undefined ) {
-
-					createParticleBuffers( geometry );
-					initParticleBuffers( geometry, object );
-
-					geometry.verticesNeedUpdate = true;
-					geometry.colorsNeedUpdate = true;
-
-				}
-
-			}
-
-		}
-
-		if ( object.__webglActive === undefined) {
-
-			object.__webglActive = true;
-
-			if ( object instanceof THREE.Mesh ) {
-
-				if ( geometry instanceof THREE.BufferGeometry ) {
-
-					addBuffer( _webglObjects, geometry, object );
-
-				} else if ( geometry instanceof THREE.Geometry ) {
-
-					var geometryGroupsList = geometryGroups[ geometry.id ];
-
-					for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
-
-						addBuffer( _webglObjects, geometryGroupsList[ i ], object );
-
-					}
-
-				}
-
-			} else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
-
-				addBuffer( _webglObjects, geometry, object );
-
-			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
-
-				addBufferImmediate( _webglObjectsImmediate, object );
-
-			}
-
-		}
-
-	}
-
-	// Geometry splitting
-
-	var geometryGroups = {};
-	var geometryGroupCounter = 0;
-
-	function makeGroups( geometry, usesFaceMaterial ) {
-
-		var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
-
-		var groupHash, hash_map = {};
-
-		var numMorphTargets = geometry.morphTargets.length;
-		var numMorphNormals = geometry.morphNormals.length;
-
-		var group;
-		var groups = {};
-		var groupsList = [];
-
-		for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
-
-			var face = geometry.faces[ f ];
-			var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
-
-			if ( ! ( materialIndex in hash_map ) ) {
-
-				hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
-
-			}
-
-			groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
-
-			if ( ! ( groupHash in groups ) ) {
-
-				group = {
-					id: geometryGroupCounter ++,
-					faces3: [],
-					materialIndex: materialIndex,
-					vertices: 0,
-					numMorphTargets: numMorphTargets,
-					numMorphNormals: numMorphNormals
-				};
-				
-				groups[ groupHash ] = group;
-				groupsList.push( group );
-
-			}
-
-			if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
-
-				hash_map[ materialIndex ].counter += 1;
-				groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
-
-				if ( ! ( groupHash in groups ) ) {
-
-					group = {
-						id: geometryGroupCounter ++,
-						faces3: [],
-						materialIndex: materialIndex,
-						vertices: 0,
-						numMorphTargets: numMorphTargets,
-						numMorphNormals: numMorphNormals
-					};
-					
-					groups[ groupHash ] = group;
-					groupsList.push( group );
-
-				}
-
-			}
-
-			groups[ groupHash ].faces3.push( f );
-			groups[ groupHash ].vertices += 3;
-
-		}
-
-		return groupsList;
-
-	}
-
-	function initGeometryGroups( scene, object, geometry ) {
-
-		var material = object.material, addBuffers = false;
-
-		if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
-
-			delete _webglObjects[ object.id ];
-
-			geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
-
-			geometry.groupsNeedUpdate = false;
-
-		}
-
-		var geometryGroupsList = geometryGroups[ geometry.id ];
-
-		// create separate VBOs per geometry chunk
-
-		for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
-
-			var geometryGroup = geometryGroupsList[ i ];
-
-			// initialise VBO on the first access
-
-			if ( geometryGroup.__webglVertexBuffer === undefined ) {
-
-				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;
-
-				addBuffers = true;
-
-			} else {
-
-				addBuffers = false;
-
-			}
-
-			if ( addBuffers || object.__webglActive === undefined ) {
-
-				addBuffer( _webglObjects, geometryGroup, object );
-
-			}
-
-		}
-
-		object.__webglActive = true;
-
-	}
-
-	function addBuffer( objlist, buffer, object ) {
-
-		var id = object.id;
-		objlist[id] = objlist[id] || [];
-		objlist[id].push(
-			{
-				id: id,
-				buffer: buffer,
-				object: object,
-				material: null,
-				z: 0
-			}
-		);
-
-	};
-
-	function addBufferImmediate( objlist, object ) {
-
-		objlist.push(
-			{
-				id: null,
-				object: object,
-				opaque: null,
-				transparent: null,
-				z: 0
-			}
-		);
-
-	};
-
-	// Objects updates
-
-	function updateObject( object, scene ) {
-
-		var geometry = object.geometry, customAttributesDirty, material;
-
-		if ( geometry instanceof THREE.BufferGeometry ) {
-
-			setDirectBuffers( geometry );
-
-		} else if ( object instanceof THREE.Mesh ) {
-
-			// check all geometry groups
-
-			if ( geometry.groupsNeedUpdate === true ) {
-
-				initGeometryGroups( scene, object, geometry );
-
-			}
-
-			var geometryGroupsList = geometryGroups[ geometry.id ];
-
-			for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
-
-				var geometryGroup = geometryGroupsList[ i ];
-
-				material = getBufferMaterial( object, geometryGroup );
-
-				if ( geometry.groupsNeedUpdate === true ) {
-
-					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;
-
-			material.attributes && clearCustomAttributes( material );
-
-		} else if ( object instanceof THREE.Line ) {
-
-			material = getBufferMaterial( object, geometry );
-
-			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
-
-			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
-
-				setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
-
-			}
-
-			geometry.verticesNeedUpdate = false;
-			geometry.colorsNeedUpdate = false;
-			geometry.lineDistancesNeedUpdate = false;
-
-			material.attributes && clearCustomAttributes( material );
-
-
-		} else if ( object instanceof THREE.PointCloud ) {
-
-			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 name in material.attributes ) {
-
-			if ( material.attributes[ name ].needsUpdate ) return true;
-
-		}
-
-		return false;
-
-	}
-
-	function clearCustomAttributes( material ) {
-
-		for ( var name in material.attributes ) {
-
-			material.attributes[ name ].needsUpdate = false;
-
-		}
-
-	}
-
-	// Objects removal
-
-	function removeObject( object ) {
-
-		if ( object instanceof THREE.Mesh  ||
-			 object instanceof THREE.PointCloud ||
-			 object instanceof THREE.Line ) {
-
-			delete _webglObjects[ object.id ];
-
-		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
-
-			removeInstances( _webglObjectsImmediate, object );
-
-		}
-
-		delete object.__webglInit;
-		delete object._modelViewMatrix;
-		delete object._normalMatrix;
-
-		delete object.__webglActive;
-
-	}
-
-	function removeInstances( objlist, object ) {
-
-		for ( var o = objlist.length - 1; o >= 0; o -- ) {
-
-			if ( objlist[ o ].object === object ) {
-
-				objlist.splice( o, 1 );
-
-			}
-
-		}
-
-	}
-
-	// Materials
-
-	function initMaterial( material, lights, fog, object ) {
-
-		material.addEventListener( 'dispose', onMaterialDispose );
-
-		var 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.PointCloudMaterial ) {
-
-			shaderID = 'particle_basic';
-
-		}
-
-		if ( shaderID ) {
-
-			var shader = THREE.ShaderLib[ shaderID ];
-
-			material.__webglShader = {
-                id: shaderID,
-				uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
-				vertexShader: shader.vertexShader,
-				fragmentShader: shader.fragmentShader
-			}
-
-		} else {
-
-			material.__webglShader = {
-                id: "material",
-				uniforms: material.uniforms,
-				vertexShader: material.vertexShader,
-				fragmentShader: material.fragmentShader
-			}
-
-		}
-
-		// heuristics to create shader parameters according to lights in the scene
-		// (not to blow over maxLights budget)
-
-		var maxLightCount = allocateLights( lights );
-		var maxShadows = allocateShadows( lights );
-		var maxBones = allocateBones( object );
-
-		var parameters = {
-
-			precision: _precision,
-			supportsVertexTextures: _supportsVertexTextures,
-
-			map: !! material.map,
-			envMap: !! material.envMap,
-			lightMap: !! material.lightMap,
-			bumpMap: !! material.bumpMap,
-			normalMap: !! material.normalMap,
-			specularMap: !! material.specularMap,
-			alphaMap: !! material.alphaMap,
-
-			vertexColors: material.vertexColors,
-
-			fog: fog,
-			useFog: material.fog,
-			fogExp: fog instanceof THREE.FogExp2,
-
-			sizeAttenuation: material.sizeAttenuation,
-			logarithmicDepthBuffer: _logarithmicDepthBuffer,
-
-			skinning: material.skinning,
-			maxBones: maxBones,
-			useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
-
-			morphTargets: material.morphTargets,
-			morphNormals: material.morphNormals,
-			maxMorphTargets: _this.maxMorphTargets,
-			maxMorphNormals: _this.maxMorphNormals,
-
-			maxDirLights: maxLightCount.directional,
-			maxPointLights: maxLightCount.point,
-			maxSpotLights: maxLightCount.spot,
-			maxHemiLights: maxLightCount.hemi,
-
-			maxShadows: maxShadows,
-			shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
-			shadowMapType: _this.shadowMapType,
-			shadowMapDebug: _this.shadowMapDebug,
-			shadowMapCascade: _this.shadowMapCascade,
-
-			alphaTest: material.alphaTest,
-			metal: material.metal,
-			wrapAround: material.wrapAround,
-			doubleSided: material.side === THREE.DoubleSide,
-			flipSided: material.side === THREE.BackSide
-
-		};
-
-		// Generate code
-
-		var chunks = [];
-
-		if ( shaderID ) {
-
-			chunks.push( shaderID );
-
-		} else {
-
-			chunks.push( material.fragmentShader );
-			chunks.push( material.vertexShader );
-
-		}
-
-		if ( material.defines !== undefined ) {
-
-			for ( var name in material.defines ) {
-
-				chunks.push( name );
-				chunks.push( material.defines[ name ] );
-
-			}
-
-		}
-
-		for ( var name in parameters ) {
-
-			chunks.push( name );
-			chunks.push( parameters[ name ] );
-
-		}
-
-		var code = chunks.join();
-
-		var program;
-
-		// Check if code has been already compiled
-
-		for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
-
-			var programInfo = _programs[ p ];
-
-			if ( programInfo.code === code ) {
-
-				program = programInfo;
-				program.usedTimes ++;
-
-				break;
-
-			}
-
-		}
-
-		if ( program === undefined ) {
-
-			program = new THREE.WebGLProgram( _this, code, material, parameters );
-			_programs.push( program );
-
-			_this.info.memory.programs = _programs.length;
-
-		}
-
-		material.program = program;
-
-		var attributes = program.attributes;
-
-		if ( material.morphTargets ) {
-
-			material.numSupportedMorphTargets = 0;
-
-			var id, base = 'morphTarget';
-
-			for ( var 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 ( var u in material.__webglShader.uniforms ) {
-
-			var location = material.program.uniforms[ u ];
-
-			if ( location ) {
-				material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
-			}
-
-		}
-
-	}
-
-	function setProgram( camera, lights, fog, material, object ) {
-
-		_usedTextureUnits = 0;
-
-		if ( material.needsUpdate ) {
-
-			if ( material.program ) deallocateMaterial( material );
-
-			initMaterial( material, lights, fog, object );
-			material.needsUpdate = false;
-
-		}
-
-		if ( material.morphTargets ) {
-
-			if ( ! object.__webglMorphTargetInfluences ) {
-
-				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
-                object.__webglMorphTargetInfluences.name = ""+object.name+"._webglMorphTargetInfluencesArray";
-			}
-
-		}
-
-		var refreshProgram = false;
-		var refreshMaterial = false;
-		var refreshLights = false;
-
-		var program = material.program,
-			p_uniforms = program.uniforms,
-			m_uniforms = material.__webglShader.uniforms;
-
-		if ( program.id !== _currentProgram ) {
-
-			_gl.useProgram( program.program );
-			_currentProgram = program.id;
-
-			refreshProgram = true;
-			refreshMaterial = true;
-			refreshLights = true;
-
-		}
-
-		if ( material.id !== _currentMaterialId ) {
-
-			if ( _currentMaterialId === -1 ) refreshLights = true;
-			_currentMaterialId = material.id;
-
-			refreshMaterial = true;
-
-		}
-
-		if ( refreshProgram || camera !== _currentCamera ) {
-
-			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements.typedArray() );
-
-			if ( _logarithmicDepthBuffer ) {
-
-				_gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
-
-			}
-
-
-			if ( camera !== _currentCamera ) _currentCamera = camera;
-
-			// load material specific uniforms
-			// (shader material also gets them for the sake of genericity)
-
-			if ( material instanceof THREE.ShaderMaterial ||
-				 material instanceof THREE.MeshPhongMaterial ||
-				 material.envMap ) {
-
-				if ( p_uniforms.cameraPosition !== null ) {
-
-					_vector3.setFromMatrixPosition( camera.matrixWorld );
-					_gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
-
-				}
-
-			}
-
-			if ( material instanceof THREE.MeshPhongMaterial ||
-				 material instanceof THREE.MeshLambertMaterial ||
-				 material instanceof THREE.ShaderMaterial ||
-				 material.skinning ) {
-
-				if ( p_uniforms.viewMatrix !== null ) {
-
-					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements.typedArray() );
-
-				}
-
-			}
-
-		}
-
-		// 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 ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
-
-				_gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements.typedArray() );
-
-			}
-
-			if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
-
-				_gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements.typedArray() );
-
-			}
-
-			if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
-
-				if ( p_uniforms.boneTexture !== null ) {
-
-					var textureUnit = getTextureUnit();
-
-					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
-					_this.setTexture( object.skeleton.boneTexture, textureUnit );
-
-				}
-
-				if ( p_uniforms.boneTextureWidth !== null ) {
-
-					_gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
-
-				}
-
-				if ( p_uniforms.boneTextureHeight !== null ) {
-
-					_gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
-
-				}
-
-			} else if ( object.skeleton && object.skeleton.boneMatrices ) {
-
-				if ( p_uniforms.boneGlobalMatrices !== null ) {
-
-					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices.typedArray() );
-
-				}
-
-			}
-
-		}
-
-		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 ) {
-
-					refreshLights = true;
-					setupLights( lights );
-					_lightsNeedUpdate = false;
-				}
-
-				if ( refreshLights ) {
-					refreshUniformsLights( m_uniforms, _lights );
-					markUniformsLightsNeedsUpdate( m_uniforms, true );
-				} else {
-					markUniformsLightsNeedsUpdate( m_uniforms, false );
-				}
-
-			}
-
-			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.PointCloudMaterial ) {
-
-				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( material.uniformsList );
-
-		}
-
-		loadUniformsMatrices( p_uniforms, object );
-
-		if ( p_uniforms.modelMatrix !== null ) {
-
-			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements.typedArray() );
-
-		}
-
-		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;
-		uniforms.alphaMap.value = material.alphaMap;
-
-		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
-		//  5. alpha 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;
-
-		} else if ( material.alphaMap ) {
-
-			uvScaleMap = material.alphaMap;
-
-		}
-
-		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;
-
-	}
-
-	// If uniforms are marked as clean, they don't need to be loaded to the GPU.
-
-    function markUniformsLightsNeedsUpdate ( uniforms, bValue ) {
-
-        uniforms.ambientLightColor.needsUpdate = bValue;
-
-        uniforms.directionalLightColor.needsUpdate = bValue;
-        uniforms.directionalLightDirection.needsUpdate = bValue;
-
-        uniforms.pointLightColor.needsUpdate = bValue;
-        uniforms.pointLightPosition.needsUpdate = bValue;
-        uniforms.pointLightDistance.needsUpdate = bValue;
-
-        uniforms.spotLightColor.needsUpdate = bValue;
-        uniforms.spotLightPosition.needsUpdate = bValue;
-        uniforms.spotLightDistance.needsUpdate = bValue;
-        uniforms.spotLightDirection.needsUpdate = bValue;
-        uniforms.spotLightAngleCos.needsUpdate = bValue;
-        uniforms.spotLightExponent.needsUpdate = bValue;
-
-        uniforms.hemisphereLightSkyColor.needsUpdate = bValue;
-        uniforms.hemisphereLightGroundColor.needsUpdate = bValue;
-        uniforms.hemisphereLightDirection.needsUpdate = bValue;
-
-	}
-
-	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.typedArray() );
-
-		if ( uniforms.normalMatrix ) {
-
-			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements.typedArray() );
-
-		}
-
-	}
-
-	function getTextureUnit() {
-
-		var textureUnit = _usedTextureUnits;
-
-		if ( textureUnit >= _maxTextures ) {
-
-			console.warn( 'Canvas3DRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
-
-		}
-
-		_usedTextureUnits += 1;
-
-		return textureUnit;
-
-	}
-
-	function loadUniformsGeneric ( uniforms ) {
-
-		var texture, textureUnit, offset;
-
-		for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
-
-			var uniform = uniforms[ j ][ 0 ];
-
-			// needsUpdate property is not added to all uniforms.
-			if ( uniform.needsUpdate === false ) continue;
-
-			var type = uniform.type;
-			var value = uniform.value;
-			var location = uniforms[ j ][ 1 ];
-
-			switch ( type ) {
-
-				case '1i':
-					_gl.uniform1i( location, value );
-					break;
-
-				case '1f':
-					_gl.uniform1f( location, value );
-					break;
-
-				case '2f':
-					_gl.uniform2f( location, value[ 0 ], value[ 1 ] );
-					break;
-
-				case '3f':
-					_gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
-					break;
-
-				case '4f':
-					_gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
-					break;
-
-				case '1iv':
-                    if (value instanceof Array)
-                        _gl.uniform1iv( location, value );
-                    else
-                        _gl.uniform1iv( location, value.typedArray() );
-					break;
-
-				case '3iv':
-                    if (value instanceof Array)
-                        _gl.uniform3iv( location, value );
-                    else
-                        _gl.uniform3iv( location, value.typedArray() );
-					break;
-
-				case '1fv':
-                    if (value instanceof Array)
-                        _gl.uniform1fv( location, value );
-                    else
-                        _gl.uniform1fv( location, value.typedArray() );
-					break;
-
-				case '2fv':
-                    if (value instanceof Array)
-                        _gl.uniform2fv( location, value );
-                    else
-                        _gl.uniform2fv( location, value.typedArray() );
-                    break;
-
-				case '3fv':
-                    if (value instanceof Array)
-                        _gl.uniform3fv( location, value );
-                    else
-                        _gl.uniform3fv( location, value.typedArray() );
-					break;
-
-				case '4fv':
-                    if (value instanceof Array)
-                        _gl.uniform4fv( location, value );
-                    else
-                        _gl.uniform4fv( location, value.typedArray() );
-					break;
-
-				case 'Matrix3fv':
-                    if (value instanceof Array)
-                        _gl.uniformMatrix4fv( location, false, value );
-                    else
-                        _gl.uniformMatrix3fv( location, false, value.typedArray() );
-					break;
-
-				case 'Matrix4fv':
-                    if (value instanceof Array)
-                        _gl.uniformMatrix4fv( location, false, value );
-                    else
-                        _gl.uniformMatrix4fv( location, false, value.typedArray() );
-					break;
-
-				//
-
-				case 'i':
-
-					// single integer
-					_gl.uniform1i( location, value );
-
-					break;
-
-				case 'f':
-
-					// single float
-					_gl.uniform1f( location, value );
-
-					break;
-
-				case 'v2':
-
-					// single THREE.Vector2
-					_gl.uniform2f( location, value.x, value.y );
-
-					break;
-
-				case 'v3':
-
-					// single THREE.Vector3
-					_gl.uniform3f( location, value.x, value.y, value.z );
-
-					break;
-
-				case 'v4':
-
-					// single THREE.Vector4
-					_gl.uniform4f( location, value.x, value.y, value.z, value.w );
-
-					break;
-
-				case 'c':
-
-					// single THREE.Color
-					_gl.uniform3f( location, value.r, value.g, value.b );
-
-					break;
-
-				case 'iv1':
-
-					// flat array of integers (JS or typed array)
-                    if (value instanceof Array)
-                        _gl.uniform1iv( location, value );
-                    else
-                        _gl.uniform1iv( location, value.typedArray() );
-
-					break;
-
-				case 'iv':
-
-					// flat array of integers with 3 x N size (JS or typed array)
-                    if (value instanceof Array)
-                        _gl.uniform3iv( location, value );
-                    else
-                        _gl.uniform3iv( location, value.typedArray() );
-
-					break;
-
-				case 'fv1':
-
-					// flat array of floats (JS or typed array)
-                    if (value instanceof Array)
-                        _gl.uniform1fv( location, value );
-                    else
-                        _gl.uniform1fv( location, value.typedArray() );
-
-					break;
-
-				case 'fv':
-
-					// flat array of floats with 3 x N size (JS or typed array)
-                    if (value instanceof Array)
-                        _gl.uniform3fv( location, value );
-                    else
-                        _gl.uniform3fv( location, value.typedArray() );
-
-					break;
-
-				case 'v2v':
-
-					// array of THREE.Vector2
-
-					if ( uniform._array === undefined ) {
-
-						uniform._array = new Float32Array( 2 * value.length );
-
-					}
-
-					for ( var 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.typedArray() );
-
-					break;
-
-				case 'v3v':
-
-					// array of THREE.Vector3
-
-					if ( uniform._array === undefined ) {
-
-						uniform._array = new Float32Array( 3 * value.length );
-
-					}
-
-					for ( var 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.typedArray() );
-
-					break;
-
-				case 'v4v':
-
-					// array of THREE.Vector4
-
-					if ( uniform._array === undefined ) {
-
-						uniform._array = new Float32Array( 4 * value.length );
-
-					}
-
-					for ( var 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.typedArray() );
-
-					break;
-
-				case 'm3':
-
-					// single THREE.Matrix3
-					_gl.uniformMatrix3fv( location, false, value.elements.typedArray() );
-
-					break;
-
-				case 'm3v':
-
-					// array of THREE.Matrix3
-
-					if ( uniform._array === undefined ) {
-
-						uniform._array = new Float32Array( 9 * value.length );
-
-					}
-
-					for ( var i = 0, il = value.length; i < il; i ++ ) {
-
-						value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
-
-					}
-
-					_gl.uniformMatrix3fv( location, false, uniform._array.typedArray() );
-
-					break;
-
-				case 'm4':
-
-					// single THREE.Matrix4
-					_gl.uniformMatrix4fv( location, false, value.elements.typedArray() );
-
-					break;
-
-				case 'm4v':
-
-					// array of THREE.Matrix4
-
-					if ( uniform._array === undefined ) {
-
-						uniform._array = new Float32Array( 16 * value.length );
-
-					}
-
-					for ( var i = 0, il = value.length; i < il; i ++ ) {
-
-						value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
-
-					}
-
-					_gl.uniformMatrix4fv( location, false, uniform._array.typedArray() );
-
-					break;
-
-				case 't':
-
-					// single THREE.Texture (2d or cube)
-
-					texture = value;
-					textureUnit = getTextureUnit();
-
-					_gl.uniform1i( location, textureUnit );
-
-					if ( ! texture ) continue;
-
-					if ( texture instanceof THREE.CubeTexture ||
-					   ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
-
-						setCubeTexture( texture, textureUnit );
-
-					} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
-
-						setCubeTextureDynamic( texture, textureUnit );
-
-					} else {
-
-						_this.setTexture( texture, textureUnit );
-
-					}
-
-					break;
-
-				case 'tv':
-
-					// array of THREE.Texture (2d)
-
-					if ( uniform._array === undefined ) {
-
-						uniform._array = [];
-
-					}
-
-					for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
-
-						uniform._array[ i ] = getTextureUnit();
-
-					}
-
-                    _gl.uniform1iv( location, uniform._array );
-
-					for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
-
-						texture = uniform.value[ i ];
-						textureUnit = uniform._array[ i ];
-
-						if ( ! texture ) continue;
-
-						_this.setTexture( texture, textureUnit );
-
-					}
-
-					break;
-
-				default:
-
-					console.warn( 'THREE.Canvas3DRenderer: Unknown uniform type: ' + type );
-
-			}
-
-		}
-
-	}
-
-	function setupMatrices ( object, camera ) {
-
-		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
-		object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
-
-	}
-
-	//
-
-	function setColorGamma( array, offset, color, intensitySq ) {
-
-		array[ offset ]     = color.r * color.r * intensitySq;
-		array[ offset + 1 ] = color.g * color.g * intensitySq;
-		array[ offset + 2 ] = color.b * color.b * intensitySq;
-
-	}
-
-	function setColorLinear( array, offset, color, intensity ) {
-
-		array[ offset ]     = color.r * intensity;
-		array[ offset + 1 ] = color.g * intensity;
-		array[ offset + 2 ] = color.b * intensity;
-
-	}
-
-	function setupLights ( lights ) {
-
-		var l, ll, light, n,
-		r = 0, g = 0, b = 0,
-		color, skyColor, groundColor,
-		intensity,  intensitySq,
-		position,
-		distance,
-
-		zlights = _lights,
-
-		dirColors = zlights.directional.colors,
-		dirPositions = zlights.directional.positions,
-
-		pointColors = zlights.point.colors,
-		pointPositions = zlights.point.positions,
-		pointDistances = zlights.point.distances,
-
-		spotColors = zlights.spot.colors,
-		spotPositions = zlights.spot.positions,
-		spotDistances = zlights.spot.distances,
-		spotDirections = zlights.spot.directions,
-		spotAnglesCos = zlights.spot.anglesCos,
-		spotExponents = zlights.spot.exponents,
-
-		hemiSkyColors = zlights.hemi.skyColors,
-		hemiGroundColors = zlights.hemi.groundColors,
-		hemiPositions = zlights.hemi.positions,
-
-		dirLength = 0,
-		pointLength = 0,
-		spotLength = 0,
-		hemiLength = 0,
-
-		dirCount = 0,
-		pointCount = 0,
-		spotCount = 0,
-		hemiCount = 0,
-
-		dirOffset = 0,
-		pointOffset = 0,
-		spotOffset = 0,
-		hemiOffset = 0;
-
-		for ( l = 0, ll = lights.length; l < ll; l ++ ) {
-
-			light = lights[ l ];
-
-			if ( light.onlyShadow ) continue;
-
-			color = light.color;
-			intensity = light.intensity;
-			distance = light.distance;
-
-			if ( light instanceof THREE.AmbientLight ) {
-
-				if ( ! light.visible ) continue;
-
-				if ( _this.gammaInput ) {
-
-					r += color.r * color.r;
-					g += color.g * color.g;
-					b += color.b * color.b;
-
-				} else {
-
-					r += color.r;
-					g += color.g;
-					b += color.b;
-
-				}
-
-			} else if ( light instanceof THREE.DirectionalLight ) {
-
-				dirCount += 1;
-
-				if ( ! light.visible ) continue;
-
-				_direction.setFromMatrixPosition( light.matrixWorld );
-				_vector3.setFromMatrixPosition( light.target.matrixWorld );
-				_direction.sub( _vector3 );
-				_direction.normalize();
-
-				dirOffset = dirLength * 3;
-
-				dirPositions[ dirOffset ]     = _direction.x;
-				dirPositions[ dirOffset + 1 ] = _direction.y;
-				dirPositions[ dirOffset + 2 ] = _direction.z;
-
-				if ( _this.gammaInput ) {
-
-					setColorGamma( dirColors, dirOffset, color, intensity * intensity );
-
-				} else {
-
-					setColorLinear( dirColors, dirOffset, color, intensity );
-
-				}
-
-				dirLength += 1;
-
-			} else if ( light instanceof THREE.PointLight ) {
-
-				pointCount += 1;
-
-				if ( ! light.visible ) continue;
-
-				pointOffset = pointLength * 3;
-
-				if ( _this.gammaInput ) {
-
-					setColorGamma( pointColors, pointOffset, color, intensity * intensity );
-
-				} else {
-
-					setColorLinear( pointColors, pointOffset, color, intensity );
-
-				}
-
-				_vector3.setFromMatrixPosition( light.matrixWorld );
-
-				pointPositions[ pointOffset ]     = _vector3.x;
-				pointPositions[ pointOffset + 1 ] = _vector3.y;
-				pointPositions[ pointOffset + 2 ] = _vector3.z;
-
-				pointDistances[ pointLength ] = distance;
-
-				pointLength += 1;
-
-			} else if ( light instanceof THREE.SpotLight ) {
-
-				spotCount += 1;
-
-				if ( ! light.visible ) continue;
-
-				spotOffset = spotLength * 3;
-
-				if ( _this.gammaInput ) {
-
-					setColorGamma( spotColors, spotOffset, color, intensity * intensity );
-
-				} else {
-
-					setColorLinear( spotColors, spotOffset, color, intensity );
-
-				}
-
-				_direction.setFromMatrixPosition( light.matrixWorld );
-
-				spotPositions[ spotOffset ]     = _direction.x;
-				spotPositions[ spotOffset + 1 ] = _direction.y;
-				spotPositions[ spotOffset + 2 ] = _direction.z;
-
-				spotDistances[ spotLength ] = distance;
-
-				_vector3.setFromMatrixPosition( light.target.matrixWorld );
-				_direction.sub( _vector3 );
-				_direction.normalize();
-
-				spotDirections[ spotOffset ]     = _direction.x;
-				spotDirections[ spotOffset + 1 ] = _direction.y;
-				spotDirections[ spotOffset + 2 ] = _direction.z;
-
-				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
-				spotExponents[ spotLength ] = light.exponent;
-
-				spotLength += 1;
-
-			} else if ( light instanceof THREE.HemisphereLight ) {
-
-				hemiCount += 1;
-
-				if ( ! light.visible ) continue;
-
-				_direction.setFromMatrixPosition( light.matrixWorld );
-				_direction.normalize();
-
-				hemiOffset = hemiLength * 3;
-
-				hemiPositions[ hemiOffset ]     = _direction.x;
-				hemiPositions[ hemiOffset + 1 ] = _direction.y;
-				hemiPositions[ hemiOffset + 2 ] = _direction.z;
-
-				skyColor = light.color;
-				groundColor = light.groundColor;
-
-				if ( _this.gammaInput ) {
-
-					intensitySq = intensity * intensity;
-
-					setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
-					setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
-
-				} else {
-
-					setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
-					setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
-
-				}
-
-				hemiLength += 1;
-
-			}
-
-		}
-
-		// null eventual remains from removed lights
-		// (this is to avoid if in shader)
-
-		for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
-		for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
-		for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
-		for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
-		for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
-
-		zlights.directional.length = dirLength;
-		zlights.point.length = pointLength;
-		zlights.spot.length = spotLength;
-		zlights.hemi.length = hemiLength;
-
-		zlights.ambient[ 0 ] = r;
-		zlights.ambient[ 1 ] = g;
-		zlights.ambient[ 2 ] = b;
-
-	}
-
-	// GL state setting
-
-	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
-
-		if ( cullFace === THREE.CullFaceNone ) {
-
-			_gl.disable( _gl.CULL_FACE );
-
-		} else {
-
-			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
-
-				_gl.frontFace( _gl.CW );
-
-			} else {
-
-				_gl.frontFace( _gl.CCW );
-
-			}
-
-			if ( cullFace === THREE.CullFaceBack ) {
-
-				_gl.cullFace( _gl.BACK );
-
-			} else if ( cullFace === THREE.CullFaceFront ) {
-
-				_gl.cullFace( _gl.FRONT );
-
-			} else {
-
-				_gl.cullFace( _gl.FRONT_AND_BACK );
-
-			}
-
-			_gl.enable( _gl.CULL_FACE );
-
-		}
-
-	};
-
-	this.setMaterialFaces = function ( material ) {
-
-		var doubleSided = material.side === THREE.DoubleSide;
-		var flipSided = material.side === THREE.BackSide;
-
-		if ( _oldDoubleSided !== doubleSided ) {
-
-			if ( doubleSided ) {
-
-				_gl.disable( _gl.CULL_FACE );
-
-			} else {
-
-				_gl.enable( _gl.CULL_FACE );
-
-			}
-
-			_oldDoubleSided = doubleSided;
-
-		}
-
-		if ( _oldFlipSided !== flipSided ) {
-
-			if ( flipSided ) {
-
-				_gl.frontFace( _gl.CW );
-
-			} else {
-
-				_gl.frontFace( _gl.CCW );
-
-			}
-
-			_oldFlipSided = flipSided;
-
-		}
-
-	};
-
-	this.setDepthTest = function ( depthTest ) {
-
-		if ( _oldDepthTest !== depthTest ) {
-
-			if ( depthTest ) {
-
-				_gl.enable( _gl.DEPTH_TEST );
-
-			} else {
-
-				_gl.disable( _gl.DEPTH_TEST );
-
-			}
-
-			_oldDepthTest = depthTest;
-
-		}
-
-	};
-
-	this.setDepthWrite = function ( depthWrite ) {
-
-		if ( _oldDepthWrite !== depthWrite ) {
-
-			_gl.depthMask( depthWrite );
-			_oldDepthWrite = depthWrite;
-
-		}
-
-	};
-
-	function setLineWidth ( width ) {
-
-		if ( width !== _oldLineWidth ) {
-
-			_gl.lineWidth( width );
-
-			_oldLineWidth = width;
-
-		}
-
-	}
-
-	function setPolygonOffset ( polygonoffset, factor, units ) {
-
-		if ( _oldPolygonOffset !== polygonoffset ) {
-
-			if ( polygonoffset ) {
-
-				_gl.enable( _gl.POLYGON_OFFSET_FILL );
-
-			} else {
-
-				_gl.disable( _gl.POLYGON_OFFSET_FILL );
-
-			}
-
-			_oldPolygonOffset = polygonoffset;
-
-		}
-
-		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
-
-			_gl.polygonOffset( factor, units );
-
-			_oldPolygonOffsetFactor = factor;
-			_oldPolygonOffsetUnits = units;
-
-		}
-
-	}
-
-	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
-
-		if ( blending !== _oldBlending ) {
-
-			if ( blending === THREE.NoBlending ) {
-
-				_gl.disable( _gl.BLEND );
-
-			} else if ( blending === THREE.AdditiveBlending ) {
-
-				_gl.enable( _gl.BLEND );
-				_gl.blendEquation( _gl.FUNC_ADD );
-				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
-
-			} else if ( blending === THREE.SubtractiveBlending ) {
-
-				// TODO: Find blendFuncSeparate() combination
-				_gl.enable( _gl.BLEND );
-				_gl.blendEquation( _gl.FUNC_ADD );
-				_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
-
-			} else if ( blending === THREE.MultiplyBlending ) {
-
-				// TODO: Find blendFuncSeparate() combination
-				_gl.enable( _gl.BLEND );
-				_gl.blendEquation( _gl.FUNC_ADD );
-				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
-
-			} else if ( blending === THREE.CustomBlending ) {
-
-				_gl.enable( _gl.BLEND );
-
-			} else {
-
-				_gl.enable( _gl.BLEND );
-				_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
-				_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
-
-			}
-
-			_oldBlending = blending;
-
-		}
-
-		if ( blending === THREE.CustomBlending ) {
-
-			if ( blendEquation !== _oldBlendEquation ) {
-
-				_gl.blendEquation( paramThreeToGL( blendEquation ) );
-
-				_oldBlendEquation = blendEquation;
-
-			}
-
-			if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
-
-				_gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
-
-				_oldBlendSrc = blendSrc;
-				_oldBlendDst = blendDst;
-
-			}
-
-		} else {
-
-			_oldBlendEquation = null;
-			_oldBlendSrc = null;
-			_oldBlendDst = null;
-
-		}
-
-	};
-
-	// Textures
-
-	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
-
-		var extension;
-
-		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 ) );
-
-		}
-
-		extension = extensions.get( 'EXT_texture_filter_anisotropic' );
-
-		if ( extension && texture.type !== THREE.FloatType ) {
-
-			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
-
-				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
-				texture.__oldAnisotropy = texture.anisotropy;
-
-			}
-
-		}
-
-	}
-
-	this.uploadTexture = function ( texture ) {
-
-		if ( texture.__webglInit === undefined ) {
-
-			texture.__webglInit = true;
-
-			texture.addEventListener( 'dispose', onTextureDispose );
-
-			texture.__webglTexture = _gl.createTexture();
-
-			_this.info.memory.textures ++;
-
-		}
-
-		_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 );
-
-		texture.image = clampToMaxSize( texture.image, _maxTextureSize );
-
-		var image = texture.image,
-		isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
-		glFormat = paramThreeToGL( texture.format ),
-		glType = paramThreeToGL( texture.type );
-
-		setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
-
-		var mipmap, mipmaps = texture.mipmaps;
-
-		if ( texture instanceof THREE.DataTexture ) {
-
-			// use manually created mipmaps if available
-			// if there are no manual mipmaps
-			// set 0 level mipmap and then use GL to generate other mipmap levels
-
-			if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
-
-				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
-
-					mipmap = mipmaps[ i ];
-                    _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data.typedArray() );
-
-				}
-
-				texture.generateMipmaps = false;
-
-			} else {
-
-                _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data.typedArray() );
-
-			}
-
-		} else if ( texture instanceof THREE.CompressedTexture ) {
-
-			for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
-
-				mipmap = mipmaps[ i ];
-
-				if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
-
-					if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
-
-                        _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data.typedArray() );
-
-					} else {
-
-						console.warn( "Attempt to load unsupported compressed texture format" );
-
-					}
-
-				} else {
-
-                    _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data.typedArray() );
-
-				}
-
-			}
-
-		} 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.texImage() );
-
-				}
-
-				texture.generateMipmaps = false;
-
-			} else {
-
-				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image.texImage() );
-
-			}
-
-		}
-
-		if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
-
-		texture.needsUpdate = false;
-
-		if ( texture.onUpdate ) texture.onUpdate();
-
-	};
-
-	this.setTexture = function ( texture, slot ) {
-
-		_gl.activeTexture( _gl.TEXTURE0 + slot );
-
-		if ( texture.needsUpdate ) {
-
-			_this.uploadTexture( texture );
-
-		} else {
-
-			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
-
-		}
-
-	};
-
-	function clampToMaxSize ( image, maxSize ) {
-
-		if ( image.width > maxSize || image.height > maxSize ) {
-
-			// Warning: Scaling through the canvas will only work with images that use
-			// premultiplied alpha.
-
-			var scale = maxSize / Math.max( image.width, image.height );
-
-			var canvasWidth = Math.floor( image.width * scale );
-			var canvasHeight = Math.floor( image.height * scale );
-			var canvas = image.resize( canvasWith, canvasHeight );
-
-
-			console.log( 'THREE.Canvas3DRenderer:', image, 'is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvasWidth + 'x' + canvasHeight + '.' );
-
-			return canvas;
-
-		}
-
-		return image;
-
-	}
-
-	function setCubeTexture ( texture, slot ) {
-
-		if ( texture.image.length === 6 ) {
-
-			if ( texture.needsUpdate ) {
-
-				if ( ! texture.image.__webglTextureCube ) {
-
-					texture.addEventListener( 'dispose', onTextureDispose );
-
-					texture.image.__webglTextureCube = _gl.createTexture();
-
-					_this.info.memory.textures ++;
-
-				}
-
-				_gl.activeTexture( _gl.TEXTURE0 + slot );
-				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
-
-				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
-
-				var isCompressed = texture instanceof THREE.CompressedTexture;
-				var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
-
-				var cubeImage = [];
-
-				for ( var i = 0; i < 6; i ++ ) {
-
-					if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
-
-						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
-
-					} else {
-
-						cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
-
-					}
-
-				}
-
-				var image = cubeImage[ 0 ],
-				isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
-				glFormat = paramThreeToGL( texture.format ),
-				glType = paramThreeToGL( texture.type );
-
-				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
-
-				for ( var i = 0; i < 6; i ++ ) {
-
-					if ( ! isCompressed ) {
-
-						if ( isDataTexture ) {
-
-							_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
-
-						} else {
-
-                            _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ].texImage() );
-
-						}
-
-					} else {
-
-						var mipmap, mipmaps = cubeImage[ i ].mipmaps;
-
-						for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
-
-							mipmap = mipmaps[ j ];
-
-							if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
-
-								if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
-
-									_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
-
-								} else {
-
-									console.warn( "Attempt to load unsupported compressed texture format" );
-
-								}
-
-							} else {
-
-								_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
-
-							}
-
-						}
-
-					}
-
-				}
-
-				if ( texture.generateMipmaps && isImagePowerOfTwo ) {
-
-					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
-
-				}
-
-				texture.needsUpdate = false;
-
-				if ( texture.onUpdate ) texture.onUpdate();
-
-			} else {
-
-				_gl.activeTexture( _gl.TEXTURE0 + slot );
-				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
-
-			}
-
-		}
-
-	}
-
-	function setCubeTextureDynamic ( texture, slot ) {
-
-		_gl.activeTexture( _gl.TEXTURE0 + slot );
-		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
-
-	}
-
-	// Render targets
-
-	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
-
-		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
-		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
-
-	}
-
-	function setupRenderBuffer ( renderbuffer, renderTarget  ) {
-
-		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
-
-		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
-
-			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
-			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
-
-		/* For some reason this is not working. Defaulting to RGBA4.
-		} else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
-
-			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
-			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
-		*/
-		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
-
-			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
-			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
-
-		} else {
-
-			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
-
-		}
-
-	}
-
-	this.setRenderTarget = function ( renderTarget ) {
-
-		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
-
-		if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
-
-			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
-			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
-
-			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
-
-			renderTarget.__webglTexture = _gl.createTexture();
-            renderTarget.__webglTexture.name = "WebGLRenderTarget_Texture"+_this.info.memory.textures;
-
-			_this.info.memory.textures ++;
-
-			// Setup texture, create render and frame buffers
-
-			var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
-				glFormat = paramThreeToGL( renderTarget.format ),
-				glType = paramThreeToGL( renderTarget.type );
-
-			if ( isCube ) {
-
-				renderTarget.__webglFramebuffer = [];
-				renderTarget.__webglRenderbuffer = [];
-
-				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
-				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
-
-				for ( var i = 0; i < 6; i ++ ) {
-
-					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
-                    renderTarget.__webglFramebuffer[ i ].name = "WebGLRenderTarget_Framebuffer";
-					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
-                    renderTarget.__webglRenderbuffer[ i ].name = "WebGLRenderTarget_Renderbuffer";
-
-					_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();
-                renderTarget.__webglFramebuffer.name = "WebGLRenderTarget_Framebuffer";
-
-				if ( renderTarget.shareDepthFrom ) {
-
-					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
-
-				} else {
-
-					renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
-                    renderTarget.__webglRenderbuffer.name = "WebGLRenderTarget_Renderbuffer";
-
-				}
-
-				_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 ) {
-
-		var extension;
-
-		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;
-
-		extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
-
-		if ( extension !== null ) {
-
-			if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
-			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
-			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
-			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
-
-		}
-
-		extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
-
-		if ( extension !== null ) {
-
-			if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
-			if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
-			if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
-			if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
-
-		}
-
-		extension = extensions.get( 'EXT_blend_minmax' );
-
-		if ( extension !== null ) {
-
-			if ( p === THREE.MinEquation ) return extension.MIN_EXT;
-			if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
-
-		}
-
-		return 0;
-
-	}
-
-	// Allocations
-
-	function allocateBones ( object ) {
-
-		if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
-
-			return 1024;
-
-		} else {
-
-			// default for when object is not specified
-			// ( for example when prebuilding shader
-			//   to be used with multiple objects )
-			//
-			//  - leave some extra space for other uniforms
-			//  - limit here is ANGLE's 254 max uniform vectors
-			//    (up to 54 should be safe)
-
-			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
-			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
-
-			var maxBones = nVertexMatrices;
-
-			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
-
-				maxBones = Math.min( object.skeleton.bones.length, maxBones );
-
-				if ( maxBones < object.skeleton.bones.length ) {
-
-					console.warn( 'Canvas3DRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
-
-				}
-
-			}
-
-			return maxBones;
-
-		}
-
-	}
-
-	function allocateLights( lights ) {
-
-		var dirLights = 0;
-		var pointLights = 0;
-		var spotLights = 0;
-		var hemiLights = 0;
-
-		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
-
-			var light = lights[ l ];
-
-			if ( light.onlyShadow || light.visible === false ) continue;
-
-			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
-			if ( light instanceof THREE.PointLight ) pointLights ++;
-			if ( light instanceof THREE.SpotLight ) spotLights ++;
-			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
-
-		}
-
-		return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
-
-	}
-
-	function allocateShadows( lights ) {
-
-		var maxShadows = 0;
-
-		for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
-
-			var light = lights[ l ];
-
-			if ( ! light.castShadow ) continue;
-
-			if ( light instanceof THREE.SpotLight ) maxShadows ++;
-			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
-
-		}
-
-		return maxShadows;
-
-	}
-
-	// DEPRECATED
-	
-	this.initMaterial = function () {
-
-		console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
-
-	};
-
-	this.addPrePlugin = function () {
-
-		console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
-
-	};
-
-	this.addPostPlugin = function () {
-
-		console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
-
-	};
-
-	this.updateShadowMap = function () {
-
-		console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
-
-	};
-
-};
-
-// File:src/Three.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-function THREE() {};
-
-THREE.REVISION = '69'
-
-// browserify support
-
-//if ( typeof module === 'object' ) {
-
-//	module.exports = THREE;
-
-//}
-
-// polyfills
-
-if ( Math.sign === undefined ) {
-
-	Math.sign = function ( x ) {
-
-		return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
-
-	};
-
-}
-
-// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
-
-THREE.MOUSE = { LEFT: Qt.LeftButton, MIDDLE: Qt.MiddleButton, RIGHT: Qt.RightButton };
-
-// 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;
-THREE.MinEquation = 103;
-THREE.MaxEquation = 104;
-
-// 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;
-
-// DDS / ST3C 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;
-
-
-// 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;
-
-
-// File:src/math/Color.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Color = function ( color ) {
-
-	if ( arguments.length === 3 ) {
-
-		return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
-
-	}
-
-	return this.set( color )
-
-};
-
-THREE.Color.prototype = {
-
-	constructor: THREE.Color,
-
-	r: 1, g: 1, b: 1,
-
-	set: function ( value ) {
-
-		if ( value instanceof THREE.Color ) {
-
-			this.copy( value );
-
-		} else if ( typeof value === 'number' ) {
-
-			this.setHex( value );
-
-		} else if ( typeof value === 'string' ) {
-
-			this.setStyle( value );
-
-		}
-
-		return this;
-
-	},
-
-	setHex: function ( hex ) {
-
-		hex = Math.floor( hex );
-
-		this.r = ( hex >> 16 & 255 ) / 255;
-		this.g = ( hex >> 8 & 255 ) / 255;
-		this.b = ( hex & 255 ) / 255;
-
-		return this;
-
-	},
-
-	setRGB: function ( r, g, b ) {
-
-		this.r = r;
-		this.g = g;
-		this.b = b;
-
-		return this;
-
-	},
-
-	setHSL: function ( h, s, l ) {
-
-		// h,s,l ranges are in 0.0 - 1.0
-
-		if ( s === 0 ) {
-
-			this.r = this.g = this.b = l;
-
-		} else {
-
-			var hue2rgb = function ( p, q, t ) {
-
-				if ( t < 0 ) t += 1;
-				if ( t > 1 ) t -= 1;
-				if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
-				if ( t < 1 / 2 ) return q;
-				if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
-				return p;
-
-			};
-
-			var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
-			var q = ( 2 * l ) - p;
-
-			this.r = hue2rgb( q, p, h + 1 / 3 );
-			this.g = hue2rgb( q, p, h );
-			this.b = hue2rgb( q, p, h - 1 / 3 );
-
-		}
-
-		return this;
-
-	},
-
-	setStyle: function ( style ) {
-
-		// rgb(255,0,0)
-
-		if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
-
-			var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
-
-			this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
-			this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
-			this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
-
-			return this;
-
-		}
-
-		// rgb(100%,0%,0%)
-
-		if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
-
-			var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
-
-			this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
-			this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
-			this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
-
-			return this;
-
-		}
-
-		// #ff0000
-
-		if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
-
-			var color = /^\#([0-9a-f]{6})$/i.exec( style );
-
-			this.setHex( parseInt( color[ 1 ], 16 ) );
-
-			return this;
-
-		}
-
-		// #f00
-
-		if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
-
-			var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
-
-			this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
-
-			return this;
-
-		}
-
-		// red
-
-		if ( /^(\w+)$/i.test( style ) ) {
-
-			this.setHex( THREE.ColorKeywords[ style ] );
-
-			return this;
-
-		}
-
-
-	},
-
-	copy: function ( color ) {
-
-		this.r = color.r;
-		this.g = color.g;
-		this.b = color.b;
-
-		return this;
-
-	},
-
-	copyGammaToLinear: function ( color ) {
-
-		this.r = color.r * color.r;
-		this.g = color.g * color.g;
-		this.b = color.b * color.b;
-
-		return this;
-
-	},
-
-	copyLinearToGamma: function ( color ) {
-
-		this.r = Math.sqrt( color.r );
-		this.g = Math.sqrt( color.g );
-		this.b = Math.sqrt( color.b );
-
-		return this;
-
-	},
-
-	convertGammaToLinear: function () {
-
-		var r = this.r, g = this.g, b = this.b;
-
-		this.r = r * r;
-		this.g = g * g;
-		this.b = b * b;
-
-		return this;
-
-	},
-
-	convertLinearToGamma: function () {
-
-		this.r = Math.sqrt( this.r );
-		this.g = Math.sqrt( this.g );
-		this.b = Math.sqrt( this.b );
-
-		return this;
-
-	},
-
-	getHex: function () {
-
-		return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
-
-	},
-
-	getHexString: function () {
-
-		return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
-
-	},
-
-	getHSL: function ( optionalTarget ) {
-
-		// h,s,l ranges are in 0.0 - 1.0
-
-		var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
-
-		var r = this.r, g = this.g, b = this.b;
-
-		var max = Math.max( r, g, b );
-		var min = Math.min( r, g, b );
-
-		var hue, saturation;
-		var lightness = ( min + max ) / 2.0;
-
-		if ( min === max ) {
-
-			hue = 0;
-			saturation = 0;
-
-		} else {
-
-			var delta = max - min;
-
-			saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
-
-			switch ( max ) {
-
-				case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
-				case g: hue = ( b - r ) / delta + 2; break;
-				case b: hue = ( r - g ) / delta + 4; break;
-
-			}
-
-			hue /= 6;
-
-		}
-
-		hsl.h = hue;
-		hsl.s = saturation;
-		hsl.l = lightness;
-
-		return hsl;
-
-	},
-
-	getStyle: function () {
-
-        return 'rgb(' + ( Math.floor( this.r * 255 ) ) + ',' + ( Math.floor( this.g * 255 ) ) + ',' + ( Math.floor( this.b * 255 ) ) + ')';
-
-	},
-
-	offsetHSL: function ( h, s, l ) {
-
-		var hsl = this.getHSL();
-
-		hsl.h += h; hsl.s += s; hsl.l += l;
-
-		this.setHSL( hsl.h, hsl.s, hsl.l );
-
-		return this;
-
-	},
-
-	add: function ( color ) {
-
-		this.r += color.r;
-		this.g += color.g;
-		this.b += color.b;
-
-		return this;
-
-	},
-
-	addColors: function ( color1, color2 ) {
-
-		this.r = color1.r + color2.r;
-		this.g = color1.g + color2.g;
-		this.b = color1.b + color2.b;
-
-		return this;
-
-	},
-
-	addScalar: function ( s ) {
-
-		this.r += s;
-		this.g += s;
-		this.b += s;
-
-		return this;
-
-	},
-
-	multiply: function ( color ) {
-
-		this.r *= color.r;
-		this.g *= color.g;
-		this.b *= color.b;
-
-		return this;
-
-	},
-
-	multiplyScalar: function ( s ) {
-
-		this.r *= s;
-		this.g *= s;
-		this.b *= s;
-
-		return this;
-
-	},
-
-	lerp: function ( color, alpha ) {
-
-		this.r += ( color.r - this.r ) * alpha;
-		this.g += ( color.g - this.g ) * alpha;
-		this.b += ( color.b - this.b ) * alpha;
-
-		return this;
-
-	},
-
-	equals: function ( c ) {
-
-		return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
-
-	},
-
-	fromArray: function ( array ) {
-
-		this.r = array[ 0 ];
-		this.g = array[ 1 ];
-		this.b = array[ 2 ];
-
-		return this;
-
-	},
-
-	toArray: function () {
-
-		return [ this.r, this.g, this.b ];
-
-	},
-
-	clone: function () {
-
-		return new THREE.Color().setRGB( this.r, this.g, this.b );
-
-	}
-
-};
-
-THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
-'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
-'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
-'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
-'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
-'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
-'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
-'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
-'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
-'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
-'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
-'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
-'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
-'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
-'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
-'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
-'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
-'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
-'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
-'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
-'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
-'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
-'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
-'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
-
-// File:src/math/Quaternion.js
-
-/**
- * @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;
-
-    this.__defineGetter__("x", function(){
-        return this._x;
-    });
-    this.__defineSetter__("x", function(value){
-        this._x = value;
-		this.onChangeCallback();
-    });
-    this.__defineGetter__("y", function(){
-        return this._y;
-    });
-    this.__defineSetter__("y", function(value){
-        this._y = value;
-		this.onChangeCallback();
-    });
-    this.__defineGetter__("z", function(){
-        return this._z;
-    });
-    this.__defineSetter__("z", function(value){
-        this._z = value;
-		this.onChangeCallback();
-    });
-    this.__defineGetter__("w", function(){
-        return this._w;
-    });
-    this.__defineSetter__("w", function(value){
-        this._w = value;
-		this.onChangeCallback();
-    });
-};
-
-THREE.Quaternion.prototype = {
-
-	constructor: THREE.Quaternion,
-
-	_x: 0,_y: 0, _z: 0, _w: 0,
-
-	set: function ( x, y, z, w ) {
-
-		this._x = x;
-		this._y = y;
-		this._z = z;
-		this._w = w;
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	copy: function ( quaternion ) {
-
-		this._x = quaternion.x;
-		this._y = quaternion.y;
-		this._z = quaternion.z;
-		this._w = quaternion.w;
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	setFromEuler: function ( euler, update ) {
-
-		if ( euler instanceof THREE.Euler === false ) {
-
-			throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and 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( euler._x / 2 );
-		var c2 = Math.cos( euler._y / 2 );
-		var c3 = Math.cos( euler._z / 2 );
-		var s1 = Math.sin( euler._x / 2 );
-		var s2 = Math.sin( euler._y / 2 );
-		var s3 = Math.sin( euler._z / 2 );
-
-		if ( euler.order === 'XYZ' ) {
-
-			this._x = s1 * c2 * c3 + c1 * s2 * s3;
-			this._y = c1 * s2 * c3 - s1 * c2 * s3;
-			this._z = c1 * c2 * s3 + s1 * s2 * c3;
-			this._w = c1 * c2 * c3 - s1 * s2 * s3;
-
-		} else if ( euler.order === 'YXZ' ) {
-
-			this._x = s1 * c2 * c3 + c1 * s2 * s3;
-			this._y = c1 * s2 * c3 - s1 * c2 * s3;
-			this._z = c1 * c2 * s3 - s1 * s2 * c3;
-			this._w = c1 * c2 * c3 + s1 * s2 * s3;
-
-		} else if ( euler.order === 'ZXY' ) {
-
-			this._x = s1 * c2 * c3 - c1 * s2 * s3;
-			this._y = c1 * s2 * c3 + s1 * c2 * s3;
-			this._z = c1 * c2 * s3 + s1 * s2 * c3;
-			this._w = c1 * c2 * c3 - s1 * s2 * s3;
-
-		} else if ( euler.order === 'ZYX' ) {
-
-			this._x = s1 * c2 * c3 - c1 * s2 * s3;
-			this._y = c1 * s2 * c3 + s1 * c2 * s3;
-			this._z = c1 * c2 * s3 - s1 * s2 * c3;
-			this._w = c1 * c2 * c3 + s1 * s2 * s3;
-
-		} else if ( euler.order === 'YZX' ) {
-
-			this._x = s1 * c2 * c3 + c1 * s2 * s3;
-			this._y = c1 * s2 * c3 + s1 * c2 * s3;
-			this._z = c1 * c2 * s3 - s1 * s2 * c3;
-			this._w = c1 * c2 * c3 - s1 * s2 * s3;
-
-		} else if ( euler.order === 'XZY' ) {
-
-			this._x = s1 * c2 * c3 - c1 * s2 * s3;
-			this._y = c1 * s2 * c3 - s1 * c2 * s3;
-			this._z = c1 * c2 * s3 + s1 * s2 * c3;
-			this._w = c1 * c2 * c3 + s1 * s2 * s3;
-
-		}
-
-		if ( update !== false ) this.onChangeCallback();
-
-		return this;
-
-	},
-
-	setFromAxisAngle: function ( axis, angle ) {
-
-		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
-
-		// assumes axis is normalized
-
-		var halfAngle = angle / 2, s = Math.sin( halfAngle );
-
-		this._x = axis.x * s;
-		this._y = axis.y * s;
-		this._z = axis.z * s;
-		this._w = Math.cos( halfAngle );
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	setFromRotationMatrix: function ( m ) {
-
-		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
-
-		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
-		var te = m.elements,
-
-			m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
-			m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
-			m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
-
-			trace = m11 + m22 + m33,
-			s;
-
-		if ( trace > 0 ) {
-
-			s = 0.5 / Math.sqrt( trace + 1.0 );
-
-			this._w = 0.25 / s;
-			this._x = ( m32 - m23 ) * s;
-			this._y = ( m13 - m31 ) * s;
-			this._z = ( m21 - m12 ) * s;
-
-		} else if ( m11 > m22 && m11 > m33 ) {
-
-			s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
-
-			this._w = ( m32 - m23 ) / s;
-			this._x = 0.25 * s;
-			this._y = ( m12 + m21 ) / s;
-			this._z = ( m13 + m31 ) / s;
-
-		} else if ( m22 > m33 ) {
-
-			s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
-
-			this._w = ( m13 - m31 ) / s;
-			this._x = ( m12 + m21 ) / s;
-			this._y = 0.25 * s;
-			this._z = ( m23 + m32 ) / s;
-
-		} else {
-
-			s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
-
-			this._w = ( m21 - m12 ) / s;
-			this._x = ( m13 + m31 ) / s;
-			this._y = ( m23 + m32 ) / s;
-			this._z = 0.25 * s;
-
-		}
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	setFromUnitVectors: function () {
-
-		// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
-
-		// assumes direction vectors vFrom and vTo are normalized
-
-		var v1, r;
-
-		var EPS = 0.000001;
-
-		return function ( vFrom, vTo ) {
-
-			if ( v1 === undefined ) v1 = new THREE.Vector3();
-
-			r = vFrom.dot( vTo ) + 1;
-
-			if ( r < EPS ) {
-
-				r = 0;
-
-				if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
-
-					v1.set( - vFrom.y, vFrom.x, 0 );
-
-				} else {
-
-					v1.set( 0, - vFrom.z, vFrom.y );
-
-				}
-
-			} else {
-
-				v1.crossVectors( vFrom, vTo );
-
-			}
-
-			this._x = v1.x;
-			this._y = v1.y;
-			this._z = v1.z;
-			this._w = r;
-
-			this.normalize();
-
-			return this;
-
-		}
-
-	}(),
-
-	inverse: function () {
-
-		this.conjugate().normalize();
-
-		return this;
-
-	},
-
-	conjugate: function () {
-
-		this._x *= - 1;
-		this._y *= - 1;
-		this._z *= - 1;
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	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 );
-
-	},
-
-	normalize: function () {
-
-		var l = this.length();
-
-		if ( l === 0 ) {
-
-			this._x = 0;
-			this._y = 0;
-			this._z = 0;
-			this._w = 1;
-
-		} else {
-
-			l = 1 / l;
-
-			this._x = this._x * l;
-			this._y = this._y * l;
-			this._z = this._z * l;
-			this._w = this._w * l;
-
-		}
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	multiply: function ( q, p ) {
-
-		if ( p !== undefined ) {
-
-			console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
-			return this.multiplyQuaternions( q, p );
-
-		}
-
-		return this.multiplyQuaternions( this, q );
-
-	},
-
-	multiplyQuaternions: function ( a, b ) {
-
-		// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
-
-		var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
-		var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
-
-		this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
-		this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
-		this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
-		this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	multiplyVector3: function ( vector ) {
-
-		console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
-		return vector.applyQuaternion( this );
-
-	},
-
-	slerp: function ( qb, t ) {
-
-		if ( t === 0 ) return this;
-		if ( t === 1 ) return this.copy( qb );
-
-		var x = this._x, y = this._y, z = this._z, w = this._w;
-
-		// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
-
-		var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
-
-		if ( cosHalfTheta < 0 ) {
-
-			this._w = - qb._w;
-			this._x = - qb._x;
-			this._y = - qb._y;
-			this._z = - qb._z;
-
-			cosHalfTheta = - cosHalfTheta;
-
-		} else {
-
-			this.copy( qb );
-
-		}
-
-		if ( cosHalfTheta >= 1.0 ) {
-
-			this._w = w;
-			this._x = x;
-			this._y = y;
-			this._z = z;
-
-			return this;
-
-		}
-
-		var halfTheta = Math.acos( cosHalfTheta );
-		var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
-
-		if ( Math.abs( sinHalfTheta ) < 0.001 ) {
-
-			this._w = 0.5 * ( w + this._w );
-			this._x = 0.5 * ( x + this._x );
-			this._y = 0.5 * ( y + this._y );
-			this._z = 0.5 * ( z + this._z );
-
-			return this;
-
-		}
-
-		var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
-		ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
-
-		this._w = ( w * ratioA + this._w * ratioB );
-		this._x = ( x * ratioA + this._x * ratioB );
-		this._y = ( y * ratioA + this._y * ratioB );
-		this._z = ( z * ratioA + this._z * ratioB );
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	equals: function ( quaternion ) {
-
-		return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
-
-	},
-
-	fromArray: function ( array, offset ) {
-
-		if ( offset === undefined ) offset = 0;
-
-		this._x = array[ offset ];
-		this._y = array[ offset + 1 ];
-		this._z = array[ offset + 2 ];
-		this._w = array[ offset + 3 ];
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	toArray: function ( array, offset ) {
-
-		if ( array === undefined ) array = [];
-		if ( offset === undefined ) offset = 0;
-
-		array[ offset ] = this._x;
-		array[ offset + 1 ] = this._y;
-		array[ offset + 2 ] = this._z;
-		array[ offset + 3 ] = this._w;
-
-		return array;
-
-	},
-
-	onChange: function ( callback ) {
-
-		this.onChangeCallback = callback;
-
-		return this;
-
-	},
-
-	onChangeCallback: function () {},
-
-	clone: function () {
-
-		return new THREE.Quaternion( this._x, this._y, this._z, this._w );
-
-	}
-
-};
-
-THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
-
-	return qm.copy( qa ).slerp( qb, t );
-
-}
-
-// File:src/math/Vector2.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author philogb / http://blog.thejit.org/
- * @author egraether / http://egraether.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
-THREE.Vector2 = function ( x, y ) {
-
-	this.x = x || 0;
-	this.y = y || 0;
-
-};
-
-THREE.Vector2.prototype = {
-
-	constructor: THREE.Vector2,
-
-	set: function ( x, y ) {
-
-		this.x = x;
-		this.y = y;
-
-		return this;
-
-	},
-
-	setX: function ( x ) {
-
-		this.x = x;
-
-		return this;
-
-	},
-
-	setY: function ( y ) {
-
-		this.y = y;
-
-		return this;
-
-	},
-
-	setComponent: function ( index, value ) {
-
-		switch ( index ) {
-
-			case 0: this.x = value; break;
-			case 1: this.y = value; break;
-			default: throw new Error( 'index is out of range: ' + index );
-
-		}
-
-	},
-
-	getComponent: function ( index ) {
-
-		switch ( index ) {
-
-			case 0: return this.x;
-			case 1: return this.y;
-			default: throw new Error( 'index is out of range: ' + index );
-
-		}
-
-	},
-
-	copy: function ( v ) {
-
-		this.x = v.x;
-		this.y = v.y;
-
-		return this;
-
-	},
-
-	add: function ( v, w ) {
-
-		if ( w !== undefined ) {
-
-			console.warn( 'THREE.Vector2: .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( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
-			return this.subVectors( v, w );
-
-		}
-
-		this.x -= v.x;
-		this.y -= v.y;
-
-		return this;
-
-	},
-
-	subVectors: function ( a, b ) {
-
-		this.x = a.x - b.x;
-		this.y = a.y - b.y;
-
-		return this;
-
-	},
-
-	multiply: function ( v ) {
-
-		this.x *= v.x;
-		this.y *= v.y;
-
-		return this;
-
-	},
-
-	multiplyScalar: function ( s ) {
-
-		this.x *= s;
-		this.y *= s;
-
-		return this;
-
-	},
-
-	divide: function ( v ) {
-
-		this.x /= v.x;
-		this.y /= v.y;
-
-		return this;
-
-	},
-
-	divideScalar: function ( scalar ) {
-
-		if ( scalar !== 0 ) {
-
-			var invScalar = 1 / scalar;
-
-			this.x *= invScalar;
-			this.y *= invScalar;
-
-		} else {
-
-			this.x = 0;
-			this.y = 0;
-
-		}
-
-		return this;
-
-	},
-
-	min: function ( v ) {
-
-		if ( this.x > v.x ) {
-
-			this.x = v.x;
-
-		}
-
-		if ( this.y > v.y ) {
-
-			this.y = v.y;
-
-		}
-
-		return this;
-
-	},
-
-	max: function ( v ) {
-
-		if ( this.x < v.x ) {
-
-			this.x = v.x;
-
-		}
-
-		if ( this.y < v.y ) {
-
-			this.y = v.y;
-
-		}
-
-		return this;
-
-	},
-
-	clamp: function ( min, max ) {
-
-		// This function assumes min < max, if this assumption isn't true it will not operate correctly
-
-		if ( this.x < min.x ) {
-
-			this.x = min.x;
-
-		} else if ( this.x > max.x ) {
-
-			this.x = max.x;
-
-		}
-
-		if ( this.y < min.y ) {
-
-			this.y = min.y;
-
-		} else if ( this.y > max.y ) {
-
-			this.y = max.y;
-
-		}
-
-		return this;
-	},
-
-	clampScalar: ( function () {
-
-		var min, max;
-
-		return function ( minVal, maxVal ) {
-
-			if ( min === undefined ) {
-
-				min = new THREE.Vector2();
-				max = new THREE.Vector2();
-
-			}
-
-			min.set( minVal, minVal );
-			max.set( maxVal, maxVal );
-
-			return this.clamp( min, max );
-
-		};
-
-	} )(),
-
-	floor: function () {
-
-		this.x = Math.floor( this.x );
-		this.y = Math.floor( this.y );
-
-		return this;
-
-	},
-
-	ceil: function () {
-
-		this.x = Math.ceil( this.x );
-		this.y = Math.ceil( this.y );
-
-		return this;
-
-	},
-
-	round: function () {
-
-		this.x = Math.round( this.x );
-		this.y = Math.round( this.y );
-
-		return this;
-
-	},
-
-	roundToZero: function () {
-
-		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
-		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
-
-		return this;
-
-	},
-
-	negate: function () {
-
-		this.x = - this.x;
-		this.y = - this.y;
-
-		return this;
-
-	},
-
-	dot: function ( v ) {
-
-		return this.x * v.x + this.y * v.y;
-
-	},
-
-	lengthSq: function () {
-
-		return this.x * this.x + this.y * this.y;
-
-	},
-
-	length: function () {
-
-		return Math.sqrt( this.x * this.x + this.y * this.y );
-
-	},
-
-	normalize: function () {
-
-		return this.divideScalar( this.length() );
-
-	},
-
-	distanceTo: function ( v ) {
-
-		return Math.sqrt( this.distanceToSquared( v ) );
-
-	},
-
-	distanceToSquared: function ( v ) {
-
-		var dx = this.x - v.x, dy = this.y - v.y;
-		return dx * dx + dy * dy;
-
-	},
-
-	setLength: function ( l ) {
-
-		var oldLength = this.length();
-
-		if ( oldLength !== 0 && l !== oldLength ) {
-
-			this.multiplyScalar( l / oldLength );
-		}
-
-		return this;
-
-	},
-
-	lerp: function ( v, alpha ) {
-
-		this.x += ( v.x - this.x ) * alpha;
-		this.y += ( v.y - this.y ) * alpha;
-
-		return this;
-
-	},
-
-	equals: function ( v ) {
-
-		return ( ( v.x === this.x ) && ( v.y === this.y ) );
-
-	},
-
-	fromArray: function ( array, offset ) {
-
-		if ( offset === undefined ) offset = 0;
-
-		this.x = array[ offset ];
-		this.y = array[ offset + 1 ];
-
-		return this;
-
-	},
-
-	toArray: function ( array, offset ) {
-
-		if ( array === undefined ) array = [];
-		if ( offset === undefined ) offset = 0;
-
-		array[ offset ] = this.x;
-		array[ offset + 1 ] = this.y;
-
-		return array;
-
-	},
-
-	clone: function () {
-
-		return new THREE.Vector2( this.x, this.y );
-
-	}
-
-};
-
-// File:src/math/Vector3.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author *kile / http://kile.stravaganza.org/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Vector3 = function ( x, y, z ) {
-
-	this.x = x || 0;
-	this.y = y || 0;
-	this.z = z || 0;
-
-};
-
-THREE.Vector3.prototype = {
-
-	constructor: THREE.Vector3,
-
-	set: function ( x, y, z ) {
-
-		this.x = x;
-		this.y = y;
-		this.z = z;
-
-		return this;
-
-	},
-
-	setX: function ( x ) {
-
-		this.x = x;
-
-		return this;
-
-	},
-
-	setY: function ( y ) {
-
-		this.y = y;
-
-		return this;
-
-	},
-
-	setZ: function ( z ) {
-
-		this.z = z;
-
-		return this;
-
-	},
-
-	setComponent: function ( index, value ) {
-
-		switch ( index ) {
-
-			case 0: this.x = value; break;
-			case 1: this.y = value; break;
-			case 2: this.z = value; break;
-			default: throw new Error( 'index is out of range: ' + index );
-
-		}
-
-	},
-
-	getComponent: function ( index ) {
-
-		switch ( index ) {
-
-			case 0: return this.x;
-			case 1: return this.y;
-			case 2: return this.z;
-			default: throw new Error( 'index is out of range: ' + index );
-
-		}
-
-	},
-
-	copy: function ( v ) {
-
-		this.x = v.x;
-		this.y = v.y;
-		this.z = v.z;
-
-		return this;
-
-	},
-
-	add: function ( v, w ) {
-
-		if ( w !== undefined ) {
-
-			console.warn( 'THREE.Vector3: .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( 'THREE.Vector3: .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( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
-			return this.multiplyVectors( v, w );
-
-		}
-
-		this.x *= v.x;
-		this.y *= v.y;
-		this.z *= v.z;
-
-		return this;
-
-	},
-
-	multiplyScalar: function ( scalar ) {
-
-		this.x *= scalar;
-		this.y *= scalar;
-		this.z *= scalar;
-
-		return this;
-
-	},
-
-	multiplyVectors: function ( a, b ) {
-
-		this.x = a.x * b.x;
-		this.y = a.y * b.y;
-		this.z = a.z * b.z;
-
-		return this;
-
-	},
-
-	applyEuler: function () {
-
-		var quaternion;
-
-		return function ( euler ) {
-
-			if ( euler instanceof THREE.Euler === false ) {
-
-				console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
-
-			}
-
-			if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
-
-			this.applyQuaternion( quaternion.setFromEuler( euler ) );
-
-			return this;
-
-		};
-
-	}(),
-
-	applyAxisAngle: function () {
-
-		var quaternion;
-
-		return function ( axis, angle ) {
-
-			if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
-
-			this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
-
-			return this;
-
-		};
-
-	}(),
-
-	applyMatrix3: function ( m ) {
-
-		var x = this.x;
-		var y = this.y;
-		var z = this.z;
-
-		var e = m.elements;
-
-		this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
-		this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
-		this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
-
-		return this;
-
-	},
-
-	applyMatrix4: function ( m ) {
-
-		// input: THREE.Matrix4 affine matrix
-
-		var x = this.x, y = this.y, z = this.z;
-
-		var e = m.elements;
-
-		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ];
-		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ];
-		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
-
-		return this;
-
-	},
-
-	applyProjection: function ( m ) {
-
-		// input: THREE.Matrix4 projection matrix
-
-		var x = this.x, y = this.y, z = this.z;
-
-		var e = m.elements;
-		var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
-
-		this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ] ) * d;
-		this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ] ) * d;
-		this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
-
-		return this;
-
-	},
-
-	applyQuaternion: function ( q ) {
-
-		var x = this.x;
-		var y = this.y;
-		var z = this.z;
-
-		var qx = q.x;
-		var qy = q.y;
-		var qz = q.z;
-		var qw = q.w;
-
-		// calculate quat * vector
-
-		var ix =  qw * x + qy * z - qz * y;
-		var iy =  qw * y + qz * x - qx * z;
-		var iz =  qw * z + qx * y - qy * x;
-		var iw = - qx * x - qy * y - qz * z;
-
-		// calculate result * inverse quat
-
-		this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
-		this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
-		this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
-
-		return this;
-
-	},
-
-	project: function () {
-
-		var matrix;
-
-		return function ( camera ) {
-
-			if ( matrix === undefined ) matrix = new THREE.Matrix4();
-
-			matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
-			return this.applyProjection( matrix );
-
-		};
-
-	}(),
-
-	unproject: function () {
-
-		var matrix;
-
-		return function ( camera ) {
-
-			if ( matrix === undefined ) matrix = new THREE.Matrix4();
-
-			matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
-			return this.applyProjection( matrix );
-
-		};
-
-	}(),
-
-	transformDirection: function ( m ) {
-
-		// input: THREE.Matrix4 affine matrix
-		// vector interpreted as a direction
-
-		var x = this.x, y = this.y, z = this.z;
-
-		var e = m.elements;
-
-		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z;
-		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z;
-		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
-
-		this.normalize();
-
-		return this;
-
-	},
-
-	divide: function ( v ) {
-
-		this.x /= v.x;
-		this.y /= v.y;
-		this.z /= v.z;
-
-		return this;
-
-	},
-
-	divideScalar: function ( scalar ) {
-
-		if ( scalar !== 0 ) {
-
-			var invScalar = 1 / scalar;
-
-			this.x *= invScalar;
-			this.y *= invScalar;
-			this.z *= invScalar;
-
-		} else {
-
-			this.x = 0;
-			this.y = 0;
-			this.z = 0;
-
-		}
-
-		return this;
-
-	},
-
-	min: function ( v ) {
-
-		if ( this.x > v.x ) {
-
-			this.x = v.x;
-
-		}
-
-		if ( this.y > v.y ) {
-
-			this.y = v.y;
-
-		}
-
-		if ( this.z > v.z ) {
-
-			this.z = v.z;
-
-		}
-
-		return this;
-
-	},
-
-	max: function ( v ) {
-
-		if ( this.x < v.x ) {
-
-			this.x = v.x;
-
-		}
-
-		if ( this.y < v.y ) {
-
-			this.y = v.y;
-
-		}
-
-		if ( this.z < v.z ) {
-
-			this.z = v.z;
-
-		}
-
-		return this;
-
-	},
-
-	clamp: function ( min, max ) {
-
-		// This function assumes min < max, if this assumption isn't true it will not operate correctly
-
-		if ( this.x < min.x ) {
-
-			this.x = min.x;
-
-		} else if ( this.x > max.x ) {
-
-			this.x = max.x;
-
-		}
-
-		if ( this.y < min.y ) {
-
-			this.y = min.y;
-
-		} else if ( this.y > max.y ) {
-
-			this.y = max.y;
-
-		}
-
-		if ( this.z < min.z ) {
-
-			this.z = min.z;
-
-		} else if ( this.z > max.z ) {
-
-			this.z = max.z;
-
-		}
-
-		return this;
-
-	},
-
-	clampScalar: ( function () {
-
-		var min, max;
-
-		return function ( minVal, maxVal ) {
-
-			if ( min === undefined ) {
-
-				min = new THREE.Vector3();
-				max = new THREE.Vector3();
-
-			}
-
-			min.set( minVal, minVal, minVal );
-			max.set( maxVal, maxVal, maxVal );
-
-			return this.clamp( min, max );
-
-		};
-
-	} )(),
-
-	floor: function () {
-
-		this.x = Math.floor( this.x );
-		this.y = Math.floor( this.y );
-		this.z = Math.floor( this.z );
-
-		return this;
-
-	},
-
-	ceil: function () {
-
-		this.x = Math.ceil( this.x );
-		this.y = Math.ceil( this.y );
-		this.z = Math.ceil( this.z );
-
-		return this;
-
-	},
-
-	round: function () {
-
-		this.x = Math.round( this.x );
-		this.y = Math.round( this.y );
-		this.z = Math.round( this.z );
-
-		return this;
-
-	},
-
-	roundToZero: function () {
-
-		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
-		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
-		this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
-
-		return this;
-
-	},
-
-	negate: function () {
-
-		this.x = - this.x;
-		this.y = - this.y;
-		this.z = - this.z;
-
-		return this;
-
-	},
-
-	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( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
-			return this.crossVectors( v, w );
-
-		}
-
-		var x = this.x, y = this.y, z = this.z;
-
-		this.x = y * v.z - z * v.y;
-		this.y = z * v.x - x * v.z;
-		this.z = x * v.y - y * v.x;
-
-		return this;
-
-	},
-
-	crossVectors: function ( a, b ) {
-
-		var ax = a.x, ay = a.y, az = a.z;
-		var bx = b.x, by = b.y, bz = b.z;
-
-		this.x = ay * bz - az * by;
-		this.y = az * bx - ax * bz;
-		this.z = ax * by - ay * bx;
-
-		return this;
-
-	},
-
-	projectOnVector: function () {
-
-		var v1, dot;
-
-		return function ( vector ) {
-
-			if ( v1 === undefined ) v1 = new THREE.Vector3();
-
-			v1.copy( vector ).normalize();
-
-			dot = this.dot( v1 );
-
-			return this.copy( v1 ).multiplyScalar( dot );
-
-		};
-
-	}(),
-
-	projectOnPlane: function () {
-
-		var v1;
-
-		return function ( planeNormal ) {
-
-			if ( v1 === undefined ) v1 = new THREE.Vector3();
-
-			v1.copy( this ).projectOnVector( planeNormal );
-
-			return this.sub( v1 );
-
-		}
-
-	}(),
-
-	reflect: function () {
-
-		// reflect incident vector off plane orthogonal to normal
-		// normal is assumed to have unit length
-
-		var v1;
-
-		return function ( normal ) {
-
-			if ( v1 === undefined ) v1 = new THREE.Vector3();
-
-			return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
-
-		}
-
-	}(),
-
-	angleTo: function ( v ) {
-
-		var theta = this.dot( v ) / ( this.length() * v.length() );
-
-		// clamp, to handle numerical problems
-
-		return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
-
-	},
-
-	distanceTo: function ( v ) {
-
-		return Math.sqrt( this.distanceToSquared( v ) );
-
-	},
-
-	distanceToSquared: function ( v ) {
-
-		var dx = this.x - v.x;
-		var dy = this.y - v.y;
-		var dz = this.z - v.z;
-
-		return dx * dx + dy * dy + dz * dz;
-
-	},
-
-	setEulerFromRotationMatrix: function ( m, order ) {
-
-		console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
-
-	},
-
-	setEulerFromQuaternion: function ( q, order ) {
-
-		console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
-
-	},
-
-	getPositionFromMatrix: function ( m ) {
-
-		console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
-
-		return this.setFromMatrixPosition( m );
-
-	},
-
-	getScaleFromMatrix: function ( m ) {
-
-		console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
-
-		return this.setFromMatrixScale( m );
-	},
-
-	getColumnFromMatrix: function ( index, matrix ) {
-
-		console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
-
-		return this.setFromMatrixColumn( index, matrix );
-
-	},
-
-	setFromMatrixPosition: function ( m ) {
-
-		this.x = m.elements[ 12 ];
-		this.y = m.elements[ 13 ];
-		this.z = m.elements[ 14 ];
-
-		return this;
-
-	},
-
-	setFromMatrixScale: function ( m ) {
-
-		var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[  2 ] ).length();
-		var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[  6 ] ).length();
-		var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
-
-		this.x = sx;
-		this.y = sy;
-		this.z = sz;
-
-		return this;
-	},
-
-	setFromMatrixColumn: function ( index, matrix ) {
-
-		var offset = index * 4;
-
-		var me = matrix.elements;
-
-		this.x = me[ offset ];
-		this.y = me[ offset + 1 ];
-		this.z = me[ offset + 2 ];
-
-		return this;
-
-	},
-
-	equals: function ( v ) {
-
-		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
-
-	},
-
-	fromArray: function ( array, offset ) {
-
-		if ( offset === undefined ) offset = 0;
-
-		this.x = array[ offset ];
-		this.y = array[ offset + 1 ];
-		this.z = array[ offset + 2 ];
-
-		return this;
-
-	},
-
-	toArray: function ( array, offset ) {
-
-		if ( array === undefined ) array = [];
-		if ( offset === undefined ) offset = 0;
-
-		array[ offset ] = this.x;
-		array[ offset + 1 ] = this.y;
-		array[ offset + 2 ] = this.z;
-
-		return array;
-
-	},
-
-	clone: function () {
-
-		return new THREE.Vector3( this.x, this.y, this.z );
-
-	}
-
-};
-
-// File:src/math/Vector4.js
-
-/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Vector4 = function ( x, y, z, w ) {
-
-	this.x = x || 0;
-	this.y = y || 0;
-	this.z = z || 0;
-	this.w = ( w !== undefined ) ? w : 1;
-
-};
-
-THREE.Vector4.prototype = {
-
-	constructor: THREE.Vector4,
-
-	set: function ( x, y, z, w ) {
-
-		this.x = x;
-		this.y = y;
-		this.z = z;
-		this.w = w;
-
-		return this;
-
-	},
-
-	setX: function ( x ) {
-
-		this.x = x;
-
-		return this;
-
-	},
-
-	setY: function ( y ) {
-
-		this.y = y;
-
-		return this;
-
-	},
-
-	setZ: function ( z ) {
-
-		this.z = z;
-
-		return this;
-
-	},
-
-	setW: function ( w ) {
-
-		this.w = w;
-
-		return this;
-
-	},
-
-	setComponent: function ( index, value ) {
-
-		switch ( index ) {
-
-			case 0: this.x = value; break;
-			case 1: this.y = value; break;
-			case 2: this.z = value; break;
-			case 3: this.w = value; break;
-			default: throw new Error( 'index is out of range: ' + index );
-
-		}
-
-	},
-
-	getComponent: function ( index ) {
-
-		switch ( index ) {
-
-			case 0: return this.x;
-			case 1: return this.y;
-			case 2: return this.z;
-			case 3: return this.w;
-			default: throw new Error( 'index is out of range: ' + index );
-
-		}
-
-	},
-
-	copy: function ( v ) {
-
-		this.x = v.x;
-		this.y = v.y;
-		this.z = v.z;
-		this.w = ( v.w !== undefined ) ? v.w : 1;
-
-		return this;
-
-	},
-
-	add: function ( v, w ) {
-
-		if ( w !== undefined ) {
-
-			console.warn( 'THREE.Vector4: .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( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
-			return this.subVectors( v, w );
-
-		}
-
-		this.x -= v.x;
-		this.y -= v.y;
-		this.z -= v.z;
-		this.w -= v.w;
-
-		return this;
-
-	},
-
-	subVectors: function ( a, b ) {
-
-		this.x = a.x - b.x;
-		this.y = a.y - b.y;
-		this.z = a.z - b.z;
-		this.w = a.w - b.w;
-
-		return this;
-
-	},
-
-	multiplyScalar: function ( scalar ) {
-
-		this.x *= scalar;
-		this.y *= scalar;
-		this.z *= scalar;
-		this.w *= scalar;
-
-		return this;
-
-	},
-
-	applyMatrix4: function ( m ) {
-
-		var x = this.x;
-		var y = this.y;
-		var z = this.z;
-		var w = this.w;
-
-		var e = m.elements;
-
-		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
-		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
-		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
-		this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
-
-		return this;
-
-	},
-
-	divideScalar: function ( scalar ) {
-
-		if ( scalar !== 0 ) {
-
-			var invScalar = 1 / scalar;
-
-			this.x *= invScalar;
-			this.y *= invScalar;
-			this.z *= invScalar;
-			this.w *= invScalar;
-
-		} else {
-
-			this.x = 0;
-			this.y = 0;
-			this.z = 0;
-			this.w = 1;
-
-		}
-
-		return this;
-
-	},
-
-	setAxisAngleFromQuaternion: function ( q ) {
-
-		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
-
-		// q is assumed to be normalized
-
-		this.w = 2 * Math.acos( q.w );
-
-		var s = Math.sqrt( 1 - q.w * q.w );
-
-		if ( s < 0.0001 ) {
-
-			 this.x = 1;
-			 this.y = 0;
-			 this.z = 0;
-
-		} else {
-
-			 this.x = q.x / s;
-			 this.y = q.y / s;
-			 this.z = q.z / s;
-
-		}
-
-		return this;
-
-	},
-
-	setAxisAngleFromRotationMatrix: function ( m ) {
-
-		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
-
-		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
-		var angle, x, y, z,		// variables for result
-			epsilon = 0.01,		// margin to allow for rounding errors
-			epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees
-
-			te = m.elements,
-
-			m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
-			m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
-			m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
-
-		if ( ( Math.abs( m12 - m21 ) < epsilon )
-		   && ( Math.abs( m13 - m31 ) < epsilon )
-		   && ( Math.abs( m23 - m32 ) < epsilon ) ) {
-
-			// singularity found
-			// first check for identity matrix which must have +1 for all terms
-			// in leading diagonal and zero in other terms
-
-			if ( ( Math.abs( m12 + m21 ) < epsilon2 )
-			   && ( Math.abs( m13 + m31 ) < epsilon2 )
-			   && ( Math.abs( m23 + m32 ) < epsilon2 )
-			   && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
-
-				// this singularity is identity matrix so angle = 0
-
-				this.set( 1, 0, 0, 0 );
-
-				return this; // zero angle, arbitrary axis
-
-			}
-
-			// otherwise this singularity is angle = 180
-
-			angle = Math.PI;
-
-			var xx = ( m11 + 1 ) / 2;
-			var yy = ( m22 + 1 ) / 2;
-			var zz = ( m33 + 1 ) / 2;
-			var xy = ( m12 + m21 ) / 4;
-			var xz = ( m13 + m31 ) / 4;
-			var yz = ( m23 + m32 ) / 4;
-
-			if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
-
-				if ( xx < epsilon ) {
-
-					x = 0;
-					y = 0.707106781;
-					z = 0.707106781;
-
-				} else {
-
-					x = Math.sqrt( xx );
-					y = xy / x;
-					z = xz / x;
-
-				}
-
-			} else if ( yy > zz ) { // m22 is the largest diagonal term
-
-				if ( yy < epsilon ) {
-
-					x = 0.707106781;
-					y = 0;
-					z = 0.707106781;
-
-				} else {
-
-					y = Math.sqrt( yy );
-					x = xy / y;
-					z = yz / y;
-
-				}
-
-			} else { // m33 is the largest diagonal term so base result on this
-
-				if ( zz < epsilon ) {
-
-					x = 0.707106781;
-					y = 0.707106781;
-					z = 0;
-
-				} else {
-
-					z = Math.sqrt( zz );
-					x = xz / z;
-					y = yz / z;
-
-				}
-
-			}
-
-			this.set( x, y, z, angle );
-
-			return this; // return 180 deg rotation
-
-		}
-
-		// as we have reached here there are no singularities so we can handle normally
-
-		var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
-						  + ( m13 - m31 ) * ( m13 - m31 )
-						  + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
-
-		if ( Math.abs( s ) < 0.001 ) s = 1;
-
-		// prevent divide by zero, should not happen if matrix is orthogonal and should be
-		// caught by singularity test above, but I've left it in just in case
-
-		this.x = ( m32 - m23 ) / s;
-		this.y = ( m13 - m31 ) / s;
-		this.z = ( m21 - m12 ) / s;
-		this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
-
-		return this;
-
-	},
-
-	min: function ( v ) {
-
-		if ( this.x > v.x ) {
-
-			this.x = v.x;
-
-		}
-
-		if ( this.y > v.y ) {
-
-			this.y = v.y;
-
-		}
-
-		if ( this.z > v.z ) {
-
-			this.z = v.z;
-
-		}
-
-		if ( this.w > v.w ) {
-
-			this.w = v.w;
-
-		}
-
-		return this;
-
-	},
-
-	max: function ( v ) {
-
-		if ( this.x < v.x ) {
-
-			this.x = v.x;
-
-		}
-
-		if ( this.y < v.y ) {
-
-			this.y = v.y;
-
-		}
-
-		if ( this.z < v.z ) {
-
-			this.z = v.z;
-
-		}
-
-		if ( this.w < v.w ) {
-
-			this.w = v.w;
-
-		}
-
-		return this;
-
-	},
-
-	clamp: function ( min, max ) {
-
-		// This function assumes min < max, if this assumption isn't true it will not operate correctly
-
-		if ( this.x < min.x ) {
-
-			this.x = min.x;
-
-		} else if ( this.x > max.x ) {
-
-			this.x = max.x;
-
-		}
-
-		if ( this.y < min.y ) {
-
-			this.y = min.y;
-
-		} else if ( this.y > max.y ) {
-
-			this.y = max.y;
-
-		}
-
-		if ( this.z < min.z ) {
-
-			this.z = min.z;
-
-		} else if ( this.z > max.z ) {
-
-			this.z = max.z;
-
-		}
-
-		if ( this.w < min.w ) {
-
-			this.w = min.w;
-
-		} else if ( this.w > max.w ) {
-
-			this.w = max.w;
-
-		}
-
-		return this;
-
-	},
-
-	clampScalar: ( function () {
-
-		var min, max;
-
-		return function ( minVal, maxVal ) {
-
-			if ( min === undefined ) {
-
-				min = new THREE.Vector4();
-				max = new THREE.Vector4();
-
-			}
-
-			min.set( minVal, minVal, minVal, minVal );
-			max.set( maxVal, maxVal, maxVal, maxVal );
-
-			return this.clamp( min, max );
-
-		};
-
-	} )(),
-
-    floor: function () {
-
-        this.x = Math.floor( this.x );
-        this.y = Math.floor( this.y );
-        this.z = Math.floor( this.z );
-        this.w = Math.floor( this.w );
-
-        return this;
-
-    },
-
-    ceil: function () {
-
-        this.x = Math.ceil( this.x );
-        this.y = Math.ceil( this.y );
-        this.z = Math.ceil( this.z );
-        this.w = Math.ceil( this.w );
-
-        return this;
-
-    },
-
-    round: function () {
-
-        this.x = Math.round( this.x );
-        this.y = Math.round( this.y );
-        this.z = Math.round( this.z );
-        this.w = Math.round( this.w );
-
-        return this;
-
-    },
-
-    roundToZero: function () {
-
-        this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
-        this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
-        this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
-        this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
-
-        return this;
-
-    },
-
-	negate: function () {
-
-		this.x = - this.x;
-		this.y = - this.y;
-		this.z = - this.z;
-		this.w = - this.w;
-
-		return this;
-
-	},
-
-	dot: function ( v ) {
-
-		return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
-
-	},
-
-	lengthSq: function () {
-
-		return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
-
-	},
-
-	length: function () {
-
-		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
-
-	},
-
-	lengthManhattan: function () {
-
-		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
-
-	},
-
-	normalize: function () {
-
-		return this.divideScalar( this.length() );
-
-	},
-
-	setLength: function ( l ) {
-
-		var oldLength = this.length();
-
-		if ( oldLength !== 0 && l !== oldLength ) {
-
-			this.multiplyScalar( l / oldLength );
-
-		}
-
-		return this;
-
-	},
-
-	lerp: function ( v, alpha ) {
-
-		this.x += ( v.x - this.x ) * alpha;
-		this.y += ( v.y - this.y ) * alpha;
-		this.z += ( v.z - this.z ) * alpha;
-		this.w += ( v.w - this.w ) * alpha;
-
-		return this;
-
-	},
-
-	equals: function ( v ) {
-
-		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
-
-	},
-
-	fromArray: function ( array, offset ) {
-
-		if ( offset === undefined ) offset = 0;
-
-		this.x = array[ offset ];
-		this.y = array[ offset + 1 ];
-		this.z = array[ offset + 2 ];
-		this.w = array[ offset + 3 ];
-
-		return this;
-
-	},
-
-	toArray: function ( array, offset ) {
-
-		if ( array === undefined ) array = [];
-		if ( offset === undefined ) offset = 0;
-
-		array[ offset ] = this.x;
-		array[ offset + 1 ] = this.y;
-		array[ offset + 2 ] = this.z;
-		array[ offset + 3 ] = this.w;
-
-		return array;
-
-	},
-
-	clone: function () {
-
-		return new THREE.Vector4( this.x, this.y, this.z, this.w );
-
-	}
-
-};
-
-// File:src/math/Euler.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Euler = function ( x, y, z, order ) {
-
-	this._x = x || 0;
-	this._y = y || 0;
-	this._z = z || 0;
-	this._order = order || THREE.Euler.DefaultOrder;
-
-    this.__defineGetter__("x", function(){
-        return this._x;
-    });
-    this.__defineSetter__("x", function(value){
-        this._x = value;
-		this.onChangeCallback();
-    });
-
-    this.__defineGetter__("y", function(){
-        return this._y;
-    });
-    this.__defineSetter__("y", function(value){
-        this._y = value;
-		this.onChangeCallback();
-    });
-
-    this.__defineGetter__("z", function(){
-        return this._z;
-    });
-    this.__defineSetter__("z", function(value){
-        this._z = value;
-		this.onChangeCallback();
-    });
-
-    this.__defineGetter__("order", function(){
-        return this._order;
-    });
-    this.__defineSetter__("order", function(value){
-        this._order = value;
-		this.onChangeCallback();
-    });
-};
-
-THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
-
-THREE.Euler.DefaultOrder = 'XYZ';
-
-THREE.Euler.prototype = {
-
-	constructor: THREE.Euler,
-
-	_x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
-
-	set: function ( x, y, z, order ) {
-
-		this._x = x;
-		this._y = y;
-		this._z = z;
-		this._order = order || this._order;
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	copy: function ( euler ) {
-
-		this._x = euler._x;
-		this._y = euler._y;
-		this._z = euler._z;
-		this._order = euler._order;
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	setFromRotationMatrix: function ( m, order ) {
-
-		var clamp = THREE.Math.clamp;
-
-		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
-		var te = m.elements;
-		var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
-		var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
-		var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
-
-		order = order || this._order;
-
-		if ( order === 'XYZ' ) {
-
-			this._y = Math.asin( clamp( m13, - 1, 1 ) );
-
-			if ( Math.abs( m13 ) < 0.99999 ) {
-
-				this._x = Math.atan2( - m23, m33 );
-				this._z = Math.atan2( - m12, m11 );
-
-			} else {
-
-				this._x = Math.atan2( m32, m22 );
-				this._z = 0;
-
-			}
-
-		} else if ( order === 'YXZ' ) {
-
-			this._x = Math.asin( - clamp( m23, - 1, 1 ) );
-
-			if ( Math.abs( m23 ) < 0.99999 ) {
-
-				this._y = Math.atan2( m13, m33 );
-				this._z = Math.atan2( m21, m22 );
-
-			} else {
-
-				this._y = Math.atan2( - m31, m11 );
-				this._z = 0;
-
-			}
-
-		} else if ( order === 'ZXY' ) {
-
-			this._x = Math.asin( clamp( m32, - 1, 1 ) );
-
-			if ( Math.abs( m32 ) < 0.99999 ) {
-
-				this._y = Math.atan2( - m31, m33 );
-				this._z = Math.atan2( - m12, m22 );
-
-			} else {
-
-				this._y = 0;
-				this._z = Math.atan2( m21, m11 );
-
-			}
-
-		} else if ( order === 'ZYX' ) {
-
-			this._y = Math.asin( - clamp( m31, - 1, 1 ) );
-
-			if ( Math.abs( m31 ) < 0.99999 ) {
-
-				this._x = Math.atan2( m32, m33 );
-				this._z = Math.atan2( m21, m11 );
-
-			} else {
-
-				this._x = 0;
-				this._z = Math.atan2( - m12, m22 );
-
-			}
-
-		} else if ( order === 'YZX' ) {
-
-			this._z = Math.asin( clamp( m21, - 1, 1 ) );
-
-			if ( Math.abs( m21 ) < 0.99999 ) {
-
-				this._x = Math.atan2( - m23, m22 );
-				this._y = Math.atan2( - m31, m11 );
-
-			} else {
-
-				this._x = 0;
-				this._y = Math.atan2( m13, m33 );
-
-			}
-
-		} else if ( order === 'XZY' ) {
-
-			this._z = Math.asin( - clamp( m12, - 1, 1 ) );
-
-			if ( Math.abs( m12 ) < 0.99999 ) {
-
-				this._x = Math.atan2( m32, m22 );
-				this._y = Math.atan2( m13, m11 );
-
-			} else {
-
-				this._x = Math.atan2( - m23, m33 );
-				this._y = 0;
-
-			}
-
-		} else {
-
-			console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
-
-		}
-
-		this._order = order;
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	setFromQuaternion: function ( q, order, update ) {
-
-		var clamp = THREE.Math.clamp;
-
-		// q is assumed to be normalized
-
-		// http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
-
-		var sqx = q.x * q.x;
-		var sqy = q.y * q.y;
-		var sqz = q.z * q.z;
-		var sqw = q.w * q.w;
-
-		order = order || this._order;
-
-		if ( order === 'XYZ' ) {
-
-			this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
-			this._y = Math.asin(  clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) );
-			this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
-
-		} else if ( order ===  'YXZ' ) {
-
-			this._x = Math.asin(  clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) );
-			this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
-			this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
-
-		} else if ( order === 'ZXY' ) {
-
-			this._x = Math.asin(  clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) );
-			this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
-			this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
-
-		} else if ( order === 'ZYX' ) {
-
-			this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
-			this._y = Math.asin(  clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) );
-			this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
-
-		} else if ( order === 'YZX' ) {
-
-			this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
-			this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
-			this._z = Math.asin(  clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) );
-
-		} else if ( order === 'XZY' ) {
-
-			this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
-			this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
-			this._z = Math.asin(  clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) );
-
-		} else {
-
-			console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order )
-
-		}
-
-		this._order = order;
-
-		if ( update !== false ) this.onChangeCallback();
-
-		return this;
-
-	},
-
-	reorder: function () {
-
-		// WARNING: this discards revolution information -bhouston
-
-		var q = new THREE.Quaternion();
-
-		return function ( newOrder ) {
-
-			q.setFromEuler( this );
-			this.setFromQuaternion( q, newOrder );
-
-		};
-
-
-	}(),
-
-	equals: function ( euler ) {
-
-		return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
-
-	},
-
-	fromArray: function ( array ) {
-
-		this._x = array[ 0 ];
-		this._y = array[ 1 ];
-		this._z = array[ 2 ];
-		if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
-
-		this.onChangeCallback();
-
-		return this;
-
-	},
-
-	toArray: function () {
-
-		return [ this._x, this._y, this._z, this._order ];
-
-	},
-
-	onChange: function ( callback ) {
-
-		this.onChangeCallback = callback;
-
-		return this;
-
-	},
-
-	onChangeCallback: function () {},
-
-	clone: function () {
-
-		return new THREE.Euler( this._x, this._y, this._z, this._order );
-
-	}
-
-};
-
-// File:src/math/Line3.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Line3 = function ( start, end ) {
-
-	this.start = ( start !== undefined ) ? start : new THREE.Vector3();
-	this.end = ( end !== undefined ) ? end : new THREE.Vector3();
-
-};
-
-THREE.Line3.prototype = {
-
-	constructor: THREE.Line3,
-
-	set: function ( start, end ) {
-
-		this.start.copy( start );
-		this.end.copy( end );
-
-		return this;
-
-	},
-
-	copy: function ( line ) {
-
-		this.start.copy( line.start );
-		this.end.copy( line.end );
-
-		return this;
-
-	},
-
-	center: function ( optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-		return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
-
-	},
-
-	delta: function ( optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-		return result.subVectors( this.end, this.start );
-
-	},
-
-	distanceSq: function () {
-
-		return this.start.distanceToSquared( this.end );
-
-	},
-
-	distance: function () {
-
-		return this.start.distanceTo( this.end );
-
-	},
-
-	at: function ( t, optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-
-		return this.delta( result ).multiplyScalar( t ).add( this.start );
-
-	},
-
-	closestPointToPointParameter: function () {
-
-		var startP = new THREE.Vector3();
-		var startEnd = new THREE.Vector3();
-
-		return function ( point, clampToLine ) {
-
-			startP.subVectors( point, this.start );
-			startEnd.subVectors( this.end, this.start );
-
-			var startEnd2 = startEnd.dot( startEnd );
-			var startEnd_startP = startEnd.dot( startP );
-
-			var t = startEnd_startP / startEnd2;
-
-			if ( clampToLine ) {
-
-				t = THREE.Math.clamp( t, 0, 1 );
-
-			}
-
-			return t;
-
-		};
-
-	}(),
-
-	closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
-
-		var t = this.closestPointToPointParameter( point, clampToLine );
-
-		var result = optionalTarget || new THREE.Vector3();
-
-		return this.delta( result ).multiplyScalar( t ).add( this.start );
-
-	},
-
-	applyMatrix4: function ( matrix ) {
-
-		this.start.applyMatrix4( matrix );
-		this.end.applyMatrix4( matrix );
-
-		return this;
-
-	},
-
-	equals: function ( line ) {
-
-		return line.start.equals( this.start ) && line.end.equals( this.end );
-
-	},
-
-	clone: function () {
-
-		return new THREE.Line3().copy( this );
-
-	}
-
-};
-
-// File:src/math/Box2.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Box2 = function ( min, max ) {
-
-	this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
-	this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
-
-};
-
-THREE.Box2.prototype = {
-
-	constructor: THREE.Box2,
-
-	set: function ( min, max ) {
-
-		this.min.copy( min );
-		this.max.copy( max );
-
-		return this;
-
-	},
-
-	setFromPoints: function ( points ) {
-
-		this.makeEmpty();
-
-		for ( var i = 0, il = points.length; i < il; i ++ ) {
-
-			this.expandByPoint( points[ i ] )
-
-		}
-
-		return this;
-
-	},
-
-	setFromCenterAndSize: function () {
-
-		var v1 = new THREE.Vector2();
-
-		return function ( center, size ) {
-
-			var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
-			this.min.copy( center ).sub( halfSize );
-			this.max.copy( center ).add( halfSize );
-
-			return this;
-
-		};
-
-	}(),
-
-	copy: function ( box ) {
-
-		this.min.copy( box.min );
-		this.max.copy( box.max );
-
-		return this;
-
-	},
-
-	makeEmpty: function () {
-
-		this.min.x = this.min.y = Infinity;
-		this.max.x = this.max.y = - Infinity;
-
-		return this;
-
-	},
-
-	empty: function () {
-
-		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
-
-		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
-
-	},
-
-	center: function ( optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector2();
-		return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
-
-	},
-
-	size: function ( optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector2();
-		return result.subVectors( this.max, this.min );
-
-	},
-
-	expandByPoint: function ( point ) {
-
-		this.min.min( point );
-		this.max.max( point );
-
-		return this;
-	},
-
-	expandByVector: function ( vector ) {
-
-		this.min.sub( vector );
-		this.max.add( vector );
-
-		return this;
-	},
-
-	expandByScalar: function ( scalar ) {
-
-		this.min.addScalar( - scalar );
-		this.max.addScalar( scalar );
-
-		return this;
-	},
-
-	containsPoint: function ( point ) {
-
-		if ( point.x < this.min.x || point.x > this.max.x ||
-		     point.y < this.min.y || point.y > this.max.y ) {
-
-			return false;
-
-		}
-
-		return true;
-
-	},
-
-	containsBox: function ( box ) {
-
-		if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
-		     ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
-
-			return true;
-
-		}
-
-		return false;
-
-	},
-
-	getParameter: function ( point, optionalTarget ) {
-
-		// This can potentially have a divide by zero if the box
-		// has a size dimension of 0.
-
-		var result = optionalTarget || new THREE.Vector2();
-
-		return result.set(
-			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
-			( point.y - this.min.y ) / ( this.max.y - this.min.y )
-		);
-
-	},
-
-	isIntersectionBox: function ( box ) {
-
-		// using 6 splitting planes to rule out intersections.
-
-		if ( box.max.x < this.min.x || box.min.x > this.max.x ||
-		     box.max.y < this.min.y || box.min.y > this.max.y ) {
-
-			return false;
-
-		}
-
-		return true;
-
-	},
-
-	clampPoint: function ( point, optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector2();
-		return result.copy( point ).clamp( this.min, this.max );
-
-	},
-
-	distanceToPoint: function () {
-
-		var v1 = new THREE.Vector2();
-
-		return function ( point ) {
-
-			var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
-			return clampedPoint.sub( point ).length();
-
-		};
-
-	}(),
-
-	intersect: function ( box ) {
-
-		this.min.max( box.min );
-		this.max.min( box.max );
-
-		return this;
-
-	},
-
-	union: function ( box ) {
-
-		this.min.min( box.min );
-		this.max.max( box.max );
-
-		return this;
-
-	},
-
-	translate: function ( offset ) {
-
-		this.min.add( offset );
-		this.max.add( offset );
-
-		return this;
-
-	},
-
-	equals: function ( box ) {
-
-		return box.min.equals( this.min ) && box.max.equals( this.max );
-
-	},
-
-	clone: function () {
-
-		return new THREE.Box2().copy( this );
-
-	}
-
-};
-
-// File:src/math/Box3.js
-
-/**
- * @author bhouston / http://exocortex.com
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Box3 = function ( min, max ) {
-
-	this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
-	this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
-
-};
-
-THREE.Box3.prototype = {
-
-	constructor: THREE.Box3,
-
-	set: function ( min, max ) {
-
-		this.min.copy( min );
-		this.max.copy( max );
-
-		return this;
-
-	},
-
-	setFromPoints: function ( points ) {
-
-		this.makeEmpty();
-
-		for ( var i = 0, il = points.length; i < il; i ++ ) {
-
-			this.expandByPoint( points[ i ] )
-
-		}
-
-		return this;
-
-	},
-
-	setFromCenterAndSize: function () {
-
-		var v1 = new THREE.Vector3();
-
-		return function ( center, size ) {
-
-			var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
-
-			this.min.copy( center ).sub( halfSize );
-			this.max.copy( center ).add( halfSize );
-
-			return this;
-
-		};
-
-	}(),
-
-	setFromObject: function () {
-
-		// Computes the world-axis-aligned bounding box of an object (including its children),
-		// accounting for both the object's, and childrens', world transforms
-
-		var v1 = new THREE.Vector3();
-
-		return function ( object ) {
-
-			var scope = this;
-
-			object.updateMatrixWorld( true );
-
-			this.makeEmpty();
-
-			object.traverse( function ( node ) {
-
-				var geometry = node.geometry;
-
-				if ( geometry !== undefined ) {
-
-					if ( geometry instanceof THREE.Geometry ) {
-
-						var vertices = geometry.vertices;
-
-						for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
-							v1.copy( vertices[ i ] );
-
-							v1.applyMatrix4( node.matrixWorld );
-
-							scope.expandByPoint( v1 );
-
-						}
-
-					} else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
-
-						var positions = geometry.attributes[ 'position' ].array;
-
-						for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
-							v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
-
-							v1.applyMatrix4( node.matrixWorld );
-
-							scope.expandByPoint( v1 );
-
-						}
-
-					}
-
-				}
-
-			} );
-
-			return this;
-
-		};
-
-	}(),
-
-	copy: function ( box ) {
-
-		this.min.copy( box.min );
-		this.max.copy( box.max );
-
-		return this;
-
-	},
-
-	makeEmpty: function () {
-
-		this.min.x = this.min.y = this.min.z = Infinity;
-		this.max.x = this.max.y = this.max.z = - Infinity;
-
-		return this;
-
-	},
-
-	empty: function () {
-
-		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
-
-		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
-
-	},
-
-	center: function ( optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-		return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
-
-	},
-
-	size: function ( optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-		return result.subVectors( this.max, this.min );
-
-	},
-
-	expandByPoint: function ( point ) {
-
-		this.min.min( point );
-		this.max.max( point );
-
-		return this;
-
-	},
-
-	expandByVector: function ( vector ) {
-
-		this.min.sub( vector );
-		this.max.add( vector );
-
-		return this;
-
-	},
-
-	expandByScalar: function ( scalar ) {
-
-		this.min.addScalar( - scalar );
-		this.max.addScalar( scalar );
-
-		return this;
-
-	},
-
-	containsPoint: function ( point ) {
-
-		if ( point.x < this.min.x || point.x > this.max.x ||
-		     point.y < this.min.y || point.y > this.max.y ||
-		     point.z < this.min.z || point.z > this.max.z ) {
-
-			return false;
-
-		}
-
-		return true;
-
-	},
-
-	containsBox: function ( box ) {
-
-		if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
-			 ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
-			 ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
-
-			return true;
-
-		}
-
-		return false;
-
-	},
-
-	getParameter: function ( point, optionalTarget ) {
-
-		// This can potentially have a divide by zero if the box
-		// has a size dimension of 0.
-
-		var result = optionalTarget || new THREE.Vector3();
-
-		return result.set(
-			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
-			( point.y - this.min.y ) / ( this.max.y - this.min.y ),
-			( point.z - this.min.z ) / ( this.max.z - this.min.z )
-		);
-
-	},
-
-	isIntersectionBox: function ( box ) {
-
-		// using 6 splitting planes to rule out intersections.
-
-		if ( box.max.x < this.min.x || box.min.x > this.max.x ||
-		     box.max.y < this.min.y || box.min.y > this.max.y ||
-		     box.max.z < this.min.z || box.min.z > this.max.z ) {
-
-			return false;
-
-		}
-
-		return true;
-
-	},
-
-	clampPoint: function ( point, optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-		return result.copy( point ).clamp( this.min, this.max );
-
-	},
-
-	distanceToPoint: function () {
-
-		var v1 = new THREE.Vector3();
-
-		return function ( point ) {
-
-			var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
-			return clampedPoint.sub( point ).length();
-
-		};
-
-	}(),
-
-	getBoundingSphere: function () {
-
-		var v1 = new THREE.Vector3();
-
-		return function ( optionalTarget ) {
-
-			var result = optionalTarget || new THREE.Sphere();
-
-			result.center = this.center();
-			result.radius = this.size( v1 ).length() * 0.5;
-
-			return result;
-
-		};
-
-	}(),
-
-	intersect: function ( box ) {
-
-		this.min.max( box.min );
-		this.max.min( box.max );
-
-		return this;
-
-	},
-
-	union: function ( box ) {
-
-		this.min.min( box.min );
-		this.max.max( box.max );
-
-		return this;
-
-	},
-
-	applyMatrix4: function () {
-
-		var points = [
-			new THREE.Vector3(),
-			new THREE.Vector3(),
-			new THREE.Vector3(),
-			new THREE.Vector3(),
-			new THREE.Vector3(),
-			new THREE.Vector3(),
-			new THREE.Vector3(),
-			new THREE.Vector3()
-		];
-
-		return function ( matrix ) {
-
-			// NOTE: I am using a binary pattern to specify all 2^3 combinations below
-			points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
-			points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
-			points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
-			points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
-			points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
-			points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
-			points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
-			points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix );  // 111
-
-			this.makeEmpty();
-			this.setFromPoints( points );
-
-			return this;
-
-		};
-
-	}(),
-
-	translate: function ( offset ) {
-
-		this.min.add( offset );
-		this.max.add( offset );
-
-		return this;
-
-	},
-
-	equals: function ( box ) {
-
-		return box.min.equals( this.min ) && box.max.equals( this.max );
-
-	},
-
-	clone: function () {
-
-		return new THREE.Box3().copy( this );
-
-	}
-
-};
-
-// File:src/math/Matrix3.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Matrix3 = function () {
-
-	this.elements = new Float32Array( [
-
-		1, 0, 0,
-		0, 1, 0,
-		0, 0, 1
-
-	] );
-
-	if ( arguments.length > 0 ) {
-
-		console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
-
-	}
-
-};
-
-THREE.Matrix3.prototype = {
-
-	constructor: THREE.Matrix3,
-
-	set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
-
-		var te = this.elements;
-
-		te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
-		te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
-		te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
-
-		return this;
-
-	},
-
-	identity: function () {
-
-		this.set(
-
-			1, 0, 0,
-			0, 1, 0,
-			0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	copy: function ( m ) {
-
-		var me = m.elements;
-
-		this.set(
-
-			me[ 0 ], me[ 3 ], me[ 6 ],
-			me[ 1 ], me[ 4 ], me[ 7 ],
-			me[ 2 ], me[ 5 ], me[ 8 ]
-
-		);
-
-		return this;
-
-	},
-
-	multiplyVector3: function ( vector ) {
-
-		console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
-		return vector.applyMatrix3( this );
-
-	},
-
-	multiplyVector3Array: function ( a ) {
-
-		console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
-		return this.applyToVector3Array( a );
-
-	},
-
-	applyToVector3Array: function () {
-
-		var v1 = new THREE.Vector3();
-
-		return function ( array, offset, length ) {
-
-			if ( offset === undefined ) offset = 0;
-			if ( length === undefined ) length = array.length;
-
-			for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
-
-				v1.x = array[ j ];
-				v1.y = array[ j + 1 ];
-				v1.z = array[ j + 2 ];
-
-				v1.applyMatrix3( this );
-
-				array[ j ]     = v1.x;
-				array[ j + 1 ] = v1.y;
-				array[ j + 2 ] = v1.z;
-
-			}
-
-			return array;
-
-		};
-
-	}(),
-
-	multiplyScalar: function ( s ) {
-
-		var te = this.elements;
-
-		te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
-		te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
-		te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
-
-		return this;
-
-	},
-
-	determinant: function () {
-
-		var te = this.elements;
-
-		var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
-			d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
-			g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
-
-		return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
-
-	},
-
-	getInverse: function ( matrix, throwOnInvertible ) {
-
-		// input: THREE.Matrix4
-		// ( based on http://code.google.com/p/webgl-mjs/ )
-
-		var me = matrix.elements;
-		var te = this.elements;
-
-		te[ 0 ] =   me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
-		te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
-		te[ 2 ] =   me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
-		te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
-		te[ 4 ] =   me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
-		te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
-		te[ 6 ] =   me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
-		te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
-		te[ 8 ] =   me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
-
-		var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
-
-		// no inverse
-
-		if ( det === 0 ) {
-
-			var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
-
-			if ( throwOnInvertible || false ) {
-
-				throw new Error( msg );
-
-			} else {
-
-				console.warn( msg );
-
-			}
-
-			this.identity();
-
-			return this;
-
-		}
-
-		this.multiplyScalar( 1.0 / det );
-
-		return this;
-
-	},
-
-	transpose: function () {
-
-		var tmp, m = this.elements;
-
-		tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
-		tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
-		tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
-
-		return this;
-
-	},
-
-	flattenToArrayOffset: function ( array, offset ) {
-
-		var te = this.elements;
-
-		array[ offset     ] = te[ 0 ];
-		array[ offset + 1 ] = te[ 1 ];
-		array[ offset + 2 ] = te[ 2 ];
-
-		array[ offset + 3 ] = te[ 3 ];
-		array[ offset + 4 ] = te[ 4 ];
-		array[ offset + 5 ] = te[ 5 ];
-
-		array[ offset + 6 ] = te[ 6 ];
-		array[ offset + 7 ] = te[ 7 ];
-		array[ offset + 8 ]  = te[ 8 ];
-
-		return array;
-
-	},
-
-	getNormalMatrix: function ( m ) {
-
-		// input: THREE.Matrix4
-
-		this.getInverse( m ).transpose();
-
-		return this;
-
-	},
-
-	transposeIntoArray: function ( r ) {
-
-		var m = this.elements;
-
-		r[ 0 ] = m[ 0 ];
-		r[ 1 ] = m[ 3 ];
-		r[ 2 ] = m[ 6 ];
-		r[ 3 ] = m[ 1 ];
-		r[ 4 ] = m[ 4 ];
-		r[ 5 ] = m[ 7 ];
-		r[ 6 ] = m[ 2 ];
-		r[ 7 ] = m[ 5 ];
-		r[ 8 ] = m[ 8 ];
-
-		return this;
-
-	},
-
-	fromArray: function ( array ) {
-
-		this.elements.set( array );
-
-		return this;
-
-	},
-
-	toArray: function () {
-
-		var te = this.elements;
-
-		return [
-			te[ 0 ], te[ 1 ], te[ 2 ],
-			te[ 3 ], te[ 4 ], te[ 5 ],
-			te[ 6 ], te[ 7 ], te[ 8 ]
-		];
-
-	},
-
-	clone: function () {
-
-		return new THREE.Matrix3().fromArray( this.elements );
-
-	}
-
-};
-
-// File:src/math/Matrix4.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author jordi_ros / http://plattsoft.com
- * @author D1plo1d / http://github.com/D1plo1d
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author timknip / http://www.floorplanner.com/
- * @author bhouston / http://exocortex.com
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Matrix4 = function () {
-
-	this.elements = new Float32Array( [
-
-		1, 0, 0, 0,
-		0, 1, 0, 0,
-		0, 0, 1, 0,
-		0, 0, 0, 1
-
-	] );
-
-	if ( arguments.length > 0 ) {
-
-		console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
-
-	}
-
-};
-
-THREE.Matrix4.prototype = {
-
-	constructor: THREE.Matrix4,
-
-	set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
-
-		var te = this.elements;
-
-		te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
-		te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
-		te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
-		te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
-
-		return this;
-
-	},
-
-	identity: function () {
-
-		this.set(
-
-			1, 0, 0, 0,
-			0, 1, 0, 0,
-			0, 0, 1, 0,
-			0, 0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	copy: function ( m ) {
-
-		this.elements.set( m.elements );
-
-		return this;
-
-	},
-
-	extractPosition: function ( m ) {
-
-		console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
-		return this.copyPosition( m );
-
-	},
-
-	copyPosition: function ( m ) {
-
-		var te = this.elements;
-		var me = m.elements;
-
-		te[ 12 ] = me[ 12 ];
-		te[ 13 ] = me[ 13 ];
-		te[ 14 ] = me[ 14 ];
-
-		return this;
-
-	},
-
-	extractRotation: function () {
-
-		var v1 = new THREE.Vector3();
-
-		return function ( m ) {
-
-			var te = this.elements;
-			var me = m.elements;
-
-			var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
-			var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
-			var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
-
-			te[ 0 ] = me[ 0 ] * scaleX;
-			te[ 1 ] = me[ 1 ] * scaleX;
-			te[ 2 ] = me[ 2 ] * scaleX;
-
-			te[ 4 ] = me[ 4 ] * scaleY;
-			te[ 5 ] = me[ 5 ] * scaleY;
-			te[ 6 ] = me[ 6 ] * scaleY;
-
-			te[ 8 ] = me[ 8 ] * scaleZ;
-			te[ 9 ] = me[ 9 ] * scaleZ;
-			te[ 10 ] = me[ 10 ] * scaleZ;
-
-			return this;
-
-		};
-
-	}(),
-
-	makeRotationFromEuler: function ( euler ) {
-
-		if ( euler instanceof THREE.Euler === false ) {
-
-			console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
-
-		}
-
-		var te = this.elements;
-
-		var x = euler.x, y = euler.y, z = euler.z;
-		var a = Math.cos( x ), b = Math.sin( x );
-		var c = Math.cos( y ), d = Math.sin( y );
-		var e = Math.cos( z ), f = Math.sin( z );
-
-		if ( euler.order === 'XYZ' ) {
-
-			var ae = a * e, af = a * f, be = b * e, bf = b * f;
-
-			te[ 0 ] = c * e;
-			te[ 4 ] = - c * f;
-			te[ 8 ] = d;
-
-			te[ 1 ] = af + be * d;
-			te[ 5 ] = ae - bf * d;
-			te[ 9 ] = - b * c;
-
-			te[ 2 ] = bf - ae * d;
-			te[ 6 ] = be + af * d;
-			te[ 10 ] = a * c;
-
-		} else if ( euler.order === 'YXZ' ) {
-
-			var ce = c * e, cf = c * f, de = d * e, df = d * f;
-
-			te[ 0 ] = ce + df * b;
-			te[ 4 ] = de * b - cf;
-			te[ 8 ] = a * d;
-
-			te[ 1 ] = a * f;
-			te[ 5 ] = a * e;
-			te[ 9 ] = - b;
-
-			te[ 2 ] = cf * b - de;
-			te[ 6 ] = df + ce * b;
-			te[ 10 ] = a * c;
-
-		} else if ( euler.order === 'ZXY' ) {
-
-			var ce = c * e, cf = c * f, de = d * e, df = d * f;
-
-			te[ 0 ] = ce - df * b;
-			te[ 4 ] = - a * f;
-			te[ 8 ] = de + cf * b;
-
-			te[ 1 ] = cf + de * b;
-			te[ 5 ] = a * e;
-			te[ 9 ] = df - ce * b;
-
-			te[ 2 ] = - a * d;
-			te[ 6 ] = b;
-			te[ 10 ] = a * c;
-
-		} else if ( euler.order === 'ZYX' ) {
-
-			var ae = a * e, af = a * f, be = b * e, bf = b * f;
-
-			te[ 0 ] = c * e;
-			te[ 4 ] = be * d - af;
-			te[ 8 ] = ae * d + bf;
-
-			te[ 1 ] = c * f;
-			te[ 5 ] = bf * d + ae;
-			te[ 9 ] = af * d - be;
-
-			te[ 2 ] = - d;
-			te[ 6 ] = b * c;
-			te[ 10 ] = a * c;
-
-		} else if ( euler.order === 'YZX' ) {
-
-			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
-
-			te[ 0 ] = c * e;
-			te[ 4 ] = bd - ac * f;
-			te[ 8 ] = bc * f + ad;
-
-			te[ 1 ] = f;
-			te[ 5 ] = a * e;
-			te[ 9 ] = - b * e;
-
-			te[ 2 ] = - d * e;
-			te[ 6 ] = ad * f + bc;
-			te[ 10 ] = ac - bd * f;
-
-		} else if ( euler.order === 'XZY' ) {
-
-			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
-
-			te[ 0 ] = c * e;
-			te[ 4 ] = - f;
-			te[ 8 ] = d * e;
-
-			te[ 1 ] = ac * f + bd;
-			te[ 5 ] = a * e;
-			te[ 9 ] = ad * f - bc;
-
-			te[ 2 ] = bc * f - ad;
-			te[ 6 ] = b * e;
-			te[ 10 ] = bd * f + ac;
-
-		}
-
-		// last column
-		te[ 3 ] = 0;
-		te[ 7 ] = 0;
-		te[ 11 ] = 0;
-
-		// bottom row
-		te[ 12 ] = 0;
-		te[ 13 ] = 0;
-		te[ 14 ] = 0;
-		te[ 15 ] = 1;
-
-		return this;
-
-	},
-
-	setRotationFromQuaternion: function ( q ) {
-
-		console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
-
-		return this.makeRotationFromQuaternion( q );
-
-	},
-
-	makeRotationFromQuaternion: function ( q ) {
-
-		var te = this.elements;
-
-		var x = q.x, y = q.y, z = q.z, w = q.w;
-		var x2 = x + x, y2 = y + y, z2 = z + z;
-		var xx = x * x2, xy = x * y2, xz = x * z2;
-		var yy = y * y2, yz = y * z2, zz = z * z2;
-		var wx = w * x2, wy = w * y2, wz = w * z2;
-
-		te[ 0 ] = 1 - ( yy + zz );
-		te[ 4 ] = xy - wz;
-		te[ 8 ] = xz + wy;
-
-		te[ 1 ] = xy + wz;
-		te[ 5 ] = 1 - ( xx + zz );
-		te[ 9 ] = yz - wx;
-
-		te[ 2 ] = xz - wy;
-		te[ 6 ] = yz + wx;
-		te[ 10 ] = 1 - ( xx + yy );
-
-		// last column
-		te[ 3 ] = 0;
-		te[ 7 ] = 0;
-		te[ 11 ] = 0;
-
-		// bottom row
-		te[ 12 ] = 0;
-		te[ 13 ] = 0;
-		te[ 14 ] = 0;
-		te[ 15 ] = 1;
-
-		return this;
-
-	},
-
-	lookAt: function () {
-
-		var x = new THREE.Vector3();
-		var y = new THREE.Vector3();
-		var z = new THREE.Vector3();
-
-		return function ( eye, target, up ) {
-
-			var te = this.elements;
-
-			z.subVectors( eye, target ).normalize();
-
-			if ( z.length() === 0 ) {
-
-				z.z = 1;
-
-			}
-
-			x.crossVectors( up, z ).normalize();
-
-			if ( x.length() === 0 ) {
-
-				z.x += 0.0001;
-				x.crossVectors( up, z ).normalize();
-
-			}
-
-			y.crossVectors( z, x );
-
-
-			te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
-			te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
-			te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
-
-			return this;
-
-		};
-
-	}(),
-
-	multiply: function ( m, n ) {
-
-		if ( n !== undefined ) {
-
-			console.warn( 'THREE.Matrix4: .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( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
-		return vector.applyProjection( this );
-
-	},
-
-	multiplyVector4: function ( vector ) {
-
-		console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
-		return vector.applyMatrix4( this );
-
-	},
-
-	multiplyVector3Array: function ( a ) {
-
-		console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
-		return this.applyToVector3Array( a );
-
-	},
-
-	applyToVector3Array: function () {
-
-		var v1 = new THREE.Vector3();
-
-		return function ( array, offset, length ) {
-
-			if ( offset === undefined ) offset = 0;
-			if ( length === undefined ) length = array.length;
-
-			for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
-
-				v1.x = array[ j ];
-				v1.y = array[ j + 1 ];
-				v1.z = array[ j + 2 ];
-
-				v1.applyMatrix4( this );
-
-				array[ j ]     = v1.x;
-				array[ j + 1 ] = v1.y;
-				array[ j + 2 ] = v1.z;
-
-			}
-
-			return array;
-
-		};
-
-	}(),
-
-	rotateAxis: function ( v ) {
-
-		console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
-
-		v.transformDirection( this );
-
-	},
-
-	crossVector: function ( vector ) {
-
-		console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
-		return vector.applyMatrix4( this );
-
-	},
-
-	determinant: function () {
-
-		var te = this.elements;
-
-		var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
-		var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
-		var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
-		var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
-
-		//TODO: make this more efficient
-		//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
-
-		return (
-			n41 * (
-				+ n14 * n23 * n32
-				 - n13 * n24 * n32
-				 - n14 * n22 * n33
-				 + n12 * n24 * n33
-				 + n13 * n22 * n34
-				 - n12 * n23 * n34
-			) +
-			n42 * (
-				+ n11 * n23 * n34
-				 - n11 * n24 * n33
-				 + n14 * n21 * n33
-				 - n13 * n21 * n34
-				 + n13 * n24 * n31
-				 - n14 * n23 * n31
-			) +
-			n43 * (
-				+ n11 * n24 * n32
-				 - n11 * n22 * n34
-				 - n14 * n21 * n32
-				 + n12 * n21 * n34
-				 + n14 * n22 * n31
-				 - n12 * n24 * n31
-			) +
-			n44 * (
-				- n13 * n22 * n31
-				 - n11 * n23 * n32
-				 + n11 * n22 * n33
-				 + n13 * n21 * n32
-				 - n12 * n21 * n33
-				 + n12 * n23 * n31
-			)
-
-		);
-
-	},
-
-	transpose: function () {
-
-		var te = this.elements;
-		var tmp;
-
-		tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
-		tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
-		tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
-
-		tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
-		tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
-		tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
-
-		return this;
-
-	},
-
-	flattenToArrayOffset: function ( array, offset ) {
-
-		var te = this.elements;
-
-		array[ offset     ] = te[ 0 ];
-		array[ offset + 1 ] = te[ 1 ];
-		array[ offset + 2 ] = te[ 2 ];
-		array[ offset + 3 ] = te[ 3 ];
-
-		array[ offset + 4 ] = te[ 4 ];
-		array[ offset + 5 ] = te[ 5 ];
-		array[ offset + 6 ] = te[ 6 ];
-		array[ offset + 7 ] = te[ 7 ];
-
-		array[ offset + 8 ]  = te[ 8 ];
-		array[ offset + 9 ]  = te[ 9 ];
-		array[ offset + 10 ] = te[ 10 ];
-		array[ offset + 11 ] = te[ 11 ];
-
-		array[ offset + 12 ] = te[ 12 ];
-		array[ offset + 13 ] = te[ 13 ];
-		array[ offset + 14 ] = te[ 14 ];
-		array[ offset + 15 ] = te[ 15 ];
-
-		return array;
-
-	},
-
-	getPosition: function () {
-
-		var v1 = new THREE.Vector3();
-
-		return function () {
-
-			console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
-
-			var te = this.elements;
-			return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
-
-		};
-
-	}(),
-
-	setPosition: function ( v ) {
-
-		var te = this.elements;
-
-		te[ 12 ] = v.x;
-		te[ 13 ] = v.y;
-		te[ 14 ] = v.z;
-
-		return this;
-
-	},
-
-	getInverse: function ( m, throwOnInvertible ) {
-
-		// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
-		var te = this.elements;
-		var me = m.elements;
-
-		var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
-		var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
-		var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
-		var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
-
-		te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
-		te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
-		te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
-		te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
-		te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
-		te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
-		te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
-		te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
-		te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
-		te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
-		te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
-		te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
-		te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
-		te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
-		te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
-		te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
-
-		var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
-
-		if ( det == 0 ) {
-
-			var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
-
-			if ( throwOnInvertible || false ) {
-
-				throw new Error( msg );
-
-			} else {
-
-				console.warn( msg );
-
-			}
-
-			this.identity();
-
-			return this;
-		}
-
-		this.multiplyScalar( 1 / det );
-
-		return this;
-
-	},
-
-	translate: function ( v ) {
-
-		console.warn( 'THREE.Matrix4: .translate() has been removed.' );
-
-	},
-
-	rotateX: function ( angle ) {
-
-		console.warn( 'THREE.Matrix4: .rotateX() has been removed.' );
-
-	},
-
-	rotateY: function ( angle ) {
-
-		console.warn( 'THREE.Matrix4: .rotateY() has been removed.' );
-
-	},
-
-	rotateZ: function ( angle ) {
-
-		console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' );
-
-	},
-
-	rotateByAxis: function ( axis, angle ) {
-
-		console.warn( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
-
-	},
-
-	scale: function ( v ) {
-
-		var te = this.elements;
-		var x = v.x, y = v.y, z = v.z;
-
-		te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
-		te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
-		te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
-		te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
-
-		return this;
-
-	},
-
-	getMaxScaleOnAxis: function () {
-
-		var te = this.elements;
-
-		var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
-		var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
-		var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
-
-		return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
-
-	},
-
-	makeTranslation: function ( x, y, z ) {
-
-		this.set(
-
-			1, 0, 0, x,
-			0, 1, 0, y,
-			0, 0, 1, z,
-			0, 0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeRotationX: function ( theta ) {
-
-		var c = Math.cos( theta ), s = Math.sin( theta );
-
-		this.set(
-
-			1, 0,  0, 0,
-			0, c, - s, 0,
-			0, s,  c, 0,
-			0, 0,  0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeRotationY: function ( theta ) {
-
-		var c = Math.cos( theta ), s = Math.sin( theta );
-
-		this.set(
-
-			 c, 0, s, 0,
-			 0, 1, 0, 0,
-			- s, 0, c, 0,
-			 0, 0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeRotationZ: function ( theta ) {
-
-		var c = Math.cos( theta ), s = Math.sin( theta );
-
-		this.set(
-
-			c, - s, 0, 0,
-			s,  c, 0, 0,
-			0,  0, 1, 0,
-			0,  0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	makeRotationAxis: function ( axis, angle ) {
-
-		// Based on http://www.gamedev.net/reference/articles/article1199.asp
-
-		var c = Math.cos( angle );
-		var s = Math.sin( angle );
-		var t = 1 - c;
-		var x = axis.x, y = axis.y, z = axis.z;
-		var tx = t * x, ty = t * y;
-
-		this.set(
-
-			tx * x + c, tx * y - s * z, tx * z + s * y, 0,
-			tx * y + s * z, ty * y + c, ty * z - s * x, 0,
-			tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
-			0, 0, 0, 1
-
-		);
-
-		 return this;
-
-	},
-
-	makeScale: function ( x, y, z ) {
-
-		this.set(
-
-			x, 0, 0, 0,
-			0, y, 0, 0,
-			0, 0, z, 0,
-			0, 0, 0, 1
-
-		);
-
-		return this;
-
-	},
-
-	compose: function ( position, quaternion, scale ) {
-
-		this.makeRotationFromQuaternion( quaternion );
-		this.scale( scale );
-		this.setPosition( position );
-
-		return this;
-
-	},
-
-	decompose: function () {
-
-		var vector = new THREE.Vector3();
-		var matrix = new THREE.Matrix4();
-
-		return function ( position, quaternion, scale ) {
-
-			var te = this.elements;
-
-			var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
-			var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
-			var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
-
-			// if determine is negative, we need to invert one scale
-			var det = this.determinant();
-			if ( det < 0 ) {
-				sx = - sx;
-			}
-
-			position.x = te[ 12 ];
-			position.y = te[ 13 ];
-			position.z = te[ 14 ];
-
-			// scale the rotation part
-
-			matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
-
-			var invSX = 1 / sx;
-			var invSY = 1 / sy;
-			var invSZ = 1 / sz;
-
-			matrix.elements[ 0 ] *= invSX;
-			matrix.elements[ 1 ] *= invSX;
-			matrix.elements[ 2 ] *= invSX;
-
-			matrix.elements[ 4 ] *= invSY;
-			matrix.elements[ 5 ] *= invSY;
-			matrix.elements[ 6 ] *= invSY;
-
-			matrix.elements[ 8 ] *= invSZ;
-			matrix.elements[ 9 ] *= invSZ;
-			matrix.elements[ 10 ] *= invSZ;
-
-			quaternion.setFromRotationMatrix( matrix );
-
-			scale.x = sx;
-			scale.y = sy;
-			scale.z = sz;
-
-			return this;
-
-		};
-
-	}(),
-
-	makeFrustum: function ( left, right, bottom, top, near, far ) {
-
-		var te = this.elements;
-		var x = 2 * near / ( right - left );
-		var y = 2 * near / ( top - bottom );
-
-		var a = ( right + left ) / ( right - left );
-		var b = ( top + bottom ) / ( top - bottom );
-		var c = - ( far + near ) / ( far - near );
-		var d = - 2 * far * near / ( far - near );
-
-		te[ 0 ] = x;	te[ 4 ] = 0;	te[ 8 ] = a;	te[ 12 ] = 0;
-		te[ 1 ] = 0;	te[ 5 ] = y;	te[ 9 ] = b;	te[ 13 ] = 0;
-		te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = c;	te[ 14 ] = d;
-		te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = - 1;	te[ 15 ] = 0;
-
-		return this;
-
-	},
-
-	makePerspective: function ( fov, aspect, near, far ) {
-
-		var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
-		var ymin = - ymax;
-		var xmin = ymin * aspect;
-		var xmax = ymax * aspect;
-
-		return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
-
-	},
-
-	makeOrthographic: function ( left, right, top, bottom, near, far ) {
-
-		var te = this.elements;
-		var w = right - left;
-		var h = top - bottom;
-		var p = far - near;
-
-		var x = ( right + left ) / w;
-		var y = ( top + bottom ) / h;
-		var z = ( far + near ) / p;
-
-		te[ 0 ] = 2 / w;	te[ 4 ] = 0;	te[ 8 ] = 0;	te[ 12 ] = - x;
-		te[ 1 ] = 0;	te[ 5 ] = 2 / h;	te[ 9 ] = 0;	te[ 13 ] = - y;
-		te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = - 2 / p;	te[ 14 ] = - z;
-		te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = 0;	te[ 15 ] = 1;
-
-		return this;
-
-	},
-
-	fromArray: function ( array ) {
-
-		this.elements.set( array );
-
-		return this;
-
-	},
-
-	toArray: function () {
-
-		var te = this.elements;
-
-		return [
-			te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
-			te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
-			te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
-			te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
-		];
-
-	},
-
-	clone: function () {
-
-		return new THREE.Matrix4().fromArray( this.elements );
-
-	}
-
-};
-
-// File:src/math/Ray.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Ray = function ( origin, direction ) {
-
-	this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
-	this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
-
-};
-
-THREE.Ray.prototype = {
-
-	constructor: THREE.Ray,
-
-	set: function ( origin, direction ) {
-
-		this.origin.copy( origin );
-		this.direction.copy( direction );
-
-		return this;
-
-	},
-
-	copy: function ( ray ) {
-
-		this.origin.copy( ray.origin );
-		this.direction.copy( ray.direction );
-
-		return this;
-
-	},
-
-	at: function ( t, optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-
-		return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
-
-	},
-
-	recast: function () {
-
-		var v1 = new THREE.Vector3();
-
-		return function ( t ) {
-
-			this.origin.copy( this.at( t, v1 ) );
-
-			return this;
-
-		};
-
-	}(),
-
-	closestPointToPoint: function ( point, optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-		result.subVectors( point, this.origin );
-		var directionDistance = result.dot( this.direction );
-
-		if ( directionDistance < 0 ) {
-
-			return result.copy( this.origin );
-
-		}
-
-		return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
-
-	},
-
-	distanceToPoint: function () {
-
-		var v1 = new THREE.Vector3();
-
-		return function ( point ) {
-
-			var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
-
-			// point behind the ray
-
-			if ( directionDistance < 0 ) {
-
-				return this.origin.distanceTo( point );
-
-			}
-
-			v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
-
-			return v1.distanceTo( point );
-
-		};
-
-	}(),
-
-	distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
-
-		// from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
-		// It returns the min distance between the ray and the segment
-		// defined by v0 and v1
-		// It can also set two optional targets :
-		// - The closest point on the ray
-		// - The closest point on the segment
-
-		var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
-		var segDir = v1.clone().sub( v0 ).normalize();
-		var segExtent = v0.distanceTo( v1 ) * 0.5;
-		var diff = this.origin.clone().sub( segCenter );
-		var a01 = - this.direction.dot( segDir );
-		var b0 = diff.dot( this.direction );
-		var b1 = - diff.dot( segDir );
-		var c = diff.lengthSq();
-		var det = Math.abs( 1 - a01 * a01 );
-		var s0, s1, sqrDist, extDet;
-
-		if ( det >= 0 ) {
-
-			// The ray and segment are not parallel.
-
-			s0 = a01 * b1 - b0;
-			s1 = a01 * b0 - b1;
-			extDet = segExtent * det;
-
-			if ( s0 >= 0 ) {
-
-				if ( s1 >= - extDet ) {
-
-					if ( s1 <= extDet ) {
-
-						// region 0
-						// Minimum at interior points of ray and segment.
-
-						var invDet = 1 / det;
-						s0 *= invDet;
-						s1 *= invDet;
-						sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
-
-					} else {
-
-						// region 1
-
-						s1 = segExtent;
-						s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
-						sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
-					}
-
-				} else {
-
-					// region 5
-
-					s1 = - segExtent;
-					s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
-					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
-				}
-
-			} else {
-
-				if ( s1 <= - extDet ) {
-
-					// region 4
-
-					s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
-					s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
-					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
-				} else if ( s1 <= extDet ) {
-
-					// region 3
-
-					s0 = 0;
-					s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
-					sqrDist = s1 * ( s1 + 2 * b1 ) + c;
-
-				} else {
-
-					// region 2
-
-					s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
-					s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
-					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
-				}
-
-			}
-
-		} else {
-
-			// Ray and segment are parallel.
-
-			s1 = ( a01 > 0 ) ? - segExtent : segExtent;
-			s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
-			sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
-		}
-
-		if ( optionalPointOnRay ) {
-
-			optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
-
-		}
-
-		if ( optionalPointOnSegment ) {
-
-			optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
-
-		}
-
-		return sqrDist;
-
-	},
-
-	isIntersectionSphere: function ( sphere ) {
-
-		return this.distanceToPoint( sphere.center ) <= sphere.radius;
-
-	},
-
-	intersectSphere: function () {
-
-		// from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
-
-		var v1 = new THREE.Vector3();
-
-		return function ( sphere, optionalTarget ) {
-
-			v1.subVectors( sphere.center, this.origin );
-
-			var tca = v1.dot( this.direction );
-
-			var d2 = v1.dot( v1 ) - tca * tca;
-
-			var radius2 = sphere.radius * sphere.radius;
-
-			if ( d2 > radius2 ) return null;
-
-			var thc = Math.sqrt( radius2 - d2 );
-
-			// t0 = first intersect point - entrance on front of sphere
-			var t0 = tca - thc;
-
-			// t1 = second intersect point - exit point on back of sphere
-			var t1 = tca + thc;
-
-			// test to see if both t0 and t1 are behind the ray - if so, return null
-			if ( t0 < 0 && t1 < 0 ) return null;
-
-			// test to see if t0 is behind the ray:
-			// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
-			// in order to always return an intersect point that is in front of the ray.
-			if ( t0 < 0 ) return this.at( t1, optionalTarget );
-
-			// else t0 is in front of the ray, so return the first collision point scaled by t0 
-			return this.at( t0, optionalTarget );
-
-		}
-
-	}(),
-
-	isIntersectionPlane: function ( plane ) {
-
-		// check if the ray lies on the plane first
-
-		var distToPoint = plane.distanceToPoint( this.origin );
-
-		if ( distToPoint === 0 ) {
-
-			return true;
-
-		}
-
-		var denominator = plane.normal.dot( this.direction );
-
-		if ( denominator * distToPoint < 0 ) {
-
-			return true;
-
-		}
-
-		// ray origin is behind the plane (and is pointing behind it)
-
-		return false;
-
-	},
-
-	distanceToPlane: function ( plane ) {
-
-		var denominator = plane.normal.dot( this.direction );
-		if ( denominator == 0 ) {
-
-			// line is coplanar, return origin
-			if ( plane.distanceToPoint( this.origin ) == 0 ) {
-
-				return 0;
-
-			}
-
-			// Null is preferable to undefined since undefined means.... it is undefined
-
-			return null;
-
-		}
-
-		var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
-
-		// Return if the ray never intersects the plane
-
-		return t >= 0 ? t :  null;
-
-	},
-
-	intersectPlane: function ( plane, optionalTarget ) {
-
-		var t = this.distanceToPlane( plane );
-
-		if ( t === null ) {
-
-			return null;
-		}
-
-		return this.at( t, optionalTarget );
-
-	},
-
-	isIntersectionBox: function () {
-
-		var v = new THREE.Vector3();
-
-		return function ( box ) {
-
-			return this.intersectBox( box, v ) !== null;
-
-		};
-
-	}(),
-
-	intersectBox: function ( box , optionalTarget ) {
-
-		// http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
-
-		var tmin,tmax,tymin,tymax,tzmin,tzmax;
-
-		var invdirx = 1 / this.direction.x,
-			invdiry = 1 / this.direction.y,
-			invdirz = 1 / this.direction.z;
-
-		var origin = this.origin;
-
-		if ( invdirx >= 0 ) {
-
-			tmin = ( box.min.x - origin.x ) * invdirx;
-			tmax = ( box.max.x - origin.x ) * invdirx;
-
-		} else {
-
-			tmin = ( box.max.x - origin.x ) * invdirx;
-			tmax = ( box.min.x - origin.x ) * invdirx;
-		}
-
-		if ( invdiry >= 0 ) {
-
-			tymin = ( box.min.y - origin.y ) * invdiry;
-			tymax = ( box.max.y - origin.y ) * invdiry;
-
-		} else {
-
-			tymin = ( box.max.y - origin.y ) * invdiry;
-			tymax = ( box.min.y - origin.y ) * invdiry;
-		}
-
-		if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
-
-		// These lines also handle the case where tmin or tmax is NaN
-		// (result of 0 * Infinity). x !== x returns true if x is NaN
-
-		if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
-
-		if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
-
-		if ( invdirz >= 0 ) {
-
-			tzmin = ( box.min.z - origin.z ) * invdirz;
-			tzmax = ( box.max.z - origin.z ) * invdirz;
-
-		} else {
-
-			tzmin = ( box.max.z - origin.z ) * invdirz;
-			tzmax = ( box.min.z - origin.z ) * invdirz;
-		}
-
-		if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
-
-		if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
-
-		if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
-
-		//return point closest to the ray (positive side)
-
-		if ( tmax < 0 ) return null;
-
-		return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
-
-	},
-
-	intersectTriangle: function () {
-
-		// Compute the offset origin, edges, and normal.
-		var diff = new THREE.Vector3();
-		var edge1 = new THREE.Vector3();
-		var edge2 = new THREE.Vector3();
-		var normal = new THREE.Vector3();
-
-		return function ( a, b, c, backfaceCulling, optionalTarget ) {
-
-			// from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
-
-			edge1.subVectors( b, a );
-			edge2.subVectors( c, a );
-			normal.crossVectors( edge1, edge2 );
-
-			// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
-			// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
-			//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
-			//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
-			//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
-			var DdN = this.direction.dot( normal );
-			var sign;
-
-			if ( DdN > 0 ) {
-
-				if ( backfaceCulling ) return null;
-				sign = 1;
-
-			} else if ( DdN < 0 ) {
-
-				sign = - 1;
-				DdN = - DdN;
-
-			} else {
-
-				return null;
-
-			}
-
-			diff.subVectors( this.origin, a );
-			var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
-
-			// b1 < 0, no intersection
-			if ( DdQxE2 < 0 ) {
-
-				return null;
-
-			}
-
-			var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
-
-			// b2 < 0, no intersection
-			if ( DdE1xQ < 0 ) {
-
-				return null;
-
-			}
-
-			// b1+b2 > 1, no intersection
-			if ( DdQxE2 + DdE1xQ > DdN ) {
-
-				return null;
-
-			}
-
-			// Line intersects triangle, check if ray does.
-			var QdN = - sign * diff.dot( normal );
-
-			// t < 0, no intersection
-			if ( QdN < 0 ) {
-
-				return null;
-
-			}
-
-			// Ray intersects triangle.
-			return this.at( QdN / DdN, optionalTarget );
-
-		};
-
-	}(),
-
-	applyMatrix4: function ( matrix4 ) {
-
-		this.direction.add( this.origin ).applyMatrix4( matrix4 );
-		this.origin.applyMatrix4( matrix4 );
-		this.direction.sub( this.origin );
-		this.direction.normalize();
-
-		return this;
-	},
-
-	equals: function ( ray ) {
-
-		return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
-
-	},
-
-	clone: function () {
-
-		return new THREE.Ray().copy( this );
-
-	}
-
-};
-
-// File:src/math/Sphere.js
-
-/**
- * @author bhouston / http://exocortex.com
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Sphere = function ( center, radius ) {
-
-	this.center = ( center !== undefined ) ? center : new THREE.Vector3();
-	this.radius = ( radius !== undefined ) ? radius : 0;
-
-};
-
-THREE.Sphere.prototype = {
-
-	constructor: THREE.Sphere,
-
-	set: function ( center, radius ) {
-
-		this.center.copy( center );
-		this.radius = radius;
-
-		return this;
-	},
-
-	setFromPoints: function () {
-
-		var box = new THREE.Box3();
-
-		return function ( points, optionalCenter )  {
-
-			var center = this.center;
-
-			if ( optionalCenter !== undefined ) {
-
-				center.copy( optionalCenter );
-
-			} else {
-
-				box.setFromPoints( points ).center( center );
-
-			}
-
-			var maxRadiusSq = 0;
-
-			for ( var i = 0, il = points.length; i < il; i ++ ) {
-
-				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
-
-			}
-
-			this.radius = Math.sqrt( maxRadiusSq );
-
-			return this;
-
- 		};
-
-	}(),
-
-	copy: function ( sphere ) {
-
-		this.center.copy( sphere.center );
-		this.radius = sphere.radius;
-
-		return this;
-
-	},
-
-	empty: function () {
-
-		return ( this.radius <= 0 );
-
-	},
-
-	containsPoint: function ( point ) {
-
-		return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
-
-	},
-
-	distanceToPoint: function ( point ) {
-
-		return ( point.distanceTo( this.center ) - this.radius );
-
-	},
-
-	intersectsSphere: function ( sphere ) {
-
-		var radiusSum = this.radius + sphere.radius;
-
-		return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
-
-	},
-
-	clampPoint: function ( point, optionalTarget ) {
-
-		var deltaLengthSq = this.center.distanceToSquared( point );
-
-		var result = optionalTarget || new THREE.Vector3();
-		result.copy( point );
-
-		if ( deltaLengthSq > ( this.radius * this.radius ) ) {
-
-			result.sub( this.center ).normalize();
-			result.multiplyScalar( this.radius ).add( this.center );
-
-		}
-
-		return result;
-
-	},
-
-	getBoundingBox: function ( optionalTarget ) {
-
-		var box = optionalTarget || new THREE.Box3();
-
-		box.set( this.center, this.center );
-		box.expandByScalar( this.radius );
-
-		return box;
-
-	},
-
-	applyMatrix4: function ( matrix ) {
-
-		this.center.applyMatrix4( matrix );
-		this.radius = this.radius * matrix.getMaxScaleOnAxis();
-
-		return this;
-
-	},
-
-	translate: function ( offset ) {
-
-		this.center.add( offset );
-
-		return this;
-
-	},
-
-	equals: function ( sphere ) {
-
-		return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
-
-	},
-
-	clone: function () {
-
-		return new THREE.Sphere().copy( this );
-
-	}
-
-};
-
-// File:src/math/Frustum.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
-
-	this.planes = [
-
-		( p0 !== undefined ) ? p0 : new THREE.Plane(),
-		( p1 !== undefined ) ? p1 : new THREE.Plane(),
-		( p2 !== undefined ) ? p2 : new THREE.Plane(),
-		( p3 !== undefined ) ? p3 : new THREE.Plane(),
-		( p4 !== undefined ) ? p4 : new THREE.Plane(),
-		( p5 !== undefined ) ? p5 : new THREE.Plane()
-
-	];
-
-};
-
-THREE.Frustum.prototype = {
-
-	constructor: THREE.Frustum,
-
-	set: function ( p0, p1, p2, p3, p4, p5 ) {
-
-		var planes = this.planes;
-
-		planes[ 0 ].copy( p0 );
-		planes[ 1 ].copy( p1 );
-		planes[ 2 ].copy( p2 );
-		planes[ 3 ].copy( p3 );
-		planes[ 4 ].copy( p4 );
-		planes[ 5 ].copy( p5 );
-
-		return this;
-
-	},
-
-	copy: function ( frustum ) {
-
-		var planes = this.planes;
-
-		for ( var i = 0; i < 6; i ++ ) {
-
-			planes[ i ].copy( frustum.planes[ i ] );
-
-		}
-
-		return this;
-
-	},
-
-	setFromMatrix: function ( m ) {
-
-		var planes = this.planes;
-		var me = m.elements;
-		var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
-		var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
-		var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
-		var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
-
-		planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
-		planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
-		planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
-		planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
-		planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
-		planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
-
-		return this;
-
-	},
-
-	intersectsObject: function () {
-
-		var sphere = new THREE.Sphere();
-
-		return function ( object ) {
-
-			var geometry = object.geometry;
-
-			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
-			sphere.copy( geometry.boundingSphere );
-			sphere.applyMatrix4( object.matrixWorld );
-
-			return this.intersectsSphere( sphere );
-
-		};
-
-	}(),
-
-	intersectsSphere: function ( sphere ) {
-
-		var planes = this.planes;
-		var center = sphere.center;
-		var negRadius = - sphere.radius;
-
-		for ( var i = 0; i < 6; i ++ ) {
-
-			var distance = planes[ i ].distanceToPoint( center );
-
-			if ( distance < negRadius ) {
-
-				return false;
-
-			}
-
-		}
-
-		return true;
-
-	},
-
-	intersectsBox: function () {
-
-		var p1 = new THREE.Vector3(),
-			p2 = new THREE.Vector3();
-
-		return function ( box ) {
-
-			var planes = this.planes;
-
-			for ( var i = 0; i < 6 ; i ++ ) {
-
-				var plane = planes[ i ];
-
-				p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
-				p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
-				p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
-				p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
-				p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
-				p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
-
-				var d1 = plane.distanceToPoint( p1 );
-				var d2 = plane.distanceToPoint( p2 );
-
-				// if both outside plane, no intersection
-
-				if ( d1 < 0 && d2 < 0 ) {
-
-					return false;
-
-				}
-			}
-
-			return true;
-		};
-
-	}(),
-
-
-	containsPoint: function ( point ) {
-
-		var planes = this.planes;
-
-		for ( var i = 0; i < 6; i ++ ) {
-
-			if ( planes[ i ].distanceToPoint( point ) < 0 ) {
-
-				return false;
-
-			}
-
-		}
-
-		return true;
-
-	},
-
-	clone: function () {
-
-		return new THREE.Frustum().copy( this );
-
-	}
-
-};
-
-// File:src/math/Plane.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Plane = function ( normal, constant ) {
-
-	this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
-	this.constant = ( constant !== undefined ) ? constant : 0;
-
-};
-
-THREE.Plane.prototype = {
-
-	constructor: THREE.Plane,
-
-	set: function ( normal, constant ) {
-
-		this.normal.copy( normal );
-		this.constant = constant;
-
-		return this;
-
-	},
-
-	setComponents: function ( x, y, z, w ) {
-
-		this.normal.set( x, y, z );
-		this.constant = w;
-
-		return this;
-
-	},
-
-	setFromNormalAndCoplanarPoint: function ( normal, point ) {
-
-		this.normal.copy( normal );
-		this.constant = - point.dot( this.normal );	// must be this.normal, not normal, as this.normal is normalized
-
-		return this;
-
-	},
-
-	setFromCoplanarPoints: function () {
-
-		var v1 = new THREE.Vector3();
-		var v2 = new THREE.Vector3();
-
-		return function ( a, b, c ) {
-
-			var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
-
-			// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
-
-			this.setFromNormalAndCoplanarPoint( normal, a );
-
-			return this;
-
-		};
-
-	}(),
-
-
-	copy: function ( plane ) {
-
-		this.normal.copy( plane.normal );
-		this.constant = plane.constant;
-
-		return this;
-
-	},
-
-	normalize: function () {
-
-		// Note: will lead to a divide by zero if the plane is invalid.
-
-		var inverseNormalLength = 1.0 / this.normal.length();
-		this.normal.multiplyScalar( inverseNormalLength );
-		this.constant *= inverseNormalLength;
-
-		return this;
-
-	},
-
-	negate: function () {
-
-		this.constant *= - 1;
-		this.normal.negate();
-
-		return this;
-
-	},
-
-	distanceToPoint: function ( point ) {
-
-		return this.normal.dot( point ) + this.constant;
-
-	},
-
-	distanceToSphere: function ( sphere ) {
-
-		return this.distanceToPoint( sphere.center ) - sphere.radius;
-
-	},
-
-	projectPoint: function ( point, optionalTarget ) {
-
-		return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
-
-	},
-
-	orthoPoint: function ( point, optionalTarget ) {
-
-		var perpendicularMagnitude = this.distanceToPoint( point );
-
-		var result = optionalTarget || new THREE.Vector3();
-		return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
-
-	},
-
-	isIntersectionLine: function ( line ) {
-
-		// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
-
-		var startSign = this.distanceToPoint( line.start );
-		var endSign = this.distanceToPoint( line.end );
-
-		return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
-
-	},
-
-	intersectLine: function () {
-
-		var v1 = new THREE.Vector3();
-
-		return function ( line, optionalTarget ) {
-
-			var result = optionalTarget || new THREE.Vector3();
-
-			var direction = line.delta( v1 );
-
-			var denominator = this.normal.dot( direction );
-
-			if ( denominator == 0 ) {
-
-				// line is coplanar, return origin
-				if ( this.distanceToPoint( line.start ) == 0 ) {
-
-					return result.copy( line.start );
-
-				}
-
-				// Unsure if this is the correct method to handle this case.
-				return undefined;
-
-			}
-
-			var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
-
-			if ( t < 0 || t > 1 ) {
-
-				return undefined;
-
-			}
-
-			return result.copy( direction ).multiplyScalar( t ).add( line.start );
-
-		};
-
-	}(),
-
-
-	coplanarPoint: function ( optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-		return result.copy( this.normal ).multiplyScalar( - this.constant );
-
-	},
-
-	applyMatrix4: function () {
-
-		var v1 = new THREE.Vector3();
-		var v2 = new THREE.Vector3();
-		var m1 = new THREE.Matrix3();
-
-		return function ( matrix, optionalNormalMatrix ) {
-
-			// compute new normal based on theory here:
-			// http://www.songho.ca/opengl/gl_normaltransform.html
-			var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
-			var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
-
-			var newCoplanarPoint = this.coplanarPoint( v2 );
-			newCoplanarPoint.applyMatrix4( matrix );
-
-			this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
-
-			return this;
-
-		};
-
-	}(),
-
-	translate: function ( offset ) {
-
-		this.constant = this.constant - offset.dot( this.normal );
-
-		return this;
-
-	},
-
-	equals: function ( plane ) {
-
-		return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
-
-	},
-
-	clone: function () {
-
-		return new THREE.Plane().copy( this );
-
-	}
-
-};
-
-// File:src/math/Math.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Math = {
-
-	generateUUID: function () {
-
-		// http://www.broofa.com/Tools/Math.uuid.htm
-
-		var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
-		var uuid = new Array( 36 );
-		var rnd = 0, r;
-
-		return function () {
-
-			for ( var i = 0; i < 36; i ++ ) {
-
-				if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
-
-					uuid[ i ] = '-';
-
-				} else if ( i == 14 ) {
-
-					uuid[ i ] = '4';
-
-				} else {
-
-					if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
-					r = rnd & 0xf;
-					rnd = rnd >> 4;
-					uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
-
-				}
-			}
-
-			return uuid.join( '' );
-
-		};
-
-	}(),
-
-	// Clamp value to range <a, b>
-
-	clamp: function ( x, a, b ) {
-
-		return ( x < a ) ? a : ( ( x > b ) ? b : x );
-
-	},
-
-	// Clamp value to range <a, inf)
-
-	clampBottom: function ( x, a ) {
-
-		return x < a ? a : x;
-
-	},
-
-	// Linear mapping from range <a1, a2> to range <b1, b2>
-
-	mapLinear: function ( x, a1, a2, b1, b2 ) {
-
-		return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
-
-	},
-
-	// http://en.wikipedia.org/wiki/Smoothstep
-
-	smoothstep: function ( x, min, max ) {
-
-		if ( x <= min ) return 0;
-		if ( x >= max ) return 1;
-
-		x = ( x - min ) / ( max - min );
-
-		return x * x * ( 3 - 2 * x );
-
-	},
-
-	smootherstep: function ( x, min, max ) {
-
-		if ( x <= min ) return 0;
-		if ( x >= max ) return 1;
-
-		x = ( x - min ) / ( max - min );
-
-		return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
-
-	},
-
-	// Random float from <0, 1> with 16 bits of randomness
-	// (standard Math.random() creates repetitive patterns when applied over larger space)
-
-	random16: function () {
-
-		return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
-
-	},
-
-	// Random integer from <low, high> interval
-
-	randInt: function ( low, high ) {
-
-        var rValue = Math.random() * ( high - low + 1 );
-        if (rValue > 0)
-            rValue = Math.floor(rValue);
-        else
-            rValue = Math.ceil(rValue);
-
-        return low + rValue;
-
-	},
-
-	// 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() );
-
-	},
-
-	degToRad: function () {
-
-		var degreeToRadiansFactor = Math.PI / 180;
-
-		return function ( degrees ) {
-
-			return degrees * degreeToRadiansFactor;
-
-		};
-
-	}(),
-
-	radToDeg: function () {
-
-		var radianToDegreesFactor = 180 / Math.PI;
-
-		return function ( radians ) {
-
-			return radians * radianToDegreesFactor;
-
-		};
-
-	}(),
-
-	isPowerOfTwo: function ( value ) {
-
-		return ( value & ( value - 1 ) ) === 0 && value !== 0;
-
-	}
-
-};
-
-// File:src/math/Spline.js
-
-/**
- * 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;
-
-	};
-
-};
-
-// File:src/math/Triangle.js
-
-/**
- * @author bhouston / http://exocortex.com
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Triangle = function ( a, b, c ) {
-
-	this.a = ( a !== undefined ) ? a : new THREE.Vector3();
-	this.b = ( b !== undefined ) ? b : new THREE.Vector3();
-	this.c = ( c !== undefined ) ? c : new THREE.Vector3();
-
-};
-
-THREE.Triangle.normal = function () {
-
-	var v0 = new THREE.Vector3();
-
-	return function ( a, b, c, optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-
-		result.subVectors( c, b );
-		v0.subVectors( a, b );
-		result.cross( v0 );
-
-		var resultLengthSq = result.lengthSq();
-		if ( resultLengthSq > 0 ) {
-
-			return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
-
-		}
-
-		return result.set( 0, 0, 0 );
-
-	};
-
-}();
-
-// static/instance method to calculate barycoordinates
-// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
-THREE.Triangle.barycoordFromPoint = function () {
-
-	var v0 = new THREE.Vector3();
-	var v1 = new THREE.Vector3();
-	var v2 = new THREE.Vector3();
-
-	return function ( point, a, b, c, optionalTarget ) {
-
-		v0.subVectors( c, a );
-		v1.subVectors( b, a );
-		v2.subVectors( point, a );
-
-		var dot00 = v0.dot( v0 );
-		var dot01 = v0.dot( v1 );
-		var dot02 = v0.dot( v2 );
-		var dot11 = v1.dot( v1 );
-		var dot12 = v1.dot( v2 );
-
-		var denom = ( dot00 * dot11 - dot01 * dot01 );
-
-		var result = optionalTarget || new THREE.Vector3();
-
-		// colinear or singular triangle
-		if ( denom == 0 ) {
-			// arbitrary location outside of triangle?
-			// not sure if this is the best idea, maybe should be returning undefined
-			return result.set( - 2, - 1, - 1 );
-		}
-
-		var invDenom = 1 / denom;
-		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
-		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
-
-		// barycoordinates must always sum to 1
-		return result.set( 1 - u - v, v, u );
-
-	};
-
-}();
-
-THREE.Triangle.containsPoint = function () {
-
-	var v1 = new THREE.Vector3();
-
-	return function ( point, a, b, c ) {
-
-		var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
-
-		return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
-
-	};
-
-}();
-
-THREE.Triangle.prototype = {
-
-	constructor: THREE.Triangle,
-
-	set: function ( a, b, c ) {
-
-		this.a.copy( a );
-		this.b.copy( b );
-		this.c.copy( c );
-
-		return this;
-
-	},
-
-	setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
-
-		this.a.copy( points[ i0 ] );
-		this.b.copy( points[ i1 ] );
-		this.c.copy( points[ i2 ] );
-
-		return this;
-
-	},
-
-	copy: function ( triangle ) {
-
-		this.a.copy( triangle.a );
-		this.b.copy( triangle.b );
-		this.c.copy( triangle.c );
-
-		return this;
-
-	},
-
-	area: function () {
-
-		var v0 = new THREE.Vector3();
-		var v1 = new THREE.Vector3();
-
-		return function () {
-
-			v0.subVectors( this.c, this.b );
-			v1.subVectors( this.a, this.b );
-
-			return v0.cross( v1 ).length() * 0.5;
-
-		};
-
-	}(),
-
-	midpoint: function ( optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-		return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
-
-	},
-
-	normal: function ( optionalTarget ) {
-
-		return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
-
-	},
-
-	plane: function ( optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Plane();
-
-		return result.setFromCoplanarPoints( this.a, this.b, this.c );
-
-	},
-
-	barycoordFromPoint: function ( point, optionalTarget ) {
-
-		return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
-
-	},
-
-	containsPoint: function ( point ) {
-
-		return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
-
-	},
-
-	equals: function ( triangle ) {
-
-		return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
-
-	},
-
-	clone: function () {
-
-		return new THREE.Triangle().copy( this );
-
-	}
-
-};
-
-// File:src/core/Clock.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Clock = function ( autoStart ) {
-
-	this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
-
-	this.startTime = 0;
-	this.oldTime = 0;
-	this.elapsedTime = 0;
-
-	this.running = false;
-
-};
-
-THREE.Clock.prototype = {
-
-	constructor: THREE.Clock,
-
-	start: function () {
-
-        this.startTime = 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 = Date.now();
-
-			diff = 0.001 * ( newTime - this.oldTime );
-			this.oldTime = newTime;
-
-			this.elapsedTime += diff;
-
-		}
-
-		return diff;
-
-	}
-
-};
-
-// File:src/core/EventDispatcher.js
-
-/**
- * https://github.com/mrdoob/eventdispatcher.js/
- */
-
-THREE.EventDispatcher = function () {}
-
-THREE.EventDispatcher.prototype = {
-
-	constructor: THREE.EventDispatcher,
-
-	apply: function ( object ) {
-
-		object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
-		object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
-		object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
-		object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
-
-	},
-
-	addEventListener: function ( type, listener ) {
-
-		if ( this._listeners === undefined ) this._listeners = {};
-
-		var listeners = this._listeners;
-
-		if ( listeners[ type ] === undefined ) {
-
-			listeners[ type ] = [];
-
-		}
-
-		if ( listeners[ type ].indexOf( listener ) === - 1 ) {
-
-			listeners[ type ].push( listener );
-
-		}
-
-	},
-
-	hasEventListener: function ( type, listener ) {
-
-		if ( this._listeners === undefined ) return false;
-
-		var listeners = this._listeners;
-
-		if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
-
-			return true;
-
-		}
-
-		return false;
-
-	},
-
-	removeEventListener: function ( type, listener ) {
-
-		if ( this._listeners === undefined ) return;
-
-		var listeners = this._listeners;
-		var listenerArray = listeners[ type ];
-
-		if ( listenerArray !== undefined ) {
-
-			var index = listenerArray.indexOf( listener );
-
-			if ( index !== - 1 ) {
-
-				listenerArray.splice( index, 1 );
-
-			}
-
-		}
-
-	},
-
-	dispatchEvent: function ( event ) {
-
-		if ( this._listeners === undefined ) return;
-
-		var listeners = this._listeners;
-		var listenerArray = listeners[ event.type ];
-
-		if ( listenerArray !== undefined ) {
-
-			event.target = this;
-
-			var array = [];
-			var length = listenerArray.length;
-
-			for ( var i = 0; i < length; i ++ ) {
-
-				array[ i ] = listenerArray[ i ];
-
-			}
-
-			for ( var i = 0; i < length; i ++ ) {
-
-				array[ i ].call( this, event );
-
-			}
-
-		}
-
-	}
-
-};
-
-// File:src/core/Raycaster.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author bhouston / http://exocortex.com/
- * @author stephomi / http://stephaneginier.com/
- */
-
-//( function ( THREE ) {
-
-	THREE.Raycaster = function ( origin, direction, near, far ) {
-
-		this.ray = new THREE.Ray( origin, direction );
-		// direction is assumed to be normalized (for accurate distance calculations)
-
-		this.near = near || 0;
-		this.far = far || Infinity;
-
-		this.params = {
-			Sprite: {},
-			Mesh: {},
-			PointCloud: { threshold: 1 },
-			LOD: {},
-			Line: {}
-		};
-
-	};
-
-	var descSort = function ( a, b ) {
-
-		return a.distance - b.distance;
-
-	};
-
-	var intersectObject = function ( object, raycaster, intersects, recursive ) {
-
-		object.raycast( raycaster, intersects );
-
-		if ( recursive === true ) {
-
-			var children = object.children;
-
-			for ( var i = 0, l = children.length; i < l; i ++ ) {
-
-				intersectObject( children[ i ], raycaster, intersects, true );
-
-			}
-
-		}
-
-	};
-
-	//
-
-	THREE.Raycaster.prototype = {
-
-		constructor: THREE.Raycaster,
-
-		precision: 0.0001,
-		linePrecision: 1,
-
-		set: function ( origin, direction ) {
-
-			this.ray.set( origin, direction );
-			// direction is assumed to be normalized (for accurate distance calculations)
-
-		},
-
-		intersectObject: function ( object, recursive ) {
-
-			var intersects = [];
-
-			intersectObject( object, this, intersects, recursive );
-
-			intersects.sort( descSort );
-
-			return intersects;
-
-		},
-
-		intersectObjects: function ( objects, recursive ) {
-
-			var intersects = [];
-
-			if ( objects instanceof Array === false ) {
-
-				console.log( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
-				return intersects;
-
-			}
-
-			for ( var i = 0, l = objects.length; i < l; i ++ ) {
-
-				intersectObject( objects[ i ], this, intersects, recursive );
-
-			}
-
-			intersects.sort( descSort );
-
-			return intersects;
-
-		}
-
-	};
-
-//}( THREE ) );
-
-// File:src/core/Object3D.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Object3D = function () {
-
-	Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } );
-
-	this.uuid = THREE.Math.generateUUID();
-
-	this.name = '';
-	this.type = 'Object3D';
-
-	this.parent = undefined;
-	this.children = [];
-
-	this.up = THREE.Object3D.DefaultUp.clone();
-
-	var scope = this;
-
-	var position = new THREE.Vector3();
-	var rotation = new THREE.Euler();
-	var quaternion = new THREE.Quaternion();
-	var scale = new THREE.Vector3( 1, 1, 1 );
-
-	var onRotationChange = function () {
-		quaternion.setFromEuler( rotation, false );
-	};
-
-	var onQuaternionChange = function () {
-		rotation.setFromQuaternion( quaternion, undefined, false );
-	};
-
-	rotation.onChange( onRotationChange );
-	quaternion.onChange( onQuaternionChange );
-
-	Object.defineProperties( this, {
-		position: {
-			enumerable: true,
-			value: position
-		},
-		rotation: {
-			enumerable: true,
-			value: rotation
-		},
-		quaternion: {
-			enumerable: true,
-			value: quaternion
-		},
-		scale: {
-			enumerable: true,
-			value: scale
-		},
-	} );
-
-	this.renderDepth = null;
-
-	this.rotationAutoUpdate = true;
-
-	this.matrix = new THREE.Matrix4();
-	this.matrixWorld = new THREE.Matrix4();
-
-	this.matrixAutoUpdate = true;
-	this.matrixWorldNeedsUpdate = false;
-
-	this.visible = true;
-
-	this.castShadow = false;
-	this.receiveShadow = false;
-
-	this.frustumCulled = true;
-
-	this.userData = {};
-
-};
-
-THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
-
-THREE.Object3D.prototype = {
-
-	constructor: THREE.Object3D,
-
-	get eulerOrder () {
-
-		console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
-
-		return this.rotation.order;
-
-	},
-
-	set eulerOrder ( value ) {
-
-		console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
-
-		this.rotation.order = value;
-
-	},
-
-	get useQuaternion () {
-
-		console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
-
-	},
-
-	set useQuaternion ( value ) {
-
-		console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
-
-	},
-
-	applyMatrix: function ( matrix ) {
-
-		this.matrix.multiplyMatrices( matrix, this.matrix );
-
-		this.matrix.decompose( this.position, this.quaternion, this.scale );
-
-	},
-
-	setRotationFromAxisAngle: function ( axis, angle ) {
-
-		// assumes axis is normalized
-
-		this.quaternion.setFromAxisAngle( axis, angle );
-
-	},
-
-	setRotationFromEuler: function ( euler ) {
-
-		this.quaternion.setFromEuler( euler, true );
-
-	},
-
-	setRotationFromMatrix: function ( m ) {
-
-		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
-		this.quaternion.setFromRotationMatrix( m );
-
-	},
-
-	setRotationFromQuaternion: function ( q ) {
-
-		// assumes q is normalized
-
-		this.quaternion.copy( q );
-
-	},
-
-	rotateOnAxis: function () {
-
-		// rotate object on axis in object space
-		// axis is assumed to be normalized
-
-		var q1 = new THREE.Quaternion();
-
-		return function ( axis, angle ) {
-
-			q1.setFromAxisAngle( axis, angle );
-
-			this.quaternion.multiply( q1 );
-
-			return this;
-
-		}
-
-	}(),
-
-	rotateX: function () {
-
-		var v1 = new THREE.Vector3( 1, 0, 0 );
-
-		return function ( angle ) {
-
-			return this.rotateOnAxis( v1, angle );
-
-		};
-
-	}(),
-
-	rotateY: function () {
-
-		var v1 = new THREE.Vector3( 0, 1, 0 );
-
-		return function ( angle ) {
-
-			return this.rotateOnAxis( v1, angle );
-
-		};
-
-	}(),
-
-	rotateZ: function () {
-
-		var v1 = new THREE.Vector3( 0, 0, 1 );
-
-		return function ( angle ) {
-
-			return this.rotateOnAxis( v1, angle );
-
-		};
-
-	}(),
-
-	translateOnAxis: function () {
-
-		// translate object by distance along axis in object space
-		// axis is assumed to be normalized
-
-		var v1 = new THREE.Vector3();
-
-		return function ( axis, distance ) {
-
-			v1.copy( axis ).applyQuaternion( this.quaternion );
-
-			this.position.add( v1.multiplyScalar( distance ) );
-
-			return this;
-
-		}
-
-	}(),
-
-	translate: function ( distance, axis ) {
-
-		console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
-		return this.translateOnAxis( axis, distance );
-
-	},
-
-	translateX: function () {
-
-		var v1 = new THREE.Vector3( 1, 0, 0 );
-
-		return function ( distance ) {
-
-			return this.translateOnAxis( v1, distance );
-
-		};
-
-	}(),
-
-	translateY: function () {
-
-		var v1 = new THREE.Vector3( 0, 1, 0 );
-
-		return function ( distance ) {
-
-			return this.translateOnAxis( v1, distance );
-
-		};
-
-	}(),
-
-	translateZ: function () {
-
-		var v1 = new THREE.Vector3( 0, 0, 1 );
-
-		return function ( distance ) {
-
-			return this.translateOnAxis( v1, distance );
-
-		};
-
-	}(),
-
-	localToWorld: function ( vector ) {
-
-		return vector.applyMatrix4( this.matrixWorld );
-
-	},
-
-	worldToLocal: function () {
-
-		var m1 = new THREE.Matrix4();
-
-		return function ( vector ) {
-
-			return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
-
-		};
-
-	}(),
-
-	lookAt: function () {
-
-		// This routine does not support objects with rotated and/or translated parent(s)
-
-		var m1 = new THREE.Matrix4();
-
-		return function ( vector ) {
-
-			m1.lookAt( vector, this.position, this.up );
-
-			this.quaternion.setFromRotationMatrix( m1 );
-
-		};
-
-	}(),
-
-	add: function ( object ) {
-
-		if ( arguments.length > 1 ) {
-
-			for ( var i = 0; i < arguments.length; i++ ) {
-
-				this.add( arguments[ i ] );
-
-			}
-
-			return this;
-
-		};
-
-		if ( object === this ) {
-
-			console.error( "THREE.Object3D.add:", object, "can't be added as a child of itself." );
-			return this;
-
-		}
-
-		if ( object instanceof THREE.Object3D ) {
-
-			if ( object.parent !== undefined ) {
-
-				object.parent.remove( object );
-
-			}
-
-			object.parent = this;
-			object.dispatchEvent( { type: 'added' } );
-
-			this.children.push( object );
-
-		} else {
-
-			console.error( "THREE.Object3D.add:", object, "is not an instance of THREE.Object3D." );
-
-		}
-
-		return this;
-
-	},
-
-	remove: function ( object ) {
-
-		if ( arguments.length > 1 ) {
-
-			for ( var i = 0; i < arguments.length; i++ ) {
-
-				this.remove( arguments[ i ] );
-
-			}
-
-		};
-
-		var index = this.children.indexOf( object );
-
-		if ( index !== - 1 ) {
-
-			object.parent = undefined;
-
-			object.dispatchEvent( { type: 'removed' } );
-
-			this.children.splice( index, 1 );
-
-		}
-
-	},
-
-	getChildByName: function ( name, recursive ) {
-
-		console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
-		return this.getObjectByName( name, recursive );
-
-	},
-
-	getObjectById: function ( id, recursive ) {
-
-		if ( this.id === id ) return this;
-
-		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-			var child = this.children[ i ];
-			var object = child.getObjectById( id, recursive );
-
-			if ( object !== undefined ) {
-
-				return object;
-
-			}
-
-		}
-
-		return undefined;
-
-	},
-
-	getObjectByName: function ( name, recursive ) {
-
-		if ( this.name === name ) return this;
-
-		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-			var child = this.children[ i ];
-			var object = child.getObjectByName( name, recursive );
-
-			if ( object !== undefined ) {
-
-				return object;
-
-			}
-
-		}
-
-		return undefined;
-
-	},
-
-	getWorldPosition: function ( optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-
-		this.updateMatrixWorld( true );
-
-		return result.setFromMatrixPosition( this.matrixWorld );
-
-	},
-
-	getWorldQuaternion: function () {
-
-		var position = new THREE.Vector3();
-		var scale = new THREE.Vector3();
-
-		return function ( optionalTarget ) {
-
-			var result = optionalTarget || new THREE.Quaternion();
-
-			this.updateMatrixWorld( true );
-
-			this.matrixWorld.decompose( position, result, scale );
-
-			return result;
-
-		}
-
-	}(),
-
-	getWorldRotation: function () {
-
-		var quaternion = new THREE.Quaternion();
-
-		return function ( optionalTarget ) {
-
-			var result = optionalTarget || new THREE.Euler();
-
-			this.getWorldQuaternion( quaternion );
-
-			return result.setFromQuaternion( quaternion, this.rotation.order, false );
-
-		}
-
-	}(),
-
-	getWorldScale: function () {
-
-		var position = new THREE.Vector3();
-		var quaternion = new THREE.Quaternion();
-
-		return function ( optionalTarget ) {
-
-			var result = optionalTarget || new THREE.Vector3();
-
-			this.updateMatrixWorld( true );
-
-			this.matrixWorld.decompose( position, quaternion, result );
-
-			return result;
-
-		}
-
-	}(),
-
-	getWorldDirection: function () {
-
-		var quaternion = new THREE.Quaternion();
-
-		return function ( optionalTarget ) {
-
-			var result = optionalTarget || new THREE.Vector3();
-
-			this.getWorldQuaternion( quaternion );
-
-			return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
-
-		}
-
-	}(),
-
-	raycast: function () {},
-
-	traverse: function ( callback ) {
-
-		callback( this );
-
-		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-			this.children[ i ].traverse( callback );
-
-		}
-
-	},
-
-	traverseVisible: function ( callback ) {
-
-		if ( this.visible === false ) return;
-
-		callback( this );
-
-		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-			this.children[ i ].traverseVisible( callback );
-
-		}
-
-	},
-
-	updateMatrix: function () {
-
-		this.matrix.compose( this.position, this.quaternion, this.scale );
-
-		this.matrixWorldNeedsUpdate = true;
-
-	},
-
-	updateMatrixWorld: function ( force ) {
-
-		if ( this.matrixAutoUpdate === true ) this.updateMatrix();
-
-		if ( this.matrixWorldNeedsUpdate === true || force === true ) {
-
-			if ( this.parent === undefined ) {
-
-				this.matrixWorld.copy( this.matrix );
-
-			} else {
-
-				this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
-
-			}
-
-			this.matrixWorldNeedsUpdate = false;
-
-			force = true;
-
-		}
-
-		// update children
-
-		for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
-			this.children[ i ].updateMatrixWorld( force );
-
-		}
-
-	},
-
-	toJSON: function () {
-
-		var output = {
-			metadata: {
-				version: 4.3,
-				type: 'Object',
-				generator: 'ObjectExporter'
-			}
-		};
-
-		//
-
-		var geometries = {};
-
-		var parseGeometry = function ( geometry ) {
-
-			if ( output.geometries === undefined ) {
-
-				output.geometries = [];
-
-			}
-
-			if ( geometries[ geometry.uuid ] === undefined ) {
-
-				var json = geometry.toJSON();
-
-				delete json.metadata;
-
-				geometries[ geometry.uuid ] = json;
-
-				output.geometries.push( json );
-
-			}
-
-			return geometry.uuid;
-
-		};
-
-		//
-
-		var materials = {};
-
-		var parseMaterial = function ( material ) {
-
-			if ( output.materials === undefined ) {
-
-				output.materials = [];
-
-			}
-
-			if ( materials[ material.uuid ] === undefined ) {
-
-				var json = material.toJSON();
-
-				delete json.metadata;
-
-				materials[ material.uuid ] = json;
-
-				output.materials.push( json );
-
-			}
-
-			return material.uuid;
-
-		};
-
-		//
-
-		var parseObject = function ( object ) {
-
-			var data = {};
-
-			data.uuid = object.uuid;
-			data.type = object.type;
-
-			if ( object.name !== '' ) data.name = object.name;
-			if ( JSON.stringify( object.userData ) !== '{}' ) data.userData = object.userData;
-			if ( object.visible !== true ) data.visible = object.visible;
-
-			if ( object instanceof THREE.PerspectiveCamera ) {
-
-				data.fov = object.fov;
-				data.aspect = object.aspect;
-				data.near = object.near;
-				data.far = object.far;
-
-			} else if ( object instanceof THREE.OrthographicCamera ) {
-
-				data.left = object.left;
-				data.right = object.right;
-				data.top = object.top;
-				data.bottom = object.bottom;
-				data.near = object.near;
-				data.far = object.far;
-
-			} else if ( object instanceof THREE.AmbientLight ) {
-
-				data.color = object.color.getHex();
-
-			} else if ( object instanceof THREE.DirectionalLight ) {
-
-				data.color = object.color.getHex();
-				data.intensity = object.intensity;
-
-			} else if ( object instanceof THREE.PointLight ) {
-
-				data.color = object.color.getHex();
-				data.intensity = object.intensity;
-				data.distance = object.distance;
-
-			} else if ( object instanceof THREE.SpotLight ) {
-
-				data.color = object.color.getHex();
-				data.intensity = object.intensity;
-				data.distance = object.distance;
-				data.angle = object.angle;
-				data.exponent = object.exponent;
-
-			} else if ( object instanceof THREE.HemisphereLight ) {
-
-				data.color = object.color.getHex();
-				data.groundColor = object.groundColor.getHex();
-
-			} else if ( object instanceof THREE.Mesh ) {
-
-				data.geometry = parseGeometry( object.geometry );
-				data.material = parseMaterial( object.material );
-
-			} else if ( object instanceof THREE.Line ) {
-
-				data.geometry = parseGeometry( object.geometry );
-				data.material = parseMaterial( object.material );
-
-			} else if ( object instanceof THREE.Sprite ) {
-
-				data.material = parseMaterial( object.material );
-
-			}
-
-			data.matrix = object.matrix.toArray();
-
-			if ( object.children.length > 0 ) {
-
-				data.children = [];
-
-				for ( var i = 0; i < object.children.length; i ++ ) {
-
-					data.children.push( parseObject( object.children[ i ] ) );
-
-				}
-
-			}
-
-			return data;
-
-		}
-
-		output.object = parseObject( this );
-
-		return output;
-
-	},
-
-	clone: function ( object, recursive ) {
-
-		if ( object === undefined ) object = new THREE.Object3D();
-		if ( recursive === undefined ) recursive = true;
-
-		object.name = this.name;
-
-		object.up.copy( this.up );
-
-		object.position.copy( this.position );
-		object.quaternion.copy( this.quaternion );
-		object.scale.copy( this.scale );
-
-		object.renderDepth = this.renderDepth;
-
-		object.rotationAutoUpdate = this.rotationAutoUpdate;
-
-		object.matrix.copy( this.matrix );
-		object.matrixWorld.copy( this.matrixWorld );
-
-		object.matrixAutoUpdate = this.matrixAutoUpdate;
-		object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
-
-		object.visible = this.visible;
-
-		object.castShadow = this.castShadow;
-		object.receiveShadow = this.receiveShadow;
-
-		object.frustumCulled = this.frustumCulled;
-
-		object.userData = JSON.parse( JSON.stringify( this.userData ) );
-
-		if ( recursive === true ) {
-
-			for ( var i = 0; i < this.children.length; i ++ ) {
-
-				var child = this.children[ i ];
-				object.add( child.clone() );
-
-			}
-
-		}
-
-		return object;
-
-	}
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
-
-THREE.Object3DIdCount = 0;
-
-// File:src/core/Projector.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Projector = function () {
-
-	console.warn( 'THREE.Projector has been moved to /examples/renderers/Projector.js.' );
-
-	this.projectVector = function ( vector, camera ) {
-
-		console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
-		vector.project( camera );
-
-	};
-
-	this.unprojectVector = function ( vector, camera ) {
-
-		console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
-		vector.unproject( camera );
-
-	};
-
-	this.pickingRay = function ( vector, camera ) {
-
-		console.error( 'THREE.Projector: .pickingRay() has been removed.' );
-
-	};
-
-};
-
-// File:src/core/Face3.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
-
-	this.a = a;
-	this.b = b;
-	this.c = c;
-
-	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
-	this.vertexNormals = normal instanceof Array ? normal : [];
-
-	this.color = color instanceof THREE.Color ? color : new THREE.Color();
-	this.vertexColors = color instanceof Array ? color : [];
-
-	this.vertexTangents = [];
-
-	this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
-
-};
-
-THREE.Face3.prototype = {
-
-	constructor: THREE.Face3,
-
-	clone: function () {
-
-		var face = new THREE.Face3( this.a, this.b, this.c );
-
-		face.normal.copy( this.normal );
-		face.color.copy( this.color );
-
-		face.materialIndex = this.materialIndex;
-
-		for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
-
-			face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
-
-		}
-
-		for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
-
-			face.vertexColors[ i ] = this.vertexColors[ i ].clone();
-
-		}
-
-		for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
-
-			face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
-
-		}
-
-		return face;
-
-	}
-
-};
-
-// File:src/core/Face4.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
-
-	console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
-	return new THREE.Face3( a, b, c, normal, color, materialIndex );
-
-};
-
-// File:src/core/BufferAttribute.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BufferAttribute = function ( array, itemSize ) {
-
-	this.array = array;
-	this.itemSize = itemSize;
-
-	this.needsUpdate = false;
-
-};
-
-THREE.BufferAttribute.prototype = {
-
-	constructor: THREE.BufferAttribute,
-
-	get length () {
-
-		return this.array.length;
-
-	},
-
-	copyAt: function ( index1, attribute, index2 ) {
-
-		index1 *= this.itemSize;
-		index2 *= attribute.itemSize;
-
-		for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
-
-			this.array[ index1 + i ] = attribute.array[ index2 + i ];
-
-		}
-
-	},
-
-	set: function ( value ) {
-
-		this.array.set( value );
-
-		return this;
-
-	},
-
-	setX: function ( index, x ) {
-
-		this.array[ index * this.itemSize ] = x;
-
-		return this;
-
-	},
-
-	setY: function ( index, y ) {
-
-		this.array[ index * this.itemSize + 1 ] = y;
-
-		return this;
-
-	},
-
-	setZ: function ( index, z ) {
-
-		this.array[ index * this.itemSize + 2 ] = z;
-
-		return this;
-
-	},
-
-	setXY: function ( index, x, y ) {
-
-		index *= this.itemSize;
-
-		this.array[ index     ] = x;
-		this.array[ index + 1 ] = y;
-
-		return this;
-
-	},
-
-	setXYZ: function ( index, x, y, z ) {
-
-		index *= this.itemSize;
-
-		this.array[ index     ] = x;
-		this.array[ index + 1 ] = y;
-		this.array[ index + 2 ] = z;
-
-		return this;
-
-	},
-
-	setXYZW: function ( index, x, y, z, w ) {
-
-		index *= this.itemSize;
-
-		this.array[ index     ] = x;
-		this.array[ index + 1 ] = y;
-		this.array[ index + 2 ] = z;
-		this.array[ index + 3 ] = w;
-
-		return this;
-
-	},
-
-	clone: function () {
-
-		return new THREE.BufferAttribute( new this.array.constructor( this.array ), this.itemSize );
-
-	}
-
-};
-
-//
-
-THREE.Int8Attribute = function ( data, itemSize ) {
-
-	console.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
-	return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Uint8Attribute = function ( data, itemSize ) {
-
-	console.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
-	return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
-
-	console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
-	return new THREE.BufferAttribute( data, itemSize );
-
-
-};
-
-THREE.Int16Attribute = function ( data, itemSize ) {
-
-	console.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
-	return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Uint16Attribute = function ( data, itemSize ) {
-
-	console.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
-	return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Int32Attribute = function ( data, itemSize ) {
-
-	console.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
-	return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Uint32Attribute = function ( data, itemSize ) {
-
-	console.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
-	return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Float32Attribute = function ( data, itemSize ) {
-
-	console.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
-	return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Float64Attribute = function ( data, itemSize ) {
-
-	console.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
-	return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-// File:src/core/BufferGeometry.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BufferGeometry = function () {
-
-	Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
-
-	this.uuid = THREE.Math.generateUUID();
-
-	this.name = '';
-	this.type = 'BufferGeometry';
-
-	this.attributes = {};
-	this.attributesKeys = [];
-
-	this.drawcalls = [];
-	this.offsets = this.drawcalls; // backwards compatibility
-
-	this.boundingBox = null;
-	this.boundingSphere = null;
-
-};
-
-THREE.BufferGeometry.prototype = {
-
-	constructor: THREE.BufferGeometry,
-
-	addAttribute: function ( name, attribute ) {
-
-		if ( attribute instanceof THREE.BufferAttribute === false ) {
-
-			console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
-
-			this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
-
-			return;
-
-		}
-
-		this.attributes[ name ] = attribute;
-		this.attributesKeys = Object.keys( this.attributes );
-
-	},
-
-	getAttribute: function ( name ) {
-
-		return this.attributes[ name ];
-
-	},
-
-	addDrawCall: function ( start, count, indexOffset ) {
-
-		this.drawcalls.push( {
-
-			start: start,
-			count: count,
-			index: indexOffset !== undefined ? indexOffset : 0
-
-		} );
-
-	},
-
-	applyMatrix: function ( matrix ) {
-
-		var position = this.attributes.position;
-
-		if ( position !== undefined ) {
-
-			matrix.applyToVector3Array( position.array );
-			position.needsUpdate = true;
-
-		}
-
-		var normal = this.attributes.normal;
-
-		if ( normal !== undefined ) {
-
-			var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-
-			normalMatrix.applyToVector3Array( normal.array );
-			normal.needsUpdate = true;
-
-		}
-
-	},
-
-	center: function () {
-
-		// TODO
-
-	},
-
-	fromGeometry: function ( geometry, settings ) {
-
-		settings = settings || { 'vertexColors': THREE.NoColors };
-
-		var vertices = geometry.vertices;
-		var faces = geometry.faces;
-		var faceVertexUvs = geometry.faceVertexUvs;
-		var vertexColors = settings.vertexColors;
-		var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
-		var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
-
-		var positions = new Float32Array( faces.length * 3 * 3 );
-		this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
-
-		var normals = new Float32Array( faces.length * 3 * 3 );
-		this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
-
-		if ( vertexColors !== THREE.NoColors ) {
-
-			var colors = new Float32Array( faces.length * 3 * 3 );
-			this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
-
-		}
-
-		if ( hasFaceVertexUv === true ) {
-
-			var uvs = new Float32Array( faces.length * 3 * 2 );
-			this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
-
-		}
-
-		for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
-
-			var face = faces[ i ];
-
-			var a = vertices[ face.a ];
-			var b = vertices[ face.b ];
-			var c = vertices[ face.c ];
-
-			positions[ i3     ] = a.x;
-			positions[ i3 + 1 ] = a.y;
-			positions[ i3 + 2 ] = a.z;
-
-			positions[ i3 + 3 ] = b.x;
-			positions[ i3 + 4 ] = b.y;
-			positions[ i3 + 5 ] = b.z;
-
-			positions[ i3 + 6 ] = c.x;
-			positions[ i3 + 7 ] = c.y;
-			positions[ i3 + 8 ] = c.z;
-
-			if ( hasFaceVertexNormals === true ) {
-
-				var na = face.vertexNormals[ 0 ];
-				var nb = face.vertexNormals[ 1 ];
-				var nc = face.vertexNormals[ 2 ];
-
-				normals[ i3     ] = na.x;
-				normals[ i3 + 1 ] = na.y;
-				normals[ i3 + 2 ] = na.z;
-
-				normals[ i3 + 3 ] = nb.x;
-				normals[ i3 + 4 ] = nb.y;
-				normals[ i3 + 5 ] = nb.z;
-
-				normals[ i3 + 6 ] = nc.x;
-				normals[ i3 + 7 ] = nc.y;
-				normals[ i3 + 8 ] = nc.z;
-
-			} else {
-
-				var n = face.normal;
-
-				normals[ i3     ] = n.x;
-				normals[ i3 + 1 ] = n.y;
-				normals[ i3 + 2 ] = n.z;
-
-				normals[ i3 + 3 ] = n.x;
-				normals[ i3 + 4 ] = n.y;
-				normals[ i3 + 5 ] = n.z;
-
-				normals[ i3 + 6 ] = n.x;
-				normals[ i3 + 7 ] = n.y;
-				normals[ i3 + 8 ] = n.z;
-
-			}
-
-			if ( vertexColors === THREE.FaceColors ) {
-
-				var fc = face.color;
-
-				colors[ i3     ] = fc.r;
-				colors[ i3 + 1 ] = fc.g;
-				colors[ i3 + 2 ] = fc.b;
-
-				colors[ i3 + 3 ] = fc.r;
-				colors[ i3 + 4 ] = fc.g;
-				colors[ i3 + 5 ] = fc.b;
-
-				colors[ i3 + 6 ] = fc.r;
-				colors[ i3 + 7 ] = fc.g;
-				colors[ i3 + 8 ] = fc.b;
-
-			} else if ( vertexColors === THREE.VertexColors ) {
-
-				var vca = face.vertexColors[ 0 ];
-				var vcb = face.vertexColors[ 1 ];
-				var vcc = face.vertexColors[ 2 ];
-
-				colors[ i3     ] = vca.r;
-				colors[ i3 + 1 ] = vca.g;
-				colors[ i3 + 2 ] = vca.b;
-
-				colors[ i3 + 3 ] = vcb.r;
-				colors[ i3 + 4 ] = vcb.g;
-				colors[ i3 + 5 ] = vcb.b;
-
-				colors[ i3 + 6 ] = vcc.r;
-				colors[ i3 + 7 ] = vcc.g;
-				colors[ i3 + 8 ] = vcc.b;
-
-			}
-
-			if ( hasFaceVertexUv === true ) {
-
-				var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
-				var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
-				var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
-
-				uvs[ i2     ] = uva.x;
-				uvs[ i2 + 1 ] = uva.y;
-
-				uvs[ i2 + 2 ] = uvb.x;
-				uvs[ i2 + 3 ] = uvb.y;
-
-				uvs[ i2 + 4 ] = uvc.x;
-				uvs[ i2 + 5 ] = uvc.y;
-
-			}
-
-		}
-
-		this.computeBoundingSphere()
-
-		return this;
-
-	},
-
-	computeBoundingBox: function () {
-
-		var vector = new THREE.Vector3();
-
-		return function () {
-
-			if ( this.boundingBox === null ) {
-
-				this.boundingBox = new THREE.Box3();
-
-			}
-
-			var positions = this.attributes.position.array;
-
-			if ( positions ) {
-
-				var bb = this.boundingBox;
-				bb.makeEmpty();
-
-				for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
-					vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
-					bb.expandByPoint( vector );
-
-				}
-
-			}
-
-			if ( positions === undefined || positions.length === 0 ) {
-
-				this.boundingBox.min.set( 0, 0, 0 );
-				this.boundingBox.max.set( 0, 0, 0 );
-
-			}
-
-			if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
-
-				console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
-
-			}
-
-		}
-
-	}(),
-
-	computeBoundingSphere: function () {
-
-		var box = new THREE.Box3();
-		var vector = new THREE.Vector3();
-
-		return function () {
-
-			if ( this.boundingSphere === null ) {
-
-				this.boundingSphere = new THREE.Sphere();
-
-			}
-
-			var positions = this.attributes.position.array;
-
-			if ( positions ) {
-
-				box.makeEmpty();
-
-				var center = this.boundingSphere.center;
-
-				for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
-					vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
-					box.expandByPoint( vector );
-
-				}
-
-				box.center( center );
-
-				// hoping to find a boundingSphere with a radius smaller than the
-				// boundingSphere of the boundingBox:  sqrt(3) smaller in the best case
-
-				var maxRadiusSq = 0;
-
-				for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
-					vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
-					maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
-
-				}
-
-				this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
-
-				if ( isNaN( this.boundingSphere.radius ) ) {
-
-					console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
-
-				}
-
-			}
-
-		}
-
-	}(),
-
-	computeFaceNormals: function () {
-
-		// backwards compatibility
-
-	},
-
-	computeVertexNormals: function () {
-
-		var attributes = this.attributes;
-
-		if ( attributes.position ) {
-
-			var positions = attributes.position.array;
-
-			if ( attributes.normal === undefined ) {
-
-				this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
-
-			} else {
-
-				// reset existing normals to zero
-
-				var normals = attributes.normal.array;
-
-				for ( var i = 0, il = normals.length; i < il; i ++ ) {
-
-					normals[ i ] = 0;
-
-				}
-
-			}
-
-			var normals = attributes.normal.array;
-
-			var vA, vB, vC,
-
-			pA = new THREE.Vector3(),
-			pB = new THREE.Vector3(),
-			pC = new THREE.Vector3(),
-
-			cb = new THREE.Vector3(),
-			ab = new THREE.Vector3();
-
-			// indexed elements
-
-			if ( attributes.index ) {
-
-				var indices = attributes.index.array;
-
-				var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
-
-				for ( var j = 0, jl = offsets.length; j < jl; ++ j ) {
-
-					var start = offsets[ j ].start;
-					var count = offsets[ j ].count;
-					var index = offsets[ j ].index;
-
-					for ( var i = start, il = start + count; i < il; i += 3 ) {
-
-						vA = ( index + indices[ i     ] ) * 3;
-						vB = ( index + indices[ i + 1 ] ) * 3;
-						vC = ( index + indices[ i + 2 ] ) * 3;
-
-						pA.fromArray( positions, vA );
-						pB.fromArray( positions, vB );
-						pC.fromArray( positions, vC );
-
-						cb.subVectors( pC, pB );
-						ab.subVectors( pA, pB );
-						cb.cross( ab );
-
-						normals[ vA     ] += cb.x;
-						normals[ vA + 1 ] += cb.y;
-						normals[ vA + 2 ] += cb.z;
-
-						normals[ vB     ] += cb.x;
-						normals[ vB + 1 ] += cb.y;
-						normals[ vB + 2 ] += cb.z;
-
-						normals[ vC     ] += cb.x;
-						normals[ vC + 1 ] += cb.y;
-						normals[ vC + 2 ] += cb.z;
-
-					}
-
-				}
-
-			} else {
-
-				// non-indexed elements (unconnected triangle soup)
-
-				for ( var i = 0, il = positions.length; i < il; i += 9 ) {
-
-					pA.fromArray( positions, i );
-					pB.fromArray( positions, i + 3 );
-					pC.fromArray( positions, i + 6 );
-
-					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();
-
-			attributes.normal.needsUpdate = true;
-
-		}
-
-	},
-
-	computeTangents: function () {
-
-		// based on http://www.terathon.com/code/tangent.html
-		// (per vertex tangents)
-
-		if ( this.attributes.index === undefined ||
-			 this.attributes.position === undefined ||
-			 this.attributes.normal === undefined ||
-			 this.attributes.uv === undefined ) {
-
-			console.warn( 'Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
-			return;
-
-		}
-
-		var indices = this.attributes.index.array;
-		var positions = this.attributes.position.array;
-		var normals = this.attributes.normal.array;
-		var uvs = this.attributes.uv.array;
-
-		var nVertices = positions.length / 3;
-
-		if ( this.attributes.tangent === undefined ) {
-
-			this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
-
-		}
-
-		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 vA = new THREE.Vector3(),
-			vB = new THREE.Vector3(),
-			vC = new THREE.Vector3(),
-
-			uvA = new THREE.Vector2(),
-			uvB = new THREE.Vector2(),
-			uvC = new THREE.Vector2(),
-
-			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 ) {
-
-			vA.fromArray( positions, a * 3 );
-			vB.fromArray( positions, b * 3 );
-			vC.fromArray( positions, c * 3 );
-
-			uvA.fromArray( uvs, a * 2 );
-			uvB.fromArray( uvs, b * 2 );
-			uvC.fromArray( uvs, c * 2 );
-
-			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 );
-
-		}
-
-		var i, il;
-		var j, jl;
-		var iA, iB, iC;
-
-		if ( this.drawcalls.length === 0 ) {
-
-			this.addDrawCall( 0, indices.length, 0 );
-
-		}
-
-		var drawcalls = this.drawcalls;
-
-		for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
-
-			var start = drawcalls[ j ].start;
-			var count = drawcalls[ j ].count;
-			var index = drawcalls[ 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.fromArray( normals, v * 3 );
-			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 = drawcalls.length; j < jl; ++ j ) {
-
-			var start = drawcalls[ j ].start;
-			var count = drawcalls[ j ].count;
-			var index = drawcalls[ j ].index;
-
-			for ( i = start, il = start + count; i < il; i += 3 ) {
-
-				iA = index + indices[ i ];
-				iB = index + indices[ i + 1 ];
-				iC = index + indices[ i + 2 ];
-
-				handleVertex( iA );
-				handleVertex( iB );
-				handleVertex( iC );
-
-			}
-
-		}
-
-	},
-
-	/*
-		computeOffsets
-		Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
-		This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
-		WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
-		indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
-	*/
-	computeOffsets: function ( indexBufferSize ) {
-
-		var size = indexBufferSize;
-		if ( indexBufferSize === undefined )
-			size = 65535; //WebGL limits type of index buffer values to 16-bit.
-
-		var s = Date.now();
-
-		var indices = this.attributes.index.array;
-		var vertices = this.attributes.position.array;
-
-		var verticesCount = ( vertices.length / 3 );
-		var facesCount = ( indices.length / 3 );
-
-		/*
-		console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
-		console.log("Faces to process: "+(indices.length/3));
-		console.log("Reordering "+verticesCount+" vertices.");
-		*/
-
-		var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
-		var indexPtr = 0;
-		var vertexPtr = 0;
-
-		var offsets = [ { start:0, count:0, index:0 } ];
-		var offset = offsets[ 0 ];
-
-		var duplicatedVertices = 0;
-		var newVerticeMaps = 0;
-		var faceVertices = new Int32Array( 6 );
-		var vertexMap = new Int32Array( vertices.length );
-		var revVertexMap = new Int32Array( vertices.length );
-		for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
-
-		/*
-			Traverse every face and reorder vertices in the proper offsets of 65k.
-			We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
-		*/
-		for ( var findex = 0; findex < facesCount; findex ++ ) {
-			newVerticeMaps = 0;
-
-			for ( var vo = 0; vo < 3; vo ++ ) {
-				var vid = indices[ findex * 3 + vo ];
-				if ( vertexMap[ vid ] == - 1 ) {
-					//Unmapped vertice
-					faceVertices[ vo * 2 ] = vid;
-					faceVertices[ vo * 2 + 1 ] = - 1;
-					newVerticeMaps ++;
-				} else if ( vertexMap[ vid ] < offset.index ) {
-					//Reused vertices from previous block (duplicate)
-					faceVertices[ vo * 2 ] = vid;
-					faceVertices[ vo * 2 + 1 ] = - 1;
-					duplicatedVertices ++;
-				} else {
-					//Reused vertice in the current block
-					faceVertices[ vo * 2 ] = vid;
-					faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
-				}
-			}
-
-			var faceMax = vertexPtr + newVerticeMaps;
-			if ( faceMax > ( offset.index + size ) ) {
-				var new_offset = { start:indexPtr, count:0, index:vertexPtr };
-				offsets.push( new_offset );
-				offset = new_offset;
-
-				//Re-evaluate reused vertices in light of new offset.
-				for ( var v = 0; v < 6; v += 2 ) {
-					var new_vid = faceVertices[ v + 1 ];
-					if ( new_vid > - 1 && new_vid < offset.index )
-						faceVertices[ v + 1 ] = - 1;
-				}
-			}
-
-			//Reindex the face.
-			for ( var v = 0; v < 6; v += 2 ) {
-				var vid = faceVertices[ v ];
-				var new_vid = faceVertices[ v + 1 ];
-
-				if ( new_vid === - 1 )
-					new_vid = vertexPtr ++;
-
-				vertexMap[ vid ] = new_vid;
-				revVertexMap[ new_vid ] = vid;
-				sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
-				offset.count ++;
-			}
-		}
-
-		/* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
-		this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
-		this.offsets = offsets;
-
-		/*
-		var orderTime = Date.now();
-		console.log("Reorder time: "+(orderTime-s)+"ms");
-		console.log("Duplicated "+duplicatedVertices+" vertices.");
-		console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
-		console.log("Draw offsets: "+offsets.length);
-		*/
-
-		return offsets;
-	},
-
-	merge: function () {
-
-		console.log( 'BufferGeometry.merge(): TODO' );
-
-	},
-
-	normalizeNormals: function () {
-
-		var normals = this.attributes.normal.array;
-
-		var x, y, z, n;
-
-		for ( var i = 0, il = normals.length; i < il; i += 3 ) {
-
-			x = normals[ i ];
-			y = normals[ i + 1 ];
-			z = normals[ i + 2 ];
-
-			n = 1.0 / Math.sqrt( x * x + y * y + z * z );
-
-			normals[ i     ] *= n;
-			normals[ i + 1 ] *= n;
-			normals[ i + 2 ] *= n;
-
-		}
-
-	},
-
-	/*
-		reoderBuffers:
-		Reorder attributes based on a new indexBuffer and indexMap.
-		indexBuffer - Uint16Array of the new ordered indices.
-		indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
-		vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
-	*/
-	reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
-
-		/* Create a copy of all attributes for reordering. */
-		var sortedAttributes = {};
-		for ( var attr in this.attributes ) {
-			if ( attr == 'index' )
-				continue;
-			var sourceArray = this.attributes[ attr ].array;
-			sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
-		}
-
-		/* Move attribute positions based on the new index map */
-		for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
-			var vid = indexMap[ new_vid ];
-			for ( var attr in this.attributes ) {
-				if ( attr == 'index' )
-					continue;
-				var attrArray = this.attributes[ attr ].array;
-				var attrSize = this.attributes[ attr ].itemSize;
-				var sortedAttr = sortedAttributes[ attr ];
-				for ( var k = 0; k < attrSize; k ++ )
-					sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
-			}
-		}
-
-		/* Carry the new sorted buffers locally */
-		this.attributes[ 'index' ].array = indexBuffer;
-		for ( var attr in this.attributes ) {
-			if ( attr == 'index' )
-				continue;
-			this.attributes[ attr ].array = sortedAttributes[ attr ];
-			this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
-		}
-	},
-
-	toJSON: function () {
-
-		var output = {
-			metadata: {
-				version: 4.0,
-				type: 'BufferGeometry',
-				generator: 'BufferGeometryExporter'
-			},
-			uuid: this.uuid,
-			type: this.type,
-			data: {
-				attributes: {}
-			}
-		};
-
-		var attributes = this.attributes;
-		var offsets = this.offsets;
-		var boundingSphere = this.boundingSphere;
-
-		for ( var key in attributes ) {
-
-			var attribute = attributes[ key ];
-
-			var array = [], typeArray = attribute.array;
-
-			for ( var i = 0, l = typeArray.length; i < l; i ++ ) {
-
-				array[ i ] = typeArray[ i ];
-
-			}
-
-			output.data.attributes[ key ] = {
-				itemSize: attribute.itemSize,
-				type: attribute.array.constructor.name,
-				array: array
-			}
-
-		}
-
-		if ( offsets.length > 0 ) {
-
-			output.data.offsets = JSON.parse( JSON.stringify( offsets ) );
-
-		}
-
-		if ( boundingSphere !== null ) {
-
-			output.data.boundingSphere = {
-				center: boundingSphere.center.toArray(),
-				radius: boundingSphere.radius
-			}
-
-		}
-
-		return output;
-
-	},
-
-	clone: function () {
-
-		var geometry = new THREE.BufferGeometry();
-
-		for ( var attr in this.attributes ) {
-
-			var sourceAttr = this.attributes[ attr ];
-			geometry.addAttribute( attr, sourceAttr.clone() );
-
-		}
-
-		for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
-
-			var offset = this.offsets[ i ];
-
-			geometry.offsets.push( {
-
-				start: offset.start,
-				index: offset.index,
-				count: offset.count
-
-			} );
-
-		}
-
-		return geometry;
-
-	},
-
-	dispose: function () {
-
-		this.dispatchEvent( { type: 'dispose' } );
-
-	}
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
-
-// File:src/core/Geometry.js
-
-/**
- * @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 () {
-
-	Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
-
-	this.uuid = THREE.Math.generateUUID();
-
-	this.name = '';
-	this.type = 'Geometry';
-
-	this.vertices = [];
-	this.colors = [];  // one-to-one vertex colors, used in Points and Line
-
-	this.faces = [];
-
-	this.faceVertexUvs = [ [] ];
-
-	this.morphTargets = [];
-	this.morphColors = [];
-	this.morphNormals = [];
-
-	this.skinWeights = [];
-	this.skinIndices = [];
-
-	this.lineDistances = [];
-
-	this.boundingBox = null;
-	this.boundingSphere = null;
-
-	this.hasTangents = false;
-
-	this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
-
-	// update flags
-
-	this.verticesNeedUpdate = false;
-	this.elementsNeedUpdate = false;
-	this.uvsNeedUpdate = false;
-	this.normalsNeedUpdate = false;
-	this.tangentsNeedUpdate = false;
-	this.colorsNeedUpdate = false;
-	this.lineDistancesNeedUpdate = false;
-
-	this.groupsNeedUpdate = false;
-
-};
-
-THREE.Geometry.prototype = {
-
-	constructor: THREE.Geometry,
-
-	applyMatrix: function ( matrix ) {
-
-		var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-
-		for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
-
-			var vertex = this.vertices[ i ];
-			vertex.applyMatrix4( matrix );
-
-		}
-
-		for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
-
-			var face = this.faces[ i ];
-			face.normal.applyMatrix3( normalMatrix ).normalize();
-
-			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
-				face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
-
-			}
-
-		}
-
-		if ( this.boundingBox instanceof THREE.Box3 ) {
-
-			this.computeBoundingBox();
-
-		}
-
-		if ( this.boundingSphere instanceof THREE.Sphere ) {
-
-			this.computeBoundingSphere();
-
-		}
-
-	},
-
-	fromBufferGeometry: function ( geometry ) {
-
-		var scope = this;
-
-		var attributes = geometry.attributes;
-
-		var vertices = attributes.position.array;
-		var indices = attributes.index !== undefined ? attributes.index.array : undefined;
-		var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
-		var colors = attributes.color !== undefined ? attributes.color.array : undefined;
-		var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
-
-		var tempNormals = [];
-		var tempUVs = [];
-
-		for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) {
-
-			scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
-
-			if ( normals !== undefined ) {
-
-				tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
-
-			}
-
-			if ( colors !== undefined ) {
-
-				scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
-
-			}
-
-			if ( uvs !== undefined ) {
-
-				tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
-
-			}
-
-		}
-
-		var addFace = function ( a, b, c ) {
-
-			var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
-			var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
-
-			scope.faces.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) );
-			scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ], tempUVs[ b ], tempUVs[ c ] ] );
-
-		};
-
-		if ( indices !== undefined ) {
-
-			for ( var i = 0; i < indices.length; i += 3 ) {
-
-				addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
-
-			}
-
-		} else {
-
-			for ( var i = 0; i < vertices.length / 3; i += 3 ) {
-
-				addFace( i, i + 1, i + 2 );
-
-			}
-
-		}
-		
-		this.computeFaceNormals();
-
-		if ( geometry.boundingBox !== null ) {
-
-			this.boundingBox = geometry.boundingBox.clone();
-
-		}
-
-		if ( geometry.boundingSphere !== null ) {
-
-			this.boundingSphere = geometry.boundingSphere.clone();
-
-		}
-
-		return this;
-
-	},
-
-	center: function () {
-
-		this.computeBoundingBox();
-
-		var offset = new THREE.Vector3();
-
-		offset.addVectors( this.boundingBox.min, this.boundingBox.max );
-		offset.multiplyScalar( - 0.5 );
-
-		this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
-		this.computeBoundingBox();
-
-		return offset;
-
-	},
-
-	computeFaceNormals: function () {
-
-		var cb = new THREE.Vector3(), ab = new THREE.Vector3();
-
-		for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			var face = this.faces[ f ];
-
-			var vA = this.vertices[ face.a ];
-			var vB = this.vertices[ face.b ];
-			var vC = this.vertices[ face.c ];
-
-			cb.subVectors( vC, vB );
-			ab.subVectors( vA, vB );
-			cb.cross( ab );
-
-			cb.normalize();
-
-			face.normal.copy( cb );
-
-		}
-
-	},
-
-	computeVertexNormals: function ( areaWeighted ) {
-
-		var v, vl, f, fl, face, vertices;
-
-		vertices = new Array( this.vertices.length );
-
-		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
-			vertices[ v ] = new THREE.Vector3();
-
-		}
-
-		if ( areaWeighted ) {
-
-			// vertex normals weighted by triangle areas
-			// http://www.iquilezles.org/www/articles/normals/normals.htm
-
-			var vA, vB, vC, vD;
-			var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
-				db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
-
-			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-				face = this.faces[ f ];
-
-				vA = this.vertices[ face.a ];
-				vB = this.vertices[ face.b ];
-				vC = this.vertices[ face.c ];
-
-				cb.subVectors( vC, vB );
-				ab.subVectors( vA, vB );
-				cb.cross( ab );
-
-				vertices[ face.a ].add( cb );
-				vertices[ face.b ].add( cb );
-				vertices[ face.c ].add( cb );
-
-			}
-
-		} else {
-
-			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-				face = this.faces[ f ];
-
-				vertices[ face.a ].add( face.normal );
-				vertices[ face.b ].add( face.normal );
-				vertices[ face.c ].add( face.normal );
-
-			}
-
-		}
-
-		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
-			vertices[ v ].normalize();
-
-		}
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
-			face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
-			face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
-
-		}
-
-	},
-
-	computeMorphNormals: function () {
-
-		var i, il, f, fl, face;
-
-		// save original normals
-		// - create temp variables on first access
-		//   otherwise just copy (for faster repeated calls)
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			if ( ! face.__originalFaceNormal ) {
-
-				face.__originalFaceNormal = face.normal.clone();
-
-			} else {
-
-				face.__originalFaceNormal.copy( face.normal );
-
-			}
-
-			if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
-
-			for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
-
-				if ( ! face.__originalVertexNormals[ i ] ) {
-
-					face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
-
-				} else {
-
-					face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
-
-				}
-
-			}
-
-		}
-
-		// use temp geometry to compute face and vertex normals for each morph
-
-		var tmpGeo = new THREE.Geometry();
-		tmpGeo.faces = this.faces;
-
-		for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
-
-			// create on first access
-
-			if ( ! this.morphNormals[ i ] ) {
-
-				this.morphNormals[ i ] = {};
-				this.morphNormals[ i ].faceNormals = [];
-				this.morphNormals[ i ].vertexNormals = [];
-
-				var dstNormalsFace = this.morphNormals[ i ].faceNormals;
-				var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
-
-				var faceNormal, vertexNormals;
-
-				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-					faceNormal = new THREE.Vector3();
-					vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
-
-					dstNormalsFace.push( faceNormal );
-					dstNormalsVertex.push( vertexNormals );
-
-				}
-
-			}
-
-			var morphNormals = this.morphNormals[ i ];
-
-			// set vertices to morph target
-
-			tmpGeo.vertices = this.morphTargets[ i ].vertices;
-
-			// compute morph normals
-
-			tmpGeo.computeFaceNormals();
-			tmpGeo.computeVertexNormals();
-
-			// store morph normals
-
-			var faceNormal, vertexNormals;
-
-			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-				face = this.faces[ f ];
-
-				faceNormal = morphNormals.faceNormals[ f ];
-				vertexNormals = morphNormals.vertexNormals[ f ];
-
-				faceNormal.copy( face.normal );
-
-				vertexNormals.a.copy( face.vertexNormals[ 0 ] );
-				vertexNormals.b.copy( face.vertexNormals[ 1 ] );
-				vertexNormals.c.copy( face.vertexNormals[ 2 ] );
-
-			}
-
-		}
-
-		// restore original normals
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			face.normal = face.__originalFaceNormal;
-			face.vertexNormals = face.__originalVertexNormals;
-
-		}
-
-	},
-
-	computeTangents: function () {
-
-		// based on http://www.terathon.com/code/tangent.html
-		// tangents go to vertices
-
-		var f, fl, v, vl, i, il, vertexIndex,
-			face, uv, vA, vB, vC, uvA, uvB, uvC,
-			x1, x2, y1, y2, z1, z2,
-			s1, s2, t1, t2, r, t, test,
-			tan1 = [], tan2 = [],
-			sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
-			tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
-			n = new THREE.Vector3(), w;
-
-		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
-			tan1[ v ] = new THREE.Vector3();
-			tan2[ v ] = new THREE.Vector3();
-
-		}
-
-		function handleTriangle( context, a, b, c, ua, ub, uc ) {
-
-			vA = context.vertices[ a ];
-			vB = context.vertices[ b ];
-			vC = context.vertices[ c ];
-
-			uvA = uv[ ua ];
-			uvB = uv[ ub ];
-			uvC = uv[ uc ];
-
-			x1 = vB.x - vA.x;
-			x2 = vC.x - vA.x;
-			y1 = vB.y - vA.y;
-			y2 = vC.y - vA.y;
-			z1 = vB.z - vA.z;
-			z2 = vC.z - vA.z;
-
-			s1 = uvB.x - uvA.x;
-			s2 = uvC.x - uvA.x;
-			t1 = uvB.y - uvA.y;
-			t2 = uvC.y - uvA.y;
-
-			r = 1.0 / ( s1 * t2 - s2 * t1 );
-			sdir.set( ( t2 * x1 - t1 * x2 ) * r,
-					  ( t2 * y1 - t1 * y2 ) * r,
-					  ( t2 * z1 - t1 * z2 ) * r );
-			tdir.set( ( s1 * x2 - s2 * x1 ) * r,
-					  ( s1 * y2 - s2 * y1 ) * r,
-					  ( s1 * z2 - s2 * z1 ) * r );
-
-			tan1[ a ].add( sdir );
-			tan1[ b ].add( sdir );
-			tan1[ c ].add( sdir );
-
-			tan2[ a ].add( tdir );
-			tan2[ b ].add( tdir );
-			tan2[ c ].add( tdir );
-
-		}
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-			uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
-
-			handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
-
-		}
-
-		var faceIndex = [ 'a', 'b', 'c', 'd' ];
-
-		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
-			face = this.faces[ f ];
-
-			for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
-
-				n.copy( face.vertexNormals[ i ] );
-
-				vertexIndex = face[ faceIndex[ i ] ];
-
-				t = tan1[ vertexIndex ];
-
-				// Gram-Schmidt orthogonalize
-
-				tmp.copy( t );
-				tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
-				// Calculate handedness
-
-				tmp2.crossVectors( face.vertexNormals[ i ], t );
-				test = tmp2.dot( tan2[ vertexIndex ] );
-				w = ( test < 0.0 ) ? - 1.0 : 1.0;
-
-				face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
-
-			}
-
-		}
-
-		this.hasTangents = true;
-
-	},
-
-	computeLineDistances: function () {
-
-		var d = 0;
-		var vertices = this.vertices;
-
-		for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
-			if ( i > 0 ) {
-
-				d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
-
-			}
-
-			this.lineDistances[ i ] = d;
-
-		}
-
-	},
-
-	computeBoundingBox: function () {
-
-		if ( this.boundingBox === null ) {
-
-			this.boundingBox = new THREE.Box3();
-
-		}
-
-		this.boundingBox.setFromPoints( this.vertices );
-
-	},
-
-	computeBoundingSphere: function () {
-
-		if ( this.boundingSphere === null ) {
-
-			this.boundingSphere = new THREE.Sphere();
-
-		}
-
-		this.boundingSphere.setFromPoints( this.vertices );
-
-	},
-
-	merge: function ( geometry, matrix, materialIndexOffset ) {
-
-		if ( geometry instanceof THREE.Geometry === false ) {
-
-			console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
-			return;
-
-		}
-
-		var normalMatrix,
-		vertexOffset = this.vertices.length,
-		vertices1 = this.vertices,
-		vertices2 = geometry.vertices,
-		faces1 = this.faces,
-		faces2 = geometry.faces,
-		uvs1 = this.faceVertexUvs[ 0 ],
-		uvs2 = geometry.faceVertexUvs[ 0 ];
-
-		if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
-
-		if ( matrix !== undefined ) {
-
-			normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-
-		}
-
-		// vertices
-
-		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
-
-			var vertex = vertices2[ i ];
-
-			var vertexCopy = vertex.clone();
-
-			if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
-
-			vertices1.push( vertexCopy );
-
-		}
-
-		// faces
-
-		for ( i = 0, il = faces2.length; i < il; i ++ ) {
-
-			var face = faces2[ i ], faceCopy, normal, color,
-			faceVertexNormals = face.vertexNormals,
-			faceVertexColors = face.vertexColors;
-
-			faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
-			faceCopy.normal.copy( face.normal );
-
-			if ( normalMatrix !== undefined ) {
-
-				faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
-
-			}
-
-			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
-
-				normal = faceVertexNormals[ j ].clone();
-
-				if ( normalMatrix !== undefined ) {
-
-					normal.applyMatrix3( normalMatrix ).normalize();
-
-				}
-
-				faceCopy.vertexNormals.push( normal );
-
-			}
-
-			faceCopy.color.copy( face.color );
-
-			for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
-
-				color = faceVertexColors[ j ];
-				faceCopy.vertexColors.push( color.clone() );
-
-			}
-
-			faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
-
-			faces1.push( faceCopy );
-
-		}
-
-		// uvs
-
-		for ( i = 0, il = uvs2.length; i < il; i ++ ) {
-
-			var uv = uvs2[ i ], uvCopy = [];
-
-			if ( uv === undefined ) {
-
-				continue;
-
-			}
-
-			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
-
-				uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
-
-			}
-
-			uvs1.push( uvCopy );
-
-		}
-
-	},
-
-	/*
-	 * Checks for duplicate vertices with hashmap.
-	 * Duplicated vertices are removed
-	 * and faces' vertices are updated.
-	 */
-
-	mergeVertices: function () {
-
-		var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
-		var unique = [], changes = [];
-
-		var v, key;
-		var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
-		var precision = Math.pow( 10, precisionPoints );
-		var i,il, face;
-		var indices, k, j, jl, u;
-
-		for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
-
-			v = this.vertices[ i ];
-			key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
-
-			if ( verticesMap[ key ] === undefined ) {
-
-				verticesMap[ key ] = i;
-				unique.push( this.vertices[ i ] );
-				changes[ i ] = unique.length - 1;
-
-			} else {
-
-				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
-				changes[ i ] = changes[ verticesMap[ key ] ];
-
-			}
-
-		};
-
-
-		// if faces are completely degenerate after merging vertices, we
-		// have to remove them from the geometry.
-		var faceIndicesToRemove = [];
-
-		for ( i = 0, il = this.faces.length; i < il; i ++ ) {
-
-			face = this.faces[ i ];
-
-			face.a = changes[ face.a ];
-			face.b = changes[ face.b ];
-			face.c = changes[ face.c ];
-
-			indices = [ face.a, face.b, face.c ];
-
-			var dupIndex = - 1;
-
-			// if any duplicate vertices are found in a Face3
-			// we have to remove the face as nothing can be saved
-			for ( var n = 0; n < 3; n ++ ) {
-				if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
-
-					dupIndex = n;
-					faceIndicesToRemove.push( i );
-					break;
-
-				}
-			}
-
-		}
-
-		for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
-			var idx = faceIndicesToRemove[ i ];
-
-			this.faces.splice( idx, 1 );
-
-			for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
-
-				this.faceVertexUvs[ j ].splice( idx, 1 );
-
-			}
-
-		}
-
-		// Use unique set of vertices
-
-		var diff = this.vertices.length - unique.length;
-		this.vertices = unique;
-		return diff;
-
-	},
-
-	toJSON: function () {
-
-		var output = {
-			metadata: {
-				version: 4.0,
-				type: 'BufferGeometry',
-				generator: 'BufferGeometryExporter'
-			},
-			uuid: this.uuid,
-			type: this.type
-		};
-
-		if ( this.name !== "" ) output.name = this.name;
-
-		if ( this.parameters !== undefined ) {
-
-			var parameters = this.parameters;
-
-			for ( var key in parameters ) {
-
-				if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ];
-
-			}
-
-			return output;
-
-		}
-
-		var vertices = [];
-
-		for ( var i = 0; i < this.vertices.length; i ++ ) {
-
-			var vertex = this.vertices[ i ];
-			vertices.push( vertex.x, vertex.y, vertex.z );
-
-		}
-
-		var faces = [];
-		var normals = [];
-		var normalsHash = {};
-		var colors = [];
-		var colorsHash = {};
-		var uvs = [];
-		var uvsHash = {};
-
-		for ( var i = 0; i < this.faces.length; i ++ ) {
-
-			var face = this.faces[ i ];
-
-			var hasMaterial = false; // face.materialIndex !== undefined;
-			var hasFaceUv = false; // deprecated
-			var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
-			var hasFaceNormal = face.normal.length() > 0;
-			var hasFaceVertexNormal = face.vertexNormals.length > 0;
-			var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
-			var hasFaceVertexColor = face.vertexColors.length > 0;
-
-			var faceType = 0;
-
-			faceType = setBit( faceType, 0, 0 );
-			faceType = setBit( faceType, 1, hasMaterial );
-			faceType = setBit( faceType, 2, hasFaceUv );
-			faceType = setBit( faceType, 3, hasFaceVertexUv );
-			faceType = setBit( faceType, 4, hasFaceNormal );
-			faceType = setBit( faceType, 5, hasFaceVertexNormal );
-			faceType = setBit( faceType, 6, hasFaceColor );
-			faceType = setBit( faceType, 7, hasFaceVertexColor );
-
-			faces.push( faceType );
-			faces.push( face.a, face.b, face.c );
-
-
-			/*
-			if ( hasMaterial ) {
-
-				faces.push( face.materialIndex );
-
-			}
-			*/
-
-			if ( hasFaceVertexUv ) {
-
-				var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
-
-				faces.push(
-					getUvIndex( faceVertexUvs[ 0 ] ),
-					getUvIndex( faceVertexUvs[ 1 ] ),
-					getUvIndex( faceVertexUvs[ 2 ] )
-				);
-
-			}
-
-			if ( hasFaceNormal ) {
-
-				faces.push( getNormalIndex( face.normal ) );
-
-			}
-
-			if ( hasFaceVertexNormal ) {
-
-				var vertexNormals = face.vertexNormals;
-
-				faces.push(
-					getNormalIndex( vertexNormals[ 0 ] ),
-					getNormalIndex( vertexNormals[ 1 ] ),
-					getNormalIndex( vertexNormals[ 2 ] )
-				);
-
-			}
-
-			if ( hasFaceColor ) {
-
-				faces.push( getColorIndex( face.color ) );
-
-			}
-
-			if ( hasFaceVertexColor ) {
-
-				var vertexColors = face.vertexColors;
-
-				faces.push(
-					getColorIndex( vertexColors[ 0 ] ),
-					getColorIndex( vertexColors[ 1 ] ),
-					getColorIndex( vertexColors[ 2 ] )
-				);
-
-			}
-
-		}
-
-		function setBit( value, position, enabled ) {
-
-			return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position) );
-
-		}
-
-		function getNormalIndex( normal ) {
-
-			var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
-
-			if ( normalsHash[ hash ] !== undefined ) {
-
-				return normalsHash[ hash ];
-
-			}
-
-			normalsHash[ hash ] = normals.length / 3;
-			normals.push( normal.x, normal.y, normal.z );
-
-			return normalsHash[ hash ];
-
-		}
-
-		function getColorIndex( color ) {
-
-			var hash = color.r.toString() + color.g.toString() + color.b.toString();
-
-			if ( colorsHash[ hash ] !== undefined ) {
-
-				return colorsHash[ hash ];
-
-			}
-
-			colorsHash[ hash ] = colors.length;
-			colors.push( color.getHex() );
-
-			return colorsHash[ hash ];
-
-		}
-
-		function getUvIndex( uv ) {
-
-			var hash = uv.x.toString() + uv.y.toString();
-
-			if ( uvsHash[ hash ] !== undefined ) {
-
-				return uvsHash[ hash ];
-
-			}
-
-			uvsHash[ hash ] = uvs.length / 2;
-			uvs.push( uv.x, uv.y );
-
-			return uvsHash[ hash ];
-
-		}
-
-		output.data = {};
-
-		output.data.vertices = vertices;
-		output.data.normals = normals;
-		if ( colors.length > 0 ) output.data.colors = colors;
-		if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility
-		output.data.faces = faces;
-
-		//
-
-		return output;
-
-	},
-
-	clone: function () {
-
-		var geometry = new THREE.Geometry();
-
-		var vertices = this.vertices;
-
-		for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
-			geometry.vertices.push( vertices[ i ].clone() );
-
-		}
-
-		var faces = this.faces;
-
-		for ( var i = 0, il = faces.length; i < il; i ++ ) {
-
-			geometry.faces.push( faces[ i ].clone() );
-
-		}
-
-		var uvs = this.faceVertexUvs[ 0 ];
-
-		for ( var i = 0, il = uvs.length; i < il; i ++ ) {
-
-			var uv = uvs[ i ], uvCopy = [];
-
-			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
-
-				uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
-
-			}
-
-			geometry.faceVertexUvs[ 0 ].push( uvCopy );
-
-		}
-
-		return geometry;
-
-	},
-
-	dispose: function () {
-
-		this.dispatchEvent( { type: 'dispose' } );
-
-	}
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
-
-THREE.GeometryIdCount = 0;
-
-// File:src/cameras/Camera.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.Camera = function () {
-
-	THREE.Object3D.call( this );
-
-	this.type = 'Camera';
-
-	this.matrixWorldInverse = new THREE.Matrix4();
-	this.projectionMatrix = new THREE.Matrix4();
-
-};
-
-THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Camera.prototype.getWorldDirection = function () {
-
-	var quaternion = new THREE.Quaternion();
-
-	return function ( optionalTarget ) {
-
-		var result = optionalTarget || new THREE.Vector3();
-
-		this.getWorldQuaternion( quaternion );
-
-		return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
-
-	}
-
-}();
-
-THREE.Camera.prototype.lookAt = function () {
-
-	// This routine does not support cameras with rotated and/or translated parent(s)
-
-	var m1 = new THREE.Matrix4();
-
-	return function ( vector ) {
-
-		m1.lookAt( this.position, vector, this.up );
-
-		this.quaternion.setFromRotationMatrix( m1 );
-
-	};
-
-}();
-
-THREE.Camera.prototype.clone = function ( camera ) {
-
-	if ( camera === undefined ) camera = new THREE.Camera();
-
-	THREE.Object3D.prototype.clone.call( this, camera );
-
-	camera.matrixWorldInverse.copy( this.matrixWorldInverse );
-	camera.projectionMatrix.copy( this.projectionMatrix );
-
-	return camera;
-};
-
-// File:src/cameras/CubeCamera.js
-
-/**
- * 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 );
-
-	this.type = 'CubeCamera';
-
-	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 );
-
-// File:src/cameras/OrthographicCamera.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
-
-	THREE.Camera.call( this );
-
-	this.type = 'OrthographicCamera';
-
-	this.zoom = 1;
-
-	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 () {
-
-	var dx = ( this.right - this.left ) / ( 2 * this.zoom );
-	var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
-	var cx = ( this.right + this.left ) / 2;
-	var cy = ( this.top + this.bottom ) / 2;
-
-	this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far );
-
-};
-
-THREE.OrthographicCamera.prototype.clone = function () {
-
-	var camera = new THREE.OrthographicCamera();
-
-	THREE.Camera.prototype.clone.call( this, camera );
-
-	camera.zoom = this.zoom;
-
-	camera.left = this.left;
-	camera.right = this.right;
-	camera.top = this.top;
-	camera.bottom = this.bottom;
-
-	camera.near = this.near;
-	camera.far = this.far;
-
-	camera.projectionMatrix.copy( this.projectionMatrix );
-
-	return camera;
-};
-
-// File:src/cameras/PerspectiveCamera.js
-
-/**
- * @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.type = 'PerspectiveCamera';
-
-	this.zoom = 1;
-
-	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 () {
-
-	var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) );
-
-	if ( this.fullWidth ) {
-
-		var aspect = this.fullWidth / this.fullHeight;
-		var top = Math.tan( THREE.Math.degToRad( 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( fov, this.aspect, this.near, this.far );
-
-	}
-
-};
-
-THREE.PerspectiveCamera.prototype.clone = function () {
-
-	var camera = new THREE.PerspectiveCamera();
-
-	THREE.Camera.prototype.clone.call( this, camera );
-
-	camera.zoom = this.zoom;
-
-	camera.fov = this.fov;
-	camera.aspect = this.aspect;
-	camera.near = this.near;
-	camera.far = this.far;
-
-	camera.projectionMatrix.copy( this.projectionMatrix );
-
-	return camera;
-
-};
-
-// File:src/lights/Light.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Light = function ( color ) {
-
-	THREE.Object3D.call( this );
-
-	this.type = 'Light';
-	
-	this.color = new THREE.Color( color );
-
-};
-
-THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Light.prototype.clone = function ( light ) {
-
-	if ( light === undefined ) light = new THREE.Light();
-
-	THREE.Object3D.prototype.clone.call( this, light );
-
-	light.color.copy( this.color );
-
-	return light;
-
-};
-
-// File:src/lights/AmbientLight.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AmbientLight = function ( color ) {
-
-	THREE.Light.call( this, color );
-
-	this.type = 'AmbientLight';
-
-};
-
-THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
-
-THREE.AmbientLight.prototype.clone = function () {
-
-	var light = new THREE.AmbientLight();
-
-	THREE.Light.prototype.clone.call( this, light );
-
-	return light;
-
-};
-
-// File:src/lights/AreaLight.js
-
-/**
- * @author MPanknin / http://www.redplant.de/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.AreaLight = function ( color, intensity ) {
-
-	THREE.Light.call( this, color );
-
-	this.type = 'AreaLight';
-
-	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 );
-
-
-// File:src/lights/DirectionalLight.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DirectionalLight = function ( color, intensity ) {
-
-	THREE.Light.call( this, color );
-
-	this.type = 'DirectionalLight';
-
-	this.position.set( 0, 1, 0 );
-	this.target = new THREE.Object3D();
-
-	this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
-	this.castShadow = false;
-	this.onlyShadow = false;
-
-	//
-
-	this.shadowCameraNear = 50;
-	this.shadowCameraFar = 5000;
-
-	this.shadowCameraLeft = - 500;
-	this.shadowCameraRight = 500;
-	this.shadowCameraTop = 500;
-	this.shadowCameraBottom = - 500;
-
-	this.shadowCameraVisible = false;
-
-	this.shadowBias = 0;
-	this.shadowDarkness = 0.5;
-
-	this.shadowMapWidth = 512;
-	this.shadowMapHeight = 512;
-
-	//
-
-	this.shadowCascade = false;
-
-	this.shadowCascadeOffset = new THREE.Vector3( 0, 0, - 1000 );
-	this.shadowCascadeCount = 2;
-
-	this.shadowCascadeBias = [ 0, 0, 0 ];
-	this.shadowCascadeWidth = [ 512, 512, 512 ];
-	this.shadowCascadeHeight = [ 512, 512, 512 ];
-
-	this.shadowCascadeNearZ = [ - 1.000, 0.990, 0.998 ];
-	this.shadowCascadeFarZ  = [  0.990, 0.998, 1.000 ];
-
-	this.shadowCascadeArray = [];
-
-	//
-
-	this.shadowMap = null;
-	this.shadowMapSize = null;
-	this.shadowCamera = null;
-	this.shadowMatrix = null;
-
-};
-
-THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
-
-THREE.DirectionalLight.prototype.clone = function () {
-
-	var light = new THREE.DirectionalLight();
-
-	THREE.Light.prototype.clone.call( this, light );
-
-	light.target = this.target.clone();
-
-	light.intensity = this.intensity;
-
-	light.castShadow = this.castShadow;
-	light.onlyShadow = this.onlyShadow;
-
-	//
-
-	light.shadowCameraNear = this.shadowCameraNear;
-	light.shadowCameraFar = this.shadowCameraFar;
-
-	light.shadowCameraLeft = this.shadowCameraLeft;
-	light.shadowCameraRight = this.shadowCameraRight;
-	light.shadowCameraTop = this.shadowCameraTop;
-	light.shadowCameraBottom = this.shadowCameraBottom;
-
-	light.shadowCameraVisible = this.shadowCameraVisible;
-
-	light.shadowBias = this.shadowBias;
-	light.shadowDarkness = this.shadowDarkness;
-
-	light.shadowMapWidth = this.shadowMapWidth;
-	light.shadowMapHeight = this.shadowMapHeight;
-
-	//
-
-	light.shadowCascade = this.shadowCascade;
-
-	light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
-	light.shadowCascadeCount = this.shadowCascadeCount;
-
-	light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
-	light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
-	light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
-
-	light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
-	light.shadowCascadeFarZ  = this.shadowCascadeFarZ.slice( 0 );
-
-	return light;
-
-};
-
-// File:src/lights/HemisphereLight.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
-
-	THREE.Light.call( this, skyColor );
-
-	this.type = 'HemisphereLight';
-
-	this.position.set( 0, 100, 0 );
-
-	this.groundColor = new THREE.Color( groundColor );
-	this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
-};
-
-THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
-
-THREE.HemisphereLight.prototype.clone = function () {
-
-	var light = new THREE.HemisphereLight();
-
-	THREE.Light.prototype.clone.call( this, light );
-
-	light.groundColor.copy( this.groundColor );
-	light.intensity = this.intensity;
-
-	return light;
-
-};
-
-// File:src/lights/PointLight.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.PointLight = function ( color, intensity, distance ) {
-
-	THREE.Light.call( this, color );
-
-	this.type = 'PointLight';
-
-	this.intensity = ( intensity !== undefined ) ? intensity : 1;
-	this.distance = ( distance !== undefined ) ? distance : 0;
-
-};
-
-THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
-
-THREE.PointLight.prototype.clone = function () {
-
-	var light = new THREE.PointLight();
-
-	THREE.Light.prototype.clone.call( this, light );
-
-	light.intensity = this.intensity;
-	light.distance = this.distance;
-
-	return light;
-
-};
-
-// File:src/lights/SpotLight.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
-
-	THREE.Light.call( this, color );
-
-	this.type = 'SpotLight';
-
-	this.position.set( 0, 1, 0 );
-	this.target = new THREE.Object3D();
-
-	this.intensity = ( intensity !== undefined ) ? intensity : 1;
-	this.distance = ( distance !== undefined ) ? distance : 0;
-	this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
-	this.exponent = ( exponent !== undefined ) ? exponent : 10;
-
-	this.castShadow = false;
-	this.onlyShadow = false;
-
-	//
-
-	this.shadowCameraNear = 50;
-	this.shadowCameraFar = 5000;
-	this.shadowCameraFov = 50;
-
-	this.shadowCameraVisible = false;
-
-	this.shadowBias = 0;
-	this.shadowDarkness = 0.5;
-
-	this.shadowMapWidth = 512;
-	this.shadowMapHeight = 512;
-
-	//
-
-	this.shadowMap = null;
-	this.shadowMapSize = null;
-	this.shadowCamera = null;
-	this.shadowMatrix = null;
-
-};
-
-THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
-
-THREE.SpotLight.prototype.clone = function () {
-
-	var light = new THREE.SpotLight();
-
-	THREE.Light.prototype.clone.call( this, light );
-
-	light.target = this.target.clone();
-
-	light.intensity = this.intensity;
-	light.distance = this.distance;
-	light.angle = this.angle;
-	light.exponent = this.exponent;
-
-	light.castShadow = this.castShadow;
-	light.onlyShadow = this.onlyShadow;
-
-	//
-
-	light.shadowCameraNear = this.shadowCameraNear;
-	light.shadowCameraFar = this.shadowCameraFar;
-	light.shadowCameraFov = this.shadowCameraFov;
-
-	light.shadowCameraVisible = this.shadowCameraVisible;
-
-	light.shadowBias = this.shadowBias;
-	light.shadowDarkness = this.shadowDarkness;
-
-	light.shadowMapWidth = this.shadowMapWidth;
-	light.shadowMapHeight = this.shadowMapHeight;
-
-	return light;
-
-};
-
-// File:src/loaders/Cache.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Cache = function () {
-
-	this.files = {};
-
-};
-
-THREE.Cache.prototype = {
-
-	constructor: THREE.Cache,
-
-	add: function ( key, file ) {
-
-		// console.log( 'THREE.Cache', 'Adding key:', key );
-
-		this.files[ key ] = file;
-
-	},
-
-	get: function ( key ) {
-
-		// console.log( 'THREE.Cache', 'Checking key:', key );
-
-		return this.files[ key ];
-
-	},
-
-	remove: function ( key ) {
-
-		delete this.files[ key ];
-
-	},
-
-	clear: function () {
-
-		this.files = {}
-
-	}
-
-};
-
-// File:src/loaders/Loader.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Loader = function ( showStatus ) {
-
-	this.showStatus = showStatus;
-	this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
-
-	this.imageLoader = new THREE.ImageLoader();
-
-	this.onLoadStart = function () {};
-	this.onLoadProgress = function () {};
-	this.onLoadComplete = function () {};
-	this.extractUrlBase = function ( url ) { return ""; }
-
-};
-
-THREE.Loader.prototype = {
-
-	constructor: THREE.Loader,
-
-	crossOrigin: undefined,
-
-	addStatusElement: function () {
-
-		var e = document.createElement( 'div' );
-
-		e.style.position = 'absolute';
-		e.style.right = '0px';
-		e.style.top = '0px';
-		e.style.fontSize = '0.8em';
-		e.style.textAlign = 'left';
-		e.style.background = 'rgba(0,0,0,0.25)';
-		e.style.color = '#fff';
-		e.style.width = '120px';
-		e.style.padding = '0.5em 0.5em 0.5em 0.5em';
-		e.style.zIndex = 1000;
-
-		e.innerHTML = 'Loading ...';
-
-		return e;
-
-	},
-
-	updateProgress: function ( progress ) {
-
-		var message = 'Loaded ';
-
-		if ( progress.total ) {
-
-			message += ( 100 * progress.loaded / progress.total ).toFixed( 0 ) + '%';
-
-
-		} else {
-
-			message += ( progress.loaded / 1024 ).toFixed( 2 ) + ' KB';
-
-		}
-
-		this.statusDomElement.innerHTML = message;
-
-	},
-
-	extractUrlBase: function ( url ) {
-
-		var parts = url.split( '/' );
-
-		if ( parts.length === 1 ) return './';
-
-		parts.pop();
-
-		return parts.join( '/' ) + '/';
-
-	},
-
-	initMaterials: function ( materials, texturePath ) {
-
-		var array = [];
-
-		for ( var i = 0; i < materials.length; ++ i ) {
-
-			array[ i ] = this.createMaterial( materials[ i ], texturePath );
-
-		}
-
-		return array;
-
-	},
-
-	needsTangents: function ( materials ) {
-
-		for ( var i = 0, il = materials.length; i < il; i ++ ) {
-
-			var m = materials[ i ];
-
-			if ( m instanceof THREE.ShaderMaterial ) return true;
-
-		}
-
-		return false;
-
-	},
-
-	createMaterial: function ( m, texturePath ) {
-
-		var scope = this;
-
-		function nearest_pow2( n ) {
-
-			var l = Math.log( n ) / Math.LN2;
-			return Math.pow( 2, Math.round(  l ) );
-
-		}
-
-		function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
-
-			var fullPath = texturePath + sourceFile;
-
-			var texture;
-
-			var loader = THREE.Loader.Handlers.get( fullPath );
-
-			if ( loader !== null ) {
-
-				texture = loader.load( fullPath );
-
-			} else {
-
-				texture = new THREE.Texture();
-
-				loader = scope.imageLoader;
-				loader.crossOrigin = scope.crossOrigin;
-				loader.load( fullPath, function ( image ) {
-
-					if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
-						 THREE.Math.isPowerOfTwo( image.height ) === false ) {
-
-						var width = nearest_pow2( image.width );
-						var height = nearest_pow2( image.height );
-
-						texture.image = image.resize( width, height );
-
-					} else {
-
-						texture.image = image;
-
-					}
-
-					texture.needsUpdate = true;
-
-				} );
-
-			}
-
-			texture.sourceFile = sourceFile;
-
-			if ( repeat ) {
-
-				texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
-
-				if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
-				if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
-
-			}
-
-			if ( offset ) {
-
-				texture.offset.set( offset[ 0 ], offset[ 1 ] );
-
-			}
-
-			if ( wrap ) {
-
-				var wrapMap = {
-					'repeat': THREE.RepeatWrapping,
-					'mirror': THREE.MirroredRepeatWrapping
-				}
-
-				if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
-				if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
-
-			}
-
-			if ( anisotropy ) {
-
-				texture.anisotropy = anisotropy;
-
-			}
-
-			where[ name ] = texture;
-
-		}
-
-		function rgb2hex( rgb ) {
-            return ( ( Math.floor(rgb[ 0 ] * 255) << 16 ) +
-                     ( Math.floor(rgb[ 1 ] * 255) << 8  ) +
-                       Math.floor(rgb[ 2 ] * 255)         );
-
-		}
-
-		// defaults
-
-		var mtype = 'MeshLambertMaterial';
-		var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
-
-		// parameters from model file
-
-		if ( m.shading ) {
-
-			var shading = m.shading.toLowerCase();
-
-			if ( shading === 'phong' ) mtype = 'MeshPhongMaterial';
-			else if ( shading === 'basic' ) mtype = 'MeshBasicMaterial';
-
-		}
-
-		if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
-
-			mpars.blending = THREE[ m.blending ];
-
-		}
-
-		if ( m.transparent !== undefined || m.opacity < 1.0 ) {
-
-			mpars.transparent = m.transparent;
-
-		}
-
-		if ( m.depthTest !== undefined ) {
-
-			mpars.depthTest = m.depthTest;
-
-		}
-
-		if ( m.depthWrite !== undefined ) {
-
-			mpars.depthWrite = m.depthWrite;
-
-		}
-
-		if ( m.visible !== undefined ) {
-
-			mpars.visible = m.visible;
-
-		}
-
-		if ( m.flipSided !== undefined ) {
-
-			mpars.side = THREE.BackSide;
-
-		}
-
-		if ( m.doubleSided !== undefined ) {
-
-			mpars.side = THREE.DoubleSide;
-
-		}
-
-		if ( m.wireframe !== undefined ) {
-
-			mpars.wireframe = m.wireframe;
-
-		}
-
-		if ( m.vertexColors !== undefined ) {
-
-			if ( m.vertexColors === 'face' ) {
-
-				mpars.vertexColors = THREE.FaceColors;
-
-			} else if ( m.vertexColors ) {
-
-				mpars.vertexColors = THREE.VertexColors;
-
-			}
-
-		}
-
-		// colors
-
-		if ( m.colorDiffuse ) {
-
-			mpars.color = rgb2hex( m.colorDiffuse );
-
-		} else if ( m.DbgColor ) {
-
-			mpars.color = m.DbgColor;
-
-		}
-
-		if ( m.colorSpecular ) {
-
-			mpars.specular = rgb2hex( m.colorSpecular );
-
-		}
-
-		if ( m.colorAmbient ) {
-
-			mpars.ambient = rgb2hex( m.colorAmbient );
-
-		}
-
-		if ( m.colorEmissive ) {
-
-			mpars.emissive = rgb2hex( m.colorEmissive );
-
-		}
-
-		// modifiers
-
-		if ( m.transparency ) {
-
-			mpars.opacity = m.transparency;
-
-		}
-
-		if ( m.specularCoef ) {
-
-			mpars.shininess = m.specularCoef;
-
-		}
-
-		// textures
-
-		if ( m.mapDiffuse && texturePath ) {
-
-			create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
-
-		}
-
-		if ( m.mapLight && texturePath ) {
-
-			create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
-
-		}
-
-		if ( m.mapBump && texturePath ) {
-
-			create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
-
-		}
-
-		if ( m.mapNormal && texturePath ) {
-
-			create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
-
-		}
-
-		if ( m.mapSpecular && texturePath ) {
-
-			create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
-
-		}
-
-		if ( m.mapAlpha && texturePath ) {
-
-			create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
-
-		}
-
-		//
-
-		if ( m.mapBumpScale ) {
-
-			mpars.bumpScale = m.mapBumpScale;
-
-		}
-
-		// special case for normal mapped material
-
-		if ( m.mapNormal ) {
-
-			var shader = THREE.ShaderLib[ 'normalmap' ];
-			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
-
-			uniforms[ 'tNormal' ].value = mpars.normalMap;
-
-			if ( m.mapNormalFactor ) {
-
-				uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor );
-
-			}
-
-			if ( mpars.map ) {
-
-				uniforms[ 'tDiffuse' ].value = mpars.map;
-				uniforms[ 'enableDiffuse' ].value = true;
-
-			}
-
-			if ( mpars.specularMap ) {
-
-				uniforms[ 'tSpecular' ].value = mpars.specularMap;
-				uniforms[ 'enableSpecular' ].value = true;
-
-			}
-
-			if ( mpars.lightMap ) {
-
-				uniforms[ 'tAO' ].value = mpars.lightMap;
-				uniforms[ 'enableAO' ].value = true;
-
-			}
-
-			// for the moment don't handle displacement texture
-
-			uniforms[ 'diffuse' ].value.setHex( mpars.color );
-			uniforms[ 'specular' ].value.setHex( mpars.specular );
-			uniforms[ 'ambient' ].value.setHex( mpars.ambient );
-
-			uniforms[ 'shininess' ].value = mpars.shininess;
-
-			if ( mpars.opacity !== undefined ) {
-
-				uniforms[ 'opacity' ].value = mpars.opacity;
-
-			}
-
-			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
-			var material = new THREE.ShaderMaterial( parameters );
-
-			if ( mpars.transparent ) {
-
-				material.transparent = true;
-
-			}
-
-		} else {
-
-			var material = new THREE[ mtype ]( mpars );
-
-		}
-
-		if ( m.DbgName !== undefined ) material.name = m.DbgName;
-
-		return material;
-
-	}
-
-};
-
-THREE.Loader.Handlers = {
-
-	handlers: [],
-
-	add: function ( regex, loader ) {
-
-		this.handlers.push( regex, loader );
-
-	},
-
-	get: function ( file ) {
-
-		for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
-
-			var regex = this.handlers[ i ];
-			var loader  = this.handlers[ i + 1 ];
-
-			if ( regex.test( file ) ) {
-
-				return loader;
-
-			}
-
-		}
-
-		return null;
-
-	}
-
-};
-
-// File:src/loaders/XHRLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.XHRLoader = function ( manager ) {
-
-	this.cache = new THREE.Cache();
-	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.XHRLoader.prototype = {
-
-	constructor: THREE.XHRLoader,
-
-	load: function ( url, onLoad, onProgress, onError ) {
-
-		var scope = this;
-
-		var cached = scope.cache.get( url );
-
-		if ( cached !== undefined ) {
-
-			if ( onLoad ) onLoad( cached );
-			return;
-
-		}
-
-		var request = new XMLHttpRequest();
-		request.open( 'GET', url, true );
-
-		request.addEventListener( 'load', function ( event ) {
-
-			scope.cache.add( url, this.response );
-
-			if ( onLoad ) onLoad( this.response );
-
-			scope.manager.itemEnd( url );
-
-		}, false );
-
-		if ( onProgress !== undefined ) {
-
-			request.addEventListener( 'progress', function ( event ) {
-
-				onProgress( event );
-
-			}, false );
-
-		}
-
-		if ( onError !== undefined ) {
-
-			request.addEventListener( 'error', function ( event ) {
-
-				onError( event );
-
-			}, false );
-
-		}
-
-		if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
-		if ( this.responseType !== undefined ) request.responseType = this.responseType;
-
-		request.send( null );
-
-		scope.manager.itemStart( url );
-
-	},
-
-	setResponseType: function ( value ) {
-
-		this.responseType = value;
-
-	},
-
-	setCrossOrigin: function ( value ) {
-
-		this.crossOrigin = value;
-
-	}
-
-};
-
-// File:src/loaders/ImageLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ImageLoader = function ( manager ) {
-
-	this.cache = new THREE.Cache();
-	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.ImageLoader.prototype = {
-
-	constructor: THREE.ImageLoader,
-
-	load: function ( url, onLoad, onProgress, onError ) {
-
-		var scope = this;
-
-		var cached = scope.cache.get( url );
-
-		if ( cached !== undefined ) {
-
-			onLoad( cached );
-			return;
-
-		}
-
-		var image = document.createElement( 'img' );
-
-		if ( onLoad !== undefined ) {
-
-			image.addEventListener( 'load', function ( event ) {
-
-				scope.cache.add( url, this );
-
-				onLoad( this );
-				scope.manager.itemEnd( url );
-
-			}, false );
-
-		}
-
-		if ( onProgress !== undefined ) {
-
-			image.addEventListener( 'progress', function ( event ) {
-
-				onProgress( event );
-
-			}, false );
-
-		}
-
-		if ( onError !== undefined ) {
-
-			image.addEventListener( 'error', function ( event ) {
-
-				onError( event );
-
-			}, false );
-
-		}
-
-		if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
-
-		image.src = url;
-
-		scope.manager.itemStart( url );
-
-		return image;
-
-	},
-
-	setCrossOrigin: function ( value ) {
-
-		this.crossOrigin = value;
-
-	}
-
-}
-
-// File:src/loaders/JSONLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.JSONLoader = function ( showStatus ) {
-
-	THREE.Loader.call( this, showStatus );
-
-	this.withCredentials = false;
-
-};
-
-THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
-
-THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
-
-	var scope = this;
-
-	// todo: unify load API to for easier SceneLoader use
-
-	texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
-
-	this.onLoadStart();
-	this.loadAjaxJSON( this, url, callback, texturePath );
-
-};
-
-THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
-
-	var xhr = new XMLHttpRequest();
-
-	var length = 0;
-
-	xhr.onreadystatechange = function () {
-
-		if ( xhr.readyState === xhr.DONE ) {
-
-			if ( xhr.status === 200 || xhr.status === 0 ) {
-
-				if ( xhr.responseText ) {
-
-					var json = JSON.parse( xhr.responseText );
-
-					if ( json.metadata !== undefined && json.metadata.type === 'scene' ) {
-
-						console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
-						return;
-
-					}
-
-					var result = context.parse( json, texturePath );
-					callback( result.geometry, result.materials );
-
-				} else {
-
-					console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' );
-
-				}
-
-				// in context of more complex asset initialization
-				// do not block on single failed file
-				// maybe should go even one more level up
-
-				context.onLoadComplete();
-
-			} else {
-
-				console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' );
-
-			}
-
-		} else if ( xhr.readyState === xhr.LOADING ) {
-
-			if ( callbackProgress ) {
-
-				if ( length === 0 ) {
-
-					length = xhr.getResponseHeader( 'Content-Length' );
-
-				}
-
-				callbackProgress( { total: length, loaded: xhr.responseText.length } );
-
-			}
-
-		} else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
-
-			if ( callbackProgress !== undefined ) {
-
-				length = xhr.getResponseHeader( 'Content-Length' );
-
-			}
-
-		}
-
-	};
-
-	xhr.open( 'GET', url, true );
-	xhr.withCredentials = this.withCredentials;
-	xhr.send( null );
-
-};
-
-THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
-
-	var scope = this,
-	geometry = new THREE.Geometry(),
-	scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
-
-	parseModel( scale );
-
-	parseSkin();
-	parseMorphing( scale );
-
-	geometry.computeFaceNormals();
-	geometry.computeBoundingSphere();
-
-	function parseModel( scale ) {
-
-		function isBitSet( value, position ) {
-
-			return value & ( 1 << position );
-
-		}
-
-		var i, j, fi,
-
-		offset, zLength,
-
-		colorIndex, normalIndex, uvIndex, materialIndex,
-
-		type,
-		isQuad,
-		hasMaterial,
-		hasFaceVertexUv,
-		hasFaceNormal, hasFaceVertexNormal,
-		hasFaceColor, hasFaceVertexColor,
-
-		vertex, face, faceA, faceB, color, hex, normal,
-
-		uvLayer, uv, u, v,
-
-		faces = json.faces,
-		vertices = json.vertices,
-		normals = json.normals,
-		colors = json.colors,
-
-		nUvLayers = 0;
-
-		if ( json.uvs !== undefined ) {
-
-			// disregard empty arrays
-
-			for ( i = 0; i < json.uvs.length; i ++ ) {
-
-				if ( json.uvs[ i ].length ) nUvLayers ++;
-
-			}
-
-			for ( i = 0; i < nUvLayers; i ++ ) {
-
-				geometry.faceVertexUvs[ i ] = [];
-
-			}
-
-		}
-
-		offset = 0;
-		zLength = vertices.length;
-
-		while ( offset < zLength ) {
-
-			vertex = new THREE.Vector3();
-
-			vertex.x = vertices[ offset ++ ] * scale;
-			vertex.y = vertices[ offset ++ ] * scale;
-			vertex.z = vertices[ offset ++ ] * scale;
-
-			geometry.vertices.push( vertex );
-
-		}
-
-		offset = 0;
-		zLength = faces.length;
-
-		while ( offset < zLength ) {
-
-			type = faces[ offset ++ ];
-
-
-			isQuad              = isBitSet( type, 0 );
-			hasMaterial         = isBitSet( type, 1 );
-			hasFaceVertexUv     = isBitSet( type, 3 );
-			hasFaceNormal       = isBitSet( type, 4 );
-			hasFaceVertexNormal = isBitSet( type, 5 );
-			hasFaceColor	     = isBitSet( type, 6 );
-			hasFaceVertexColor  = isBitSet( type, 7 );
-
-			// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
-
-			if ( isQuad ) {
-
-				faceA = new THREE.Face3();
-				faceA.a = faces[ offset ];
-				faceA.b = faces[ offset + 1 ];
-				faceA.c = faces[ offset + 3 ];
-
-				faceB = new THREE.Face3();
-				faceB.a = faces[ offset + 1 ];
-				faceB.b = faces[ offset + 2 ];
-				faceB.c = faces[ offset + 3 ];
-
-				offset += 4;
-
-				if ( hasMaterial ) {
-
-					materialIndex = faces[ offset ++ ];
-					faceA.materialIndex = materialIndex;
-					faceB.materialIndex = materialIndex;
-
-				}
-
-				// to get face <=> uv index correspondence
-
-				fi = geometry.faces.length;
-
-				if ( hasFaceVertexUv ) {
-
-					for ( i = 0; i < nUvLayers; i ++ ) {
-
-						uvLayer = json.uvs[ i ];
-
-						geometry.faceVertexUvs[ i ][ fi ] = [];
-						geometry.faceVertexUvs[ i ][ fi + 1 ] = []
-
-						for ( j = 0; j < 4; j ++ ) {
-
-							uvIndex = faces[ offset ++ ];
-
-							u = uvLayer[ uvIndex * 2 ];
-							v = uvLayer[ uvIndex * 2 + 1 ];
-
-							uv = new THREE.Vector2( u, v );
-
-							if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
-							if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
-
-						}
-
-					}
-
-				}
-
-				if ( hasFaceNormal ) {
-
-					normalIndex = faces[ offset ++ ] * 3;
-
-					faceA.normal.set(
-						normals[ normalIndex ++ ],
-						normals[ normalIndex ++ ],
-						normals[ normalIndex ]
-					);
-
-					faceB.normal.copy( faceA.normal );
-
-				}
-
-				if ( hasFaceVertexNormal ) {
-
-					for ( i = 0; i < 4; i ++ ) {
-
-						normalIndex = faces[ offset ++ ] * 3;
-
-						normal = new THREE.Vector3(
-							normals[ normalIndex ++ ],
-							normals[ normalIndex ++ ],
-							normals[ normalIndex ]
-						);
-
-
-						if ( i !== 2 ) faceA.vertexNormals.push( normal );
-						if ( i !== 0 ) faceB.vertexNormals.push( normal );
-
-					}
-
-				}
-
-
-				if ( hasFaceColor ) {
-
-					colorIndex = faces[ offset ++ ];
-					hex = colors[ colorIndex ];
-
-					faceA.color.setHex( hex );
-					faceB.color.setHex( hex );
-
-				}
-
-
-				if ( hasFaceVertexColor ) {
-
-					for ( i = 0; i < 4; i ++ ) {
-
-						colorIndex = faces[ offset ++ ];
-						hex = colors[ colorIndex ];
-
-						if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
-						if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
-
-					}
-
-				}
-
-				geometry.faces.push( faceA );
-				geometry.faces.push( faceB );
-
-			} else {
-
-				face = new THREE.Face3();
-				face.a = faces[ offset ++ ];
-				face.b = faces[ offset ++ ];
-				face.c = faces[ offset ++ ];
-
-				if ( hasMaterial ) {
-
-					materialIndex = faces[ offset ++ ];
-					face.materialIndex = materialIndex;
-
-				}
-
-				// to get face <=> uv index correspondence
-
-				fi = geometry.faces.length;
-
-				if ( hasFaceVertexUv ) {
-
-					for ( i = 0; i < nUvLayers; i ++ ) {
-
-						uvLayer = json.uvs[ i ];
-
-						geometry.faceVertexUvs[ i ][ fi ] = [];
-
-						for ( j = 0; j < 3; j ++ ) {
-
-							uvIndex = faces[ offset ++ ];
-
-							u = uvLayer[ uvIndex * 2 ];
-							v = uvLayer[ uvIndex * 2 + 1 ];
-
-							uv = new THREE.Vector2( u, v );
-
-							geometry.faceVertexUvs[ i ][ fi ].push( uv );
-
-						}
-
-					}
-
-				}
-
-				if ( hasFaceNormal ) {
-
-					normalIndex = faces[ offset ++ ] * 3;
-
-					face.normal.set(
-						normals[ normalIndex ++ ],
-						normals[ normalIndex ++ ],
-						normals[ normalIndex ]
-					);
-
-				}
-
-				if ( hasFaceVertexNormal ) {
-
-					for ( i = 0; i < 3; i ++ ) {
-
-						normalIndex = faces[ offset ++ ] * 3;
-
-						normal = new THREE.Vector3(
-							normals[ normalIndex ++ ],
-							normals[ normalIndex ++ ],
-							normals[ normalIndex ]
-						);
-
-						face.vertexNormals.push( normal );
-
-					}
-
-				}
-
-
-				if ( hasFaceColor ) {
-
-					colorIndex = faces[ offset ++ ];
-					face.color.setHex( colors[ colorIndex ] );
-
-				}
-
-
-				if ( hasFaceVertexColor ) {
-
-					for ( i = 0; i < 3; i ++ ) {
-
-						colorIndex = faces[ offset ++ ];
-						face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
-
-					}
-
-				}
-
-				geometry.faces.push( face );
-
-			}
-
-		}
-
-	};
-
-	function parseSkin() {
-		var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
-
-		if ( json.skinWeights ) {
-
-			for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
-
-				var x =                               json.skinWeights[ i     ];
-				var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
-				var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
-				var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
-
-				geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
-
-			}
-
-		}
-
-		if ( json.skinIndices ) {
-
-			for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
-
-				var a =                               json.skinIndices[ i     ];
-				var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
-				var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
-				var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
-
-				geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
-
-			}
-
-		}
-
-		geometry.bones = json.bones;
-
-		if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
-
-				console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
-					geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
-
-		}
-
-
-		// could change this to json.animations[0] or remove completely
-
-		geometry.animation = json.animation;
-		geometry.animations = json.animations;
-
-	};
-
-	function parseMorphing( scale ) {
-
-		if ( json.morphTargets !== undefined ) {
-
-			var i, l, v, vl, dstVertices, srcVertices;
-
-			for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
-
-				geometry.morphTargets[ i ] = {};
-				geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
-				geometry.morphTargets[ i ].vertices = [];
-
-				dstVertices = geometry.morphTargets[ i ].vertices;
-				srcVertices = json.morphTargets [ i ].vertices;
-
-				for ( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
-
-					var vertex = new THREE.Vector3();
-					vertex.x = srcVertices[ v ] * scale;
-					vertex.y = srcVertices[ v + 1 ] * scale;
-					vertex.z = srcVertices[ v + 2 ] * scale;
-
-					dstVertices.push( vertex );
-
-				}
-
-			}
-
-		}
-
-		if ( json.morphColors !== undefined ) {
-
-			var i, l, c, cl, dstColors, srcColors, color;
-
-			for ( i = 0, l = json.morphColors.length; i < l; i ++ ) {
-
-				geometry.morphColors[ i ] = {};
-				geometry.morphColors[ i ].name = json.morphColors[ i ].name;
-				geometry.morphColors[ i ].colors = [];
-
-				dstColors = geometry.morphColors[ i ].colors;
-				srcColors = json.morphColors [ i ].colors;
-
-				for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
-
-					color = new THREE.Color( 0xffaa00 );
-					color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
-					dstColors.push( color );
-
-				}
-
-			}
-
-		}
-
-	};
-
-	if ( json.materials === undefined || json.materials.length === 0 ) {
-
-		return { geometry: geometry };
-
-	} else {
-
-		var materials = this.initMaterials( json.materials, texturePath );
-
-		if ( this.needsTangents( materials ) ) {
-
-			geometry.computeTangents();
-
-		}
-
-		return { geometry: geometry, materials: materials };
-
-	}
-
-};
-
-// File:src/loaders/LoadingManager.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
-
-	var scope = this;
-
-	var loaded = 0, total = 0;
-
-	this.onLoad = onLoad;
-	this.onProgress = onProgress;
-	this.onError = onError;
-
-	this.itemStart = function ( url ) {
-
-		total ++;
-
-	};
-
-	this.itemEnd = function ( url ) {
-
-		loaded ++;
-
-		if ( scope.onProgress !== undefined ) {
-
-			scope.onProgress( url, loaded, total );
-
-		}
-
-		if ( loaded === total && scope.onLoad !== undefined ) {
-
-			scope.onLoad();
-
-		}
-
-	};
-
-};
-
-THREE.DefaultLoadingManager = new THREE.LoadingManager();
-
-// File:src/loaders/BufferGeometryLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BufferGeometryLoader = function ( manager ) {
-
-	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.BufferGeometryLoader.prototype = {
-
-	constructor: THREE.BufferGeometryLoader,
-
-	load: function ( url, onLoad, onProgress, onError ) {
-
-		var scope = this;
-
-		var loader = new THREE.XHRLoader();
-		loader.setCrossOrigin( this.crossOrigin );
-		loader.load( url, function ( text ) {
-
-			onLoad( scope.parse( JSON.parse( text ) ) );
-
-		}, onProgress, onError );
-
-	},
-
-	setCrossOrigin: function ( value ) {
-
-		this.crossOrigin = value;
-
-	},
-
-	parse: function ( json ) {
-
-		var geometry = new THREE.BufferGeometry();
-
-		var attributes = json.attributes;
-
-		for ( var key in attributes ) {
-
-			var attribute = attributes[ key ];
-			var typedArray = new self[ attribute.type ]( attribute.array );
-
-			geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) );
-
-		}
-
-		var offsets = json.offsets;
-
-		if ( offsets !== undefined ) {
-
-			geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
-
-		}
-
-		var boundingSphere = json.boundingSphere;
-
-		if ( boundingSphere !== undefined ) {
-
-			var center = new THREE.Vector3();
-
-			if ( boundingSphere.center !== undefined ) {
-
-				center.fromArray( boundingSphere.center );
-
-			}
-
-			geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius );
-
-		}
-
-		return geometry;
-
-	}
-
-};
-
-// File:src/loaders/MaterialLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.MaterialLoader = function ( manager ) {
-
-	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.MaterialLoader.prototype = {
-
-	constructor: THREE.MaterialLoader,
-
-	load: function ( url, onLoad, onProgress, onError ) {
-
-		var scope = this;
-
-		var loader = new THREE.XHRLoader();
-		loader.setCrossOrigin( this.crossOrigin );
-		loader.load( url, function ( text ) {
-
-			onLoad( scope.parse( JSON.parse( text ) ) );
-
-		}, onProgress, onError );
-
-	},
-
-	setCrossOrigin: function ( value ) {
-
-		this.crossOrigin = value;
-
-	},
-
-	parse: function ( json ) {
-
-		var material = new THREE[ json.type ];
-
-		if ( json.color !== undefined ) material.color.setHex( json.color );
-		if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
-		if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
-		if ( json.specular !== undefined ) material.specular.setHex( json.specular );
-		if ( json.shininess !== undefined ) material.shininess = json.shininess;
-		if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
-		if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
-		if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;		
-		if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
-		if ( json.shading !== undefined ) material.shading = json.shading;
-		if ( json.blending !== undefined ) material.blending = json.blending;
-		if ( json.side !== undefined ) material.side = json.side;
-		if ( json.opacity !== undefined ) material.opacity = json.opacity;
-		if ( json.transparent !== undefined ) material.transparent = json.transparent;
-		if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
-
-		if ( json.materials !== undefined ) {
-
-			for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
-
-				material.materials.push( this.parse( json.materials[ i ] ) );
-
-			}
-
-		}
-
-		return material;
-
-	}
-
-};
-
-// File:src/loaders/ObjectLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ObjectLoader = function ( manager ) {
-
-	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.ObjectLoader.prototype = {
-
-	constructor: THREE.ObjectLoader,
-
-	load: function ( url, onLoad, onProgress, onError ) {
-
-		var scope = this;
-
-		var loader = new THREE.XHRLoader( scope.manager );
-		loader.setCrossOrigin( this.crossOrigin );
-		loader.load( url, function ( text ) {
-
-			onLoad( scope.parse( JSON.parse( text ) ) );
-
-		}, onProgress, onError );
-
-	},
-
-	setCrossOrigin: function ( value ) {
-
-		this.crossOrigin = value;
-
-	},
-
-	parse: function ( json ) {
-
-		var geometries = this.parseGeometries( json.geometries );
-		var materials = this.parseMaterials( json.materials );
-		var object = this.parseObject( json.object, geometries, materials );
-
-		return object;
-
-	},
-
-	parseGeometries: function ( json ) {
-
-		var geometries = {};
-
-		if ( json !== undefined ) {
-
-			var geometryLoader = new THREE.JSONLoader();
-			var bufferGeometryLoader = new THREE.BufferGeometryLoader();
-
-			for ( var i = 0, l = json.length; i < l; i ++ ) {
-
-				var geometry;
-				var data = json[ i ];
-
-				switch ( data.type ) {
-
-					case 'PlaneGeometry':
-
-						geometry = new THREE.PlaneGeometry(
-							data.width,
-							data.height,
-							data.widthSegments,
-							data.heightSegments
-						);
-
-						break;
-
-					case 'BoxGeometry':
-					case 'CubeGeometry': // backwards compatible
-
-						geometry = new THREE.BoxGeometry(
-							data.width,
-							data.height,
-							data.depth,
-							data.widthSegments,
-							data.heightSegments,
-							data.depthSegments
-						);
-
-						break;
-
-					case 'CircleGeometry':
-
-						geometry = new THREE.CircleGeometry(
-							data.radius,
-							data.segments
-						);
-
-						break;
-
-					case 'CylinderGeometry':
-
-						geometry = new THREE.CylinderGeometry(
-							data.radiusTop,
-							data.radiusBottom,
-							data.height,
-							data.radialSegments,
-							data.heightSegments,
-							data.openEnded
-						);
-
-						break;
-
-					case 'SphereGeometry':
-
-						geometry = new THREE.SphereGeometry(
-							data.radius,
-							data.widthSegments,
-							data.heightSegments,
-							data.phiStart,
-							data.phiLength,
-							data.thetaStart,
-							data.thetaLength
-						);
-
-						break;
-
-					case 'IcosahedronGeometry':
-
-						geometry = new THREE.IcosahedronGeometry(
-							data.radius,
-							data.detail
-						);
-
-						break;
-
-					case 'TorusGeometry':
-
-						geometry = new THREE.TorusGeometry(
-							data.radius,
-							data.tube,
-							data.radialSegments,
-							data.tubularSegments,
-							data.arc
-						);
-
-						break;
-
-					case 'TorusKnotGeometry':
-
-						geometry = new THREE.TorusKnotGeometry(
-							data.radius,
-							data.tube,
-							data.radialSegments,
-							data.tubularSegments,
-							data.p,
-							data.q,
-							data.heightScale
-						);
-
-						break;
-
-					case 'BufferGeometry':
-
-						geometry = bufferGeometryLoader.parse( data.data );
-
-						break;
-
-					case 'Geometry':
-
-						geometry = geometryLoader.parse( data.data ).geometry;
-
-						break;
-
-				}
-
-				geometry.uuid = data.uuid;
-
-				if ( data.name !== undefined ) geometry.name = data.name;
-
-				geometries[ data.uuid ] = geometry;
-
-			}
-
-		}
-
-		return geometries;
-
-	},
-
-	parseMaterials: function ( json ) {
-
-		var materials = {};
-
-		if ( json !== undefined ) {
-
-			var loader = new THREE.MaterialLoader();
-
-			for ( var i = 0, l = json.length; i < l; i ++ ) {
-
-				var data = json[ i ];
-				var material = loader.parse( data );
-
-				material.uuid = data.uuid;
-
-				if ( data.name !== undefined ) material.name = data.name;
-
-				materials[ data.uuid ] = material;
-
-			}
-
-		}
-
-		return materials;
-
-	},
-
-	parseObject: function () {
-
-		var matrix = new THREE.Matrix4();
-
-		return function ( data, geometries, materials ) {
-
-			var object;
-
-			switch ( data.type ) {
-
-				case 'Scene':
-
-					object = new THREE.Scene();
-
-					break;
-
-				case 'PerspectiveCamera':
-
-					object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
-
-					break;
-
-				case 'OrthographicCamera':
-
-					object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
-
-					break;
-
-				case 'AmbientLight':
-
-					object = new THREE.AmbientLight( data.color );
-
-					break;
-
-				case 'DirectionalLight':
-
-					object = new THREE.DirectionalLight( data.color, data.intensity );
-
-					break;
-
-				case 'PointLight':
-
-					object = new THREE.PointLight( data.color, data.intensity, data.distance );
-
-					break;
-
-				case 'SpotLight':
-
-					object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
-
-					break;
-
-				case 'HemisphereLight':
-
-					object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
-
-					break;
-
-				case 'Mesh':
-
-					var geometry = geometries[ data.geometry ];
-					var material = materials[ data.material ];
-
-					if ( geometry === undefined ) {
-
-						console.warn( 'THREE.ObjectLoader: Undefined geometry', data.geometry );
-
-					}
-
-					if ( material === undefined ) {
-
-						console.warn( 'THREE.ObjectLoader: Undefined material', data.material );
-
-					}
-
-					object = new THREE.Mesh( geometry, material );
-
-					break;
-
-				case 'Line':
-
-					var geometry = geometries[ data.geometry ];
-					var material = materials[ data.material ];
-
-					if ( geometry === undefined ) {
-
-						console.warn( 'THREE.ObjectLoader: Undefined geometry', data.geometry );
-
-					}
-
-					if ( material === undefined ) {
-
-						console.warn( 'THREE.ObjectLoader: Undefined material', data.material );
-
-					}
-
-					object = new THREE.Line( geometry, material );
-
-					break;
-
-				case 'Sprite':
-
-					var material = materials[ data.material ];
-
-					if ( material === undefined ) {
-
-						console.warn( 'THREE.ObjectLoader: Undefined material', data.material );
-
-					}
-
-					object = new THREE.Sprite( material );
-
-					break;
-
-				case 'Group':
-
-					object = new THREE.Group();
-
-					break;
-
-				default:
-
-					object = new THREE.Object3D();
-
-			}
-
-			object.uuid = data.uuid;
-
-			if ( data.name !== undefined ) object.name = data.name;
-			if ( data.matrix !== undefined ) {
-
-				matrix.fromArray( data.matrix );
-				matrix.decompose( object.position, object.quaternion, object.scale );
-
-			} else {
-
-				if ( data.position !== undefined ) object.position.fromArray( data.position );
-				if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
-				if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
-
-			}
-
-			if ( data.visible !== undefined ) object.visible = data.visible;
-			if ( data.userData !== undefined ) object.userData = data.userData;
-
-			if ( data.children !== undefined ) {
-
-				for ( var child in data.children ) {
-
-					object.add( this.parseObject( data.children[ child ], geometries, materials ) );
-
-				}
-
-			}
-
-			return object;
-
-		}
-
-	}()
-
-};
-
-// File:src/loaders/TextureLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.TextureLoader = function ( manager ) {
-
-	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.TextureLoader.prototype = {
-
-	constructor: THREE.TextureLoader,
-
-	load: function ( url, onLoad, onProgress, onError ) {
-
-		var scope = this;
-
-		var loader = new THREE.ImageLoader( scope.manager );
-		loader.setCrossOrigin( this.crossOrigin );
-		loader.load( url, function ( image ) {
-
-			var texture = new THREE.Texture( image );
-			texture.needsUpdate = true;
-
-			if ( onLoad !== undefined ) {
-
-				onLoad( texture );
-
-			}
-
-		}, onProgress, onError );
-
-	},
-
-	setCrossOrigin: function ( value ) {
-
-		this.crossOrigin = value;
-
-	}
-
-};
-
-// File:src/loaders/CompressedTextureLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- *
- * Abstract Base class to block based textures loader (dds, pvr, ...)
- */
-
-THREE.CompressedTextureLoader = function () {
-
-	// override in sub classes
-	this._parser = null;
-
-};
-
-
-THREE.CompressedTextureLoader.prototype = {
-
-	constructor: THREE.CompressedTextureLoader,
-
-	load: function ( url, onLoad, onError ) {
-
-		var scope = this;
-
-		var images = [];
-
-		var texture = new THREE.CompressedTexture();
-		texture.image = images;
-
-		var loader = new THREE.XHRLoader();
-		loader.setResponseType( 'arraybuffer' );
-
-		if ( url instanceof Array ) {
-
-			var loaded = 0;
-
-			var loadTexture = function ( i ) {
-
-				loader.load( url[ i ], function ( buffer ) {
-
-					var texDatas = scope._parser( buffer, true );
-
-					images[ i ] = {
-						width: texDatas.width,
-						height: texDatas.height,
-						format: texDatas.format,
-						mipmaps: texDatas.mipmaps
-					};
-
-					loaded += 1;
-
-					if ( loaded === 6 ) {
-
- 						if (texDatas.mipmapCount == 1)
- 							texture.minFilter = THREE.LinearFilter;
-
-						texture.format = texDatas.format;
-						texture.needsUpdate = true;
-
-						if ( onLoad ) onLoad( texture );
-
-					}
-
-				} );
-
-			};
-
-			for ( var i = 0, il = url.length; i < il; ++ i ) {
-
-				loadTexture( i );
-
-			}
-
-		} else {
-
-			// compressed cubemap texture stored in a single DDS file
-
-			loader.load( url, function ( buffer ) {
-
-				var texDatas = scope._parser( buffer, true );
-
-				if ( texDatas.isCubemap ) {
-
-					var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
-
-					for ( var f = 0; f < faces; f ++ ) {
-
-						images[ f ] = { mipmaps : [] };
-
-						for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
-
-							images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
-							images[ f ].format = texDatas.format;
-							images[ f ].width = texDatas.width;
-							images[ f ].height = texDatas.height;
-
-						}
-
-					}
-
-				} else {
-
-					texture.image.width = texDatas.width;
-					texture.image.height = texDatas.height;
-					texture.mipmaps = texDatas.mipmaps;
-
-				}
-
-				if ( texDatas.mipmapCount === 1 ) {
-
-					texture.minFilter = THREE.LinearFilter;
-
-				}
-
-				texture.format = texDatas.format;
-				texture.needsUpdate = true;
-
-				if ( onLoad ) onLoad( texture );
-
-			} );
-
-		}
-
-		return texture;
-
-	}
-
-};
-
-// File:src/materials/Material.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Material = function () {
-
-	Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } );
-
-	this.uuid = THREE.Math.generateUUID();
-
-	this.name = '';
-	this.type = 'Material';
-
-	this.side = THREE.FrontSide;
-
-	this.opacity = 1;
-	this.transparent = false;
-
-	this.blending = THREE.NormalBlending;
-
-	this.blendSrc = THREE.SrcAlphaFactor;
-	this.blendDst = THREE.OneMinusSrcAlphaFactor;
-	this.blendEquation = THREE.AddEquation;
-
-	this.depthTest = true;
-	this.depthWrite = true;
-
-	this.polygonOffset = false;
-	this.polygonOffsetFactor = 0;
-	this.polygonOffsetUnits = 0;
-
-	this.alphaTest = 0;
-
-	this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
-
-	this.visible = true;
-
-	this.needsUpdate = true;
-
-};
-
-THREE.Material.prototype = {
-
-	constructor: THREE.Material,
-
-	setValues: function ( values ) {
-
-		if ( values === undefined ) return;
-
-		for ( var key in values ) {
-
-			var newValue = values[ key ];
-
-			if ( newValue === undefined ) {
-
-				console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
-				continue;
-
-			}
-
-			if ( key in this ) {
-
-				var currentValue = this[ key ];
-
-				if ( currentValue instanceof THREE.Color ) {
-
-					currentValue.set( newValue );
-
-				} else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
-
-					currentValue.copy( newValue );
-
-				} else if ( key == 'overdraw' ) {
-
-					// ensure overdraw is backwards-compatable with legacy boolean type
-					this[ key ] = Number( newValue );
-
-				} else {
-
-					this[ key ] = newValue;
-
-				}
-
-			}
-
-		}
-
-	},
-
-	toJSON: function () {
-
-		var output = {
-			metadata: {
-				version: 4.2,
-				type: 'material',
-				generator: 'MaterialExporter'
-			},
-			uuid: this.uuid,
-			type: this.type
-		};
-
-		if ( this.name !== "" ) output.name = this.name;
-
-		if ( this instanceof THREE.MeshBasicMaterial ) {
-
-			output.color = this.color.getHex();
-			if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
-			if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
-			if ( this.side !== THREE.FrontSide ) output.side = this.side;
-
-		} else if ( this instanceof THREE.MeshLambertMaterial ) {
-
-			output.color = this.color.getHex();
-			output.ambient = this.ambient.getHex();
-			output.emissive = this.emissive.getHex();
-			if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
-			if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
-			if ( this.side !== THREE.FrontSide ) output.side = this.side;
-
-		} else if ( this instanceof THREE.MeshPhongMaterial ) {
-
-			output.color = this.color.getHex();
-			output.ambient = this.ambient.getHex();
-			output.emissive = this.emissive.getHex();
-			output.specular = this.specular.getHex();
-			output.shininess = this.shininess;
-			if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
-			if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
-			if ( this.side !== THREE.FrontSide ) output.side = this.side;
-
-		} else if ( this instanceof THREE.MeshNormalMaterial ) {
-
-			if ( this.shading !== THREE.FlatShading ) output.shading = this.shading;
-			if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
-			if ( this.side !== THREE.FrontSide ) output.side = this.side;
-
-		} else if ( this instanceof THREE.MeshDepthMaterial ) {
-
-			if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
-			if ( this.side !== THREE.FrontSide ) output.side = this.side;
-
-		} else if ( this instanceof THREE.ShaderMaterial ) {
-
-			output.uniforms = this.uniforms;
-			output.vertexShader = this.vertexShader;
-			output.fragmentShader = this.fragmentShader;
-
-		} else if ( this instanceof THREE.SpriteMaterial ) {
-
-			output.color = this.color.getHex();
-
-		}
-
-		if ( this.opacity < 1 ) output.opacity = this.opacity;
-		if ( this.transparent !== false ) output.transparent = this.transparent;
-		if ( this.wireframe !== false ) output.wireframe = this.wireframe;
-
-		return output;
-
-	},
-
-	clone: function ( material ) {
-
-		if ( material === undefined ) material = new THREE.Material();
-
-		material.name = this.name;
-
-		material.side = this.side;
-
-		material.opacity = this.opacity;
-		material.transparent = this.transparent;
-
-		material.blending = this.blending;
-
-		material.blendSrc = this.blendSrc;
-		material.blendDst = this.blendDst;
-		material.blendEquation = this.blendEquation;
-
-		material.depthTest = this.depthTest;
-		material.depthWrite = this.depthWrite;
-
-		material.polygonOffset = this.polygonOffset;
-		material.polygonOffsetFactor = this.polygonOffsetFactor;
-		material.polygonOffsetUnits = this.polygonOffsetUnits;
-
-		material.alphaTest = this.alphaTest;
-
-		material.overdraw = this.overdraw;
-
-		material.visible = this.visible;
-
-		return material;
-
-	},
-
-	dispose: function () {
-
-		this.dispatchEvent( { type: 'dispose' } );
-
-	}
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
-
-THREE.MaterialIdCount = 0;
-
-// File:src/materials/LineBasicMaterial.js
-
-/**
- * @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.type = 'LineBasicMaterial';
-
-	this.color = new THREE.Color( 0xffffff );
-
-	this.linewidth = 1;
-	this.linecap = 'round';
-	this.linejoin = 'round';
-
-	this.vertexColors = THREE.NoColors;
-
-	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;
-
-};
-
-// File:src/materials/LineDashedMaterial.js
-
-/**
- * @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.type = 'LineDashedMaterial';
-
-	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;
-
-};
-
-// File:src/materials/MeshBasicMaterial.js
-
-/**
- * @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> ),
- *
- *  alphaMap: 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.type = 'MeshBasicMaterial';
-
-	this.color = new THREE.Color( 0xffffff ); // emissive
-
-	this.map = null;
-
-	this.lightMap = null;
-
-	this.specularMap = null;
-
-	this.alphaMap = 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.alphaMap = this.alphaMap;
-
-	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;
-
-};
-
-// File:src/materials/MeshLambertMaterial.js
-
-/**
- * @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> ),
- *
- *  alphaMap: 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.type = 'MeshLambertMaterial';
-
-	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.alphaMap = 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.alphaMap = this.alphaMap;
-
-	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;
-
-};
-
-// File:src/materials/MeshPhongMaterial.js
-
-/**
- * @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> ),
- *
- *  alphaMap: 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.type = 'MeshPhongMaterial';
-
-	this.color = new THREE.Color( 0xffffff ); // diffuse
-	this.ambient = new THREE.Color( 0xffffff );
-	this.emissive = new THREE.Color( 0x000000 );
-	this.specular = new THREE.Color( 0x111111 );
-	this.shininess = 30;
-
-	this.metal = false;
-
-	this.wrapAround = false;
-	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
-
-	this.map = null;
-
-	this.lightMap = null;
-
-	this.bumpMap = null;
-	this.bumpScale = 1;
-
-	this.normalMap = null;
-	this.normalScale = new THREE.Vector2( 1, 1 );
-
-	this.specularMap = null;
-
-	this.alphaMap = null;
-
-	this.envMap = null;
-	this.combine = THREE.MultiplyOperation;
-	this.reflectivity = 1;
-	this.refractionRatio = 0.98;
-
-	this.fog = true;
-
-	this.shading = THREE.SmoothShading;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-	this.wireframeLinecap = 'round';
-	this.wireframeLinejoin = 'round';
-
-	this.vertexColors = THREE.NoColors;
-
-	this.skinning = false;
-	this.morphTargets = false;
-	this.morphNormals = false;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshPhongMaterial.prototype.clone = function () {
-
-	var material = new THREE.MeshPhongMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-	material.ambient.copy( this.ambient );
-	material.emissive.copy( this.emissive );
-	material.specular.copy( this.specular );
-	material.shininess = this.shininess;
-
-	material.metal = this.metal;
-
-	material.wrapAround = this.wrapAround;
-	material.wrapRGB.copy( this.wrapRGB );
-
-	material.map = this.map;
-
-	material.lightMap = this.lightMap;
-
-	material.bumpMap = this.bumpMap;
-	material.bumpScale = this.bumpScale;
-
-	material.normalMap = this.normalMap;
-	material.normalScale.copy( this.normalScale );
-
-	material.specularMap = this.specularMap;
-
-	material.alphaMap = this.alphaMap;
-
-	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;
-
-};
-
-// File:src/materials/MeshDepthMaterial.js
-
-/**
- * @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.type = 'MeshDepthMaterial';
-
-	this.morphTargets = false;
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshDepthMaterial.prototype.clone = function () {
-
-	var material = new THREE.MeshDepthMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-
-	return material;
-
-};
-
-// File:src/materials/MeshNormalMaterial.js
-
-/**
- * @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.type = 'MeshNormalMaterial';
-
-	this.shading = THREE.FlatShading;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-
-	this.morphTargets = false;
-
-	this.setValues( parameters );
-
-};
-
-THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.MeshNormalMaterial.prototype.clone = function () {
-
-	var material = new THREE.MeshNormalMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.shading = this.shading;
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-
-	return material;
-
-};
-
-// File:src/materials/MeshFaceMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.MeshFaceMaterial = function ( materials ) {
-
-	this.uuid = THREE.Math.generateUUID();
-
-	this.type = 'MeshFaceMaterial';
-	
-	this.materials = materials instanceof Array ? materials : [];
-
-};
-
-THREE.MeshFaceMaterial.prototype = {
-
-	constructor: THREE.MeshFaceMaterial,
-
-	toJSON: function () {
-
-		var output = {
-			metadata: {
-				version: 4.2,
-				type: 'material',
-				generator: 'MaterialExporter'
-			},
-			uuid: this.uuid,
-			type: this.type,
-			materials: []
-		};
-
-		for ( var i = 0, l = this.materials.length; i < l; i ++ ) {
-
-			output.materials.push( this.materials[ i ].toJSON() );
-
-		}
-
-		return output;
-
-	},
-
-	clone: function () {
-
-		var material = new THREE.MeshFaceMaterial();
-
-		for ( var i = 0; i < this.materials.length; i ++ ) {
-
-			material.materials.push( this.materials[ i ].clone() );
-
-		}
-
-		return material;
-
-	}
-
-};
-
-// File:src/materials/PointCloudMaterial.js
-
-/**
- * @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.PointCloudMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.type = 'PointCloudMaterial';
-
-	this.color = new THREE.Color( 0xffffff );
-
-	this.map = null;
-
-	this.size = 1;
-	this.sizeAttenuation = true;
-
-	this.vertexColors = THREE.NoColors;
-
-	this.fog = true;
-
-	this.setValues( parameters );
-
-};
-
-THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.PointCloudMaterial.prototype.clone = function () {
-
-	var material = new THREE.PointCloudMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-
-	material.map = this.map;
-
-	material.size = this.size;
-	material.sizeAttenuation = this.sizeAttenuation;
-
-	material.vertexColors = this.vertexColors;
-
-	material.fog = this.fog;
-
-	return material;
-
-};
-
-// backwards compatibility
-
-THREE.ParticleBasicMaterial = function ( parameters ) {
-
-	console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
-	return new THREE.PointCloudMaterial( parameters );
-
-};
-
-THREE.ParticleSystemMaterial = function ( parameters ) {
-
-	console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
-	return new THREE.PointCloudMaterial( parameters );
-
-};
-
-// File:src/materials/ShaderMaterial.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  defines: { "label" : "value" },
- *  uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
- *
- *  fragmentShader: <string>,
- *  vertexShader: <string>,
- *
- *  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.type = 'ShaderMaterial';
-
-	this.defines = {};
-	this.uniforms = {};
-	this.attributes = null;
-
-	this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
-	this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
-
-	this.shading = THREE.SmoothShading;
-
-	this.linewidth = 1;
-
-	this.wireframe = false;
-	this.wireframeLinewidth = 1;
-
-	this.fog = false; // set to use scene fog
-
-	this.lights = false; // set to use scene lights
-
-	this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
-
-	this.skinning = false; // set to use skinning attribute streams
-
-	this.morphTargets = false; // set to use morph targets
-	this.morphNormals = false; // set to use morph normals
-
-	// When rendered geometry doesn't include these attributes but the material does,
-	// use these default values in WebGL. This avoids errors when buffer data is missing.
-	this.defaultAttributeValues = {
-		'color': [ 1, 1, 1 ],
-		'uv': [ 0, 0 ],
-		'uv2': [ 0, 0 ]
-	};
-
-	this.index0AttributeName = undefined;
-
-	this.setValues( parameters );
-
-};
-
-THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.ShaderMaterial.prototype.clone = function () {
-
-	var material = new THREE.ShaderMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.fragmentShader = this.fragmentShader;
-	material.vertexShader = this.vertexShader;
-
-	material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
-
-	material.attributes = this.attributes;
-	material.defines = this.defines;
-
-	material.shading = this.shading;
-
-	material.wireframe = this.wireframe;
-	material.wireframeLinewidth = this.wireframeLinewidth;
-
-	material.fog = this.fog;
-
-	material.lights = this.lights;
-
-	material.vertexColors = this.vertexColors;
-
-	material.skinning = this.skinning;
-
-	material.morphTargets = this.morphTargets;
-	material.morphNormals = this.morphNormals;
-
-	return material;
-
-};
-
-// File:src/materials/RawShaderMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RawShaderMaterial = function ( parameters ) {
-
-	THREE.ShaderMaterial.call( this, parameters );
-
-	this.type = 'RawShaderMaterial';
-
-};
-
-THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
-
-THREE.RawShaderMaterial.prototype.clone = function () {
-
-	var material = new THREE.RawShaderMaterial();
-
-	THREE.ShaderMaterial.prototype.clone.call( this, material );
-
-	return material;
-
-};
-
-// File:src/materials/SpriteMaterial.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- *  color: <hex>,
- *  opacity: <float>,
- *  map: new THREE.Texture( <Image> ),
- *
- *  blending: THREE.NormalBlending,
- *  depthTest: <bool>,
- *  depthWrite: <bool>,
- *
- *	uvOffset: new THREE.Vector2(),
- *	uvScale: new THREE.Vector2(),
- *
- *  fog: <bool>
- * }
- */
-
-THREE.SpriteMaterial = function ( parameters ) {
-
-	THREE.Material.call( this );
-
-	this.type = 'SpriteMaterial';
-
-	this.color = new THREE.Color( 0xffffff );
-	this.map = null;
-
-	this.rotation = 0;
-
-	this.fog = false;
-
-	// set parameters
-
-	this.setValues( parameters );
-
-};
-
-THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
-
-THREE.SpriteMaterial.prototype.clone = function () {
-
-	var material = new THREE.SpriteMaterial();
-
-	THREE.Material.prototype.clone.call( this, material );
-
-	material.color.copy( this.color );
-	material.map = this.map;
-
-	material.rotation = this.rotation;
-
-	material.fog = this.fog;
-
-	return material;
-
-};
-
-// File:src/textures/Texture.js
-
-/**
- * @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 ) {
-
-	Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } );
-
-	this.uuid = THREE.Math.generateUUID();
-
-	this.name = '';
-
-	this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
-	this.mipmaps = [];
-
-	this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
-
-	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;
-
-    var _this = this;
-    this.__defineGetter__("needsUpdate", function(){
-        return _this._needsUpdate;
-    });
-
-    this.__defineSetter__("needsUpdate", function(value){
-
-        if ( value === true ) _this.update();
-        _this._needsUpdate = value;
-    });
-};
-
-THREE.Texture.DEFAULT_IMAGE = undefined;
-THREE.Texture.DEFAULT_MAPPING = new THREE.UVMapping();
-
-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;
-
-	},
-
-	update: function () {
-
-		this.dispatchEvent( { type: 'update' } );
-
-	},
-
-	dispose: function () {
-
-		this.dispatchEvent( { type: 'dispose' } );
-
-	}
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
-
-THREE.TextureIdCount = 0;
-
-// File:src/textures/CubeTexture.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
-
-	THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
-
-	this.images = images;
-
-};
-
-THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
-
-THREE.CubeTexture.clone = function ( texture ) {
-
-	if ( texture === undefined ) texture = new THREE.CubeTexture();
-
-	THREE.Texture.prototype.clone.call( this, texture );
-
-	texture.images = this.images;
-
-	return texture;
-
-};
-
-// File:src/textures/CompressedTexture.js
-
-/**
- * @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;
-
-	// no flipping for cube textures
-	// (also flipping doesn't work for compressed textures )
-
-	this.flipY = false;
-
-	// can't generate mipmaps for compressed textures
-	// mips must be embedded in DDS files
-
-	this.generateMipmaps = false;
-
-};
-
-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;
-
-};
-
-// File:src/textures/DataTexture.js
-
-/**
- * @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;
-
-};
-
-// File:src/textures/VideoTexture.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
-
-	THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
-
-	this.generateMipmaps = false;
-
-	var scope = this;
-
-	var update = function () {
-
-		requestAnimationFrame( update );
-
-		if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
-
-			scope.needsUpdate = true;
-
-		}
-
-	};
-
-	update();
-
-};
-
-THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
-
-// File:src/objects/Group.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Group = function () {
-
-	THREE.Object3D.call( this );
-
-	this.type = 'Group';
-
-};
-
-THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
-
-// File:src/objects/PointCloud.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.PointCloud = function ( geometry, material ) {
-
-	THREE.Object3D.call( this );
-
-	this.type = 'PointCloud';
-
-	this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
-	this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
-
-	this.sortParticles = false;
-
-};
-
-THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.PointCloud.prototype.raycast = ( function () {
-
-	var inverseMatrix = new THREE.Matrix4();
-	var ray = new THREE.Ray();
-
-	return function ( raycaster, intersects ) {
-
-		var object = this;
-		var geometry = object.geometry;
-		var threshold = raycaster.params.PointCloud.threshold;
-
-		inverseMatrix.getInverse( this.matrixWorld );
-		ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
-
-		if ( geometry.boundingBox !== null ) {
-
-			if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
-
-				return;
-
-			}
-
-		}
-
-		var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
-		var position = new THREE.Vector3();
-
-		var testPoint = function ( point, index ) {
-
-			var rayPointDistance = ray.distanceToPoint( point );
-
-			if ( rayPointDistance < localThreshold ) {
-
-				var intersectPoint = ray.closestPointToPoint( point );
-				intersectPoint.applyMatrix4( object.matrixWorld );
-
-				var distance = raycaster.ray.origin.distanceTo( intersectPoint );
-
-				intersects.push( {
-
-					distance: distance,
-					distanceToRay: rayPointDistance,
-					point: intersectPoint.clone(),
-					index: index,
-					face: null,
-					object: object
-
-				} );
-
-			}
-
-		};
-
-		if ( geometry instanceof THREE.BufferGeometry ) {
-
-			var attributes = geometry.attributes;
-			var positions = attributes.position.array;
-
-			if ( attributes.index !== undefined ) {
-
-				var indices = attributes.index.array;
-				var offsets = geometry.offsets;
-
-				if ( offsets.length === 0 ) {
-
-					var offset = {
-						start: 0,
-						count: indices.length,
-						index: 0
-					};
-
-					offsets = [ offset ];
-
-				}
-
-				for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
-
-					var start = offsets[ oi ].start;
-					var count = offsets[ oi ].count;
-					var index = offsets[ oi ].index;
-
-					for ( var i = start, il = start + count; i < il; i ++ ) {
-
-						var a = index + indices[ i ];
-
-						position.fromArray( positions, a * 3 );
-
-						testPoint( position, a );
-
-					}
-
-				}
-
-			} else {
-
-				var pointCount = positions.length / 3;
-
-				for ( var i = 0; i < pointCount; i ++ ) {
-
-					position.set(
-						positions[ 3 * i ],
-						positions[ 3 * i + 1 ],
-						positions[ 3 * i + 2 ]
-					);
-
-					testPoint( position, i );
-
-				}
-
-			}
-
-		} else {
-
-			var vertices = this.geometry.vertices;
-
-			for ( var i = 0; i < vertices.length; i ++ ) {
-
-				testPoint( vertices[ i ], i );
-
-			}
-
-		}
-
-	};
-
-}() );
-
-THREE.PointCloud.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
-
-	object.sortParticles = this.sortParticles;
-
-	THREE.Object3D.prototype.clone.call( this, object );
-
-	return object;
-
-};
-
-// Backwards compatibility
-
-THREE.ParticleSystem = function ( geometry, material ) {
-
-	console.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
-	return new THREE.PointCloud( geometry, material );
-
-};
-
-// File:src/objects/Line.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Line = function ( geometry, material, mode ) {
-
-	THREE.Object3D.call( this );
-
-	this.type = 'Line';
-
-	this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
-	this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
-
-	this.mode = ( mode !== undefined ) ? mode : THREE.LineStrip;
-
-};
-
-THREE.LineStrip = 0;
-THREE.LinePieces = 1;
-
-THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Line.prototype.raycast = ( function () {
-
-	var inverseMatrix = new THREE.Matrix4();
-	var ray = new THREE.Ray();
-	var sphere = new THREE.Sphere();
-
-	return function ( raycaster, intersects ) {
-
-		var precision = raycaster.linePrecision;
-		var precisionSq = precision * precision;
-
-		var geometry = this.geometry;
-
-		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
-		// Checking boundingSphere distance to ray
-
-		sphere.copy( geometry.boundingSphere );
-		sphere.applyMatrix4( this.matrixWorld );
-
-		if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
-
-			return;
-
-		}
-
-		inverseMatrix.getInverse( this.matrixWorld );
-		ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
-
-		/* if ( geometry instanceof THREE.BufferGeometry ) {
-
-		} else */ if ( geometry instanceof THREE.Geometry ) {
-
-			var vertices = geometry.vertices;
-			var nbVertices = vertices.length;
-			var interSegment = new THREE.Vector3();
-			var interRay = new THREE.Vector3();
-			var step = this.mode === THREE.LineStrip ? 1 : 2;
-
-			for ( var i = 0; i < nbVertices - 1; i = i + step ) {
-
-				var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
-
-				if ( distSq > precisionSq ) continue;
-
-				var distance = ray.origin.distanceTo( interRay );
-
-				if ( distance < raycaster.near || distance > raycaster.far ) continue;
-
-				intersects.push( {
-
-					distance: distance,
-					// What do we want? intersection point on the ray or on the segment??
-					// point: raycaster.ray.at( distance ),
-					point: interSegment.clone().applyMatrix4( this.matrixWorld ),
-					face: null,
-					faceIndex: null,
-					object: this
-
-				} );
-
-			}
-
-		}
-
-	};
-
-}() );
-
-THREE.Line.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.mode );
-
-	THREE.Object3D.prototype.clone.call( this, object );
-
-	return object;
-
-};
-
-// File:src/objects/Mesh.js
-
-/**
- * @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.type = 'Mesh';
-	
-	this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
-	this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
-
-	this.updateMorphTargets();
-
-};
-
-THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Mesh.prototype.updateMorphTargets = function () {
-
-	if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
-
-		this.morphTargetBase = - 1;
-		this.morphTargetForcedOrder = [];
-		this.morphTargetInfluences = [];
-		this.morphTargetDictionary = {};
-
-		for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
-
-			this.morphTargetInfluences.push( 0 );
-			this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
-
-		}
-
-	}
-
-};
-
-THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
-
-	if ( this.morphTargetDictionary[ name ] !== undefined ) {
-
-		return this.morphTargetDictionary[ name ];
-
-	}
-
-	console.log( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
-
-	return 0;
-
-};
-
-
-THREE.Mesh.prototype.raycast = ( function () {
-
-	var inverseMatrix = new THREE.Matrix4();
-	var ray = new THREE.Ray();
-	var sphere = new THREE.Sphere();
-
-	var vA = new THREE.Vector3();
-	var vB = new THREE.Vector3();
-	var vC = new THREE.Vector3();
-
-	return function ( raycaster, intersects ) {
-
-		var geometry = this.geometry;
-
-		// Checking boundingSphere distance to ray
-
-		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
-		sphere.copy( geometry.boundingSphere );
-		sphere.applyMatrix4( this.matrixWorld );
-
-		if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
-
-			return;
-
-		}
-
-		// Check boundingBox before continuing
-
-		inverseMatrix.getInverse( this.matrixWorld );
-		ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
-
-		if ( geometry.boundingBox !== null ) {
-
-			if ( ray.isIntersectionBox( geometry.boundingBox ) === false )  {
-
-				return;
-
-			}
-
-		}
-
-		if ( geometry instanceof THREE.BufferGeometry ) {
-
-			var material = this.material;
-
-			if ( material === undefined ) return;
-
-			var attributes = geometry.attributes;
-
-			var a, b, c;
-			var precision = raycaster.precision;
-
-			if ( attributes.index !== undefined ) {
-
-				var indices = attributes.index.array;
-				var positions = attributes.position.array;
-				var offsets = geometry.offsets;
-
-				if ( offsets.length === 0 ) {
-
-					offsets = [ { start: 0, count: indices.length, index: 0 } ];
-
-				}
-
-				for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
-
-					var start = offsets[ oi ].start;
-					var count = offsets[ oi ].count;
-					var index = offsets[ oi ].index;
-
-					for ( var i = start, il = start + count; i < il; i += 3 ) {
-
-						a = index + indices[ i ];
-						b = index + indices[ i + 1 ];
-						c = index + indices[ i + 2 ];
-
-						vA.fromArray( positions, a * 3 );
-						vB.fromArray( positions, b * 3 );
-						vC.fromArray( positions, c * 3 );
-
-						if ( material.side === THREE.BackSide ) {
-
-							var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
-
-						} else {
-
-							var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
-
-						}
-
-						if ( intersectionPoint === null ) continue;
-
-						intersectionPoint.applyMatrix4( this.matrixWorld );
-
-						var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
-
-						if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
-
-						intersects.push( {
-
-							distance: distance,
-							point: intersectionPoint,
-							face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
-							faceIndex: null,
-							object: this
-
-						} );
-
-					}
-
-				}
-
-			} else {
-
-				var positions = attributes.position.array;
-
-				for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
-
-					a = i;
-					b = i + 1;
-					c = i + 2;
-
-					vA.fromArray( positions, j );
-					vB.fromArray( positions, j + 3 );
-					vC.fromArray( positions, j + 6 );
-
-					if ( material.side === THREE.BackSide ) {
-
-						var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
-
-					} else {
-
-						var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
-
-					}
-
-					if ( intersectionPoint === null ) continue;
-
-					intersectionPoint.applyMatrix4( this.matrixWorld );
-
-					var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
-
-					if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
-
-					intersects.push( {
-
-						distance: distance,
-						point: intersectionPoint,
-						face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
-						faceIndex: null,
-						object: this
-
-					} );
-
-				}
-
-			}
-
-		} else if ( geometry instanceof THREE.Geometry ) {
-
-			var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
-			var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
-
-			var a, b, c, d;
-			var precision = raycaster.precision;
-
-			var vertices = geometry.vertices;
-
-			for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
-
-				var face = geometry.faces[ f ];
-
-				var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
-
-				if ( material === undefined ) continue;
-
-				a = vertices[ face.a ];
-				b = vertices[ face.b ];
-				c = vertices[ face.c ];
-
-				if ( material.morphTargets === true ) {
-
-					var morphTargets = geometry.morphTargets;
-					var morphInfluences = this.morphTargetInfluences;
-
-					vA.set( 0, 0, 0 );
-					vB.set( 0, 0, 0 );
-					vC.set( 0, 0, 0 );
-
-					for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
-
-						var influence = morphInfluences[ t ];
-
-						if ( influence === 0 ) continue;
-
-						var targets = morphTargets[ t ].vertices;
-
-						vA.x += ( targets[ face.a ].x - a.x ) * influence;
-						vA.y += ( targets[ face.a ].y - a.y ) * influence;
-						vA.z += ( targets[ face.a ].z - a.z ) * influence;
-
-						vB.x += ( targets[ face.b ].x - b.x ) * influence;
-						vB.y += ( targets[ face.b ].y - b.y ) * influence;
-						vB.z += ( targets[ face.b ].z - b.z ) * influence;
-
-						vC.x += ( targets[ face.c ].x - c.x ) * influence;
-						vC.y += ( targets[ face.c ].y - c.y ) * influence;
-						vC.z += ( targets[ face.c ].z - c.z ) * influence;
-
-					}
-
-					vA.add( a );
-					vB.add( b );
-					vC.add( c );
-
-					a = vA;
-					b = vB;
-					c = vC;
-
-				}
-
-				if ( material.side === THREE.BackSide ) {
-
-					var intersectionPoint = ray.intersectTriangle( c, b, a, true );
-
-				} else {
-
-					var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
-
-				}
-
-				if ( intersectionPoint === null ) continue;
-
-				intersectionPoint.applyMatrix4( this.matrixWorld );
-
-				var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
-
-				if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
-
-				intersects.push( {
-
-					distance: distance,
-					point: intersectionPoint,
-					face: face,
-					faceIndex: f,
-					object: this
-
-				} );
-
-			}
-
-		}
-
-	};
-
-}() );
-
-THREE.Mesh.prototype.clone = function ( object, recursive ) {
-
-	if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
-
-	THREE.Object3D.prototype.clone.call( this, object, recursive );
-
-	return object;
-
-};
-
-// File:src/objects/Bone.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author ikerr / http://verold.com
- */
-
-THREE.Bone = function ( belongsToSkin ) {
-
-	THREE.Object3D.call( this );
-
-	this.skin = belongsToSkin;
-
-};
-
-THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
-
-
-// File:src/objects/Skeleton.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author michael guerrero / http://realitymeltdown.com
- * @author ikerr / http://verold.com
- */
-
-THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
-
-	this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
-
-	this.identityMatrix = new THREE.Matrix4();
-
-	// copy the bone array
-
-	bones = bones || [];
-
-	this.bones = bones.slice( 0 );
-
-	// create a bone texture or an array of floats
-
-	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 ( this.bones.length > 256 )
-			size = 64;
-		else if ( this.bones.length > 64 )
-			size = 32;
-		else if ( this.bones.length > 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 * this.bones.length );
-
-	}
-
-	// use the supplied bone inverses or calculate the inverses
-
-	if ( boneInverses === undefined ) {
-
-		this.calculateInverses();
-
-	} else {
-
-		if ( this.bones.length === boneInverses.length ) {
-
-			this.boneInverses = boneInverses.slice( 0 );
-
-		} else {
-
-			console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
-
-			this.boneInverses = [];
-
-			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
-				this.boneInverses.push( new THREE.Matrix4() );
-
-			}
-
-		}
-
-	}
-
-};
-
-THREE.Skeleton.prototype.calculateInverses = function () {
-
-	this.boneInverses = [];
-
-	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
-		var inverse = new THREE.Matrix4();
-
-		if ( this.bones[ b ] ) {
-
-			inverse.getInverse( this.bones[ b ].matrixWorld );
-
-		}
-
-		this.boneInverses.push( inverse );
-
-	}
-
-};
-
-THREE.Skeleton.prototype.pose = function () {
-
-	var bone;
-
-	// recover the bind-time world matrices
-
-	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
-		bone = this.bones[ b ];
-
-		if ( bone ) {
-
-			bone.matrixWorld.getInverse( this.boneInverses[ b ] );
-
-		}
-
-	}
-
-	// compute the local matrices, positions, rotations and scales
-
-	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
-		bone = this.bones[ b ];
-
-		if ( bone ) {
-
-			if ( bone.parent ) {
-
-				bone.matrix.getInverse( bone.parent.matrixWorld );
-				bone.matrix.multiply( bone.matrixWorld );
-
-			} else {
-
-				bone.matrix.copy( bone.matrixWorld );
-
-			}
-
-			bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
-
-		}
-
-	}
-
-};
-
-THREE.Skeleton.prototype.update = ( function () {
-
-	var offsetMatrix = new THREE.Matrix4();
-	
-	return function () {
-
-		// 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
-
-			var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
-
-			offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
-			offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
-
-		}
-
-		if ( this.useVertexTexture ) {
-
-			this.boneTexture.needsUpdate = true;
-
-		}
-		
-	};
-
-} )();
-
-
-// File:src/objects/SkinnedMesh.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author ikerr / http://verold.com
- */
-
-THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
-
-	THREE.Mesh.call( this, geometry, material );
-
-	this.type = 'SkinnedMesh';
-
-	this.bindMode = "attached";
-	this.bindMatrix = new THREE.Matrix4();
-	this.bindMatrixInverse = new THREE.Matrix4();
-
-	// init bones
-
-	// TODO: remove bone creation as there is no reason (other than
-	// convenience) for THREE.SkinnedMesh to do this.
-
-	var bones = [];
-
-	if ( this.geometry && this.geometry.bones !== undefined ) {
-
-		var bone, gbone, p, q, s;
-
-		for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
-
-			gbone = this.geometry.bones[ b ];
-
-			p = gbone.pos;
-			q = gbone.rotq;
-			s = gbone.scl;
-
-			bone = new THREE.Bone( this );
-			bones.push( bone );
-
-			bone.name = gbone.name;
-			bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] );
-			bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
-
-			if ( s !== undefined ) {
-
-				bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
-
-			} else {
-
-				bone.scale.set( 1, 1, 1 );
-
-			}
-
-		}
-
-		for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
-
-			gbone = this.geometry.bones[ b ];
-
-			if ( gbone.parent !== - 1 ) {
-
-				bones[ gbone.parent ].add( bones[ b ] );
-
-			} else {
-
-				this.add( bones[ b ] );
-
-			}
-
-		}
-
-	}
-
-	this.normalizeSkinWeights();
-
-	this.updateMatrixWorld( true );
-	this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ) );
-
-};
-
-
-THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
-
-	this.skeleton = skeleton;
-
-	if ( bindMatrix === undefined ) {
-
-		this.updateMatrixWorld( true );
-
-		bindMatrix = this.matrixWorld;
-
-	}
-
-	this.bindMatrix.copy( bindMatrix );
-	this.bindMatrixInverse.getInverse( bindMatrix );
-
-};
-
-THREE.SkinnedMesh.prototype.pose = function () {
-
-	this.skeleton.pose();
-
-};
-
-THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
-
-	if ( this.geometry instanceof THREE.Geometry ) {
-
-		for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
-
-			var sw = this.geometry.skinWeights[ i ];
-
-			var scale = 1.0 / sw.lengthManhattan();
-
-			if ( scale !== Infinity ) {
-
-				sw.multiplyScalar( scale );
-
-			} else {
-
-				sw.set( 1 ); // this will be normalized by the shader anyway
-
-			}
-
-		}
-
-	} else {
-
-		// skinning weights assumed to be normalized for THREE.BufferGeometry
-
-	}
-
-};
-
-THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
-
-	THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
-
-	if ( this.bindMode === "attached" ) {
-
-		this.bindMatrixInverse.getInverse( this.matrixWorld );
-
-	} else if ( this.bindMode === "detached" ) {
-
-		this.bindMatrixInverse.getInverse( this.bindMatrix );
-
-	} else {
-
-		console.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode );
-
-	}
-
-};
-
-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;
-
-};
-
-
-// File:src/objects/MorphAnimMesh.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.MorphAnimMesh = function ( geometry, material ) {
-
-	THREE.Mesh.call( this, geometry, material );
-
-	this.type = 'MorphAnimMesh';
-
-	// 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.interpolateTargets = function ( a, b, t ) {
-
-	var influences = this.morphTargetInfluences;
-
-	for ( var i = 0, l = influences.length; i < l; i ++ ) {
-
-		influences[ i ] = 0;
-
-	}
-
-	if ( a > -1 ) influences[ a ] = 1 - t;
-	if ( b > -1 ) influences[ b ] = t;
-
-};
-
-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;
-
-};
-
-// File:src/objects/LOD.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.LOD = function () {
-
-	THREE.Object3D.call( this );
-
-	this.objects = [];
-
-};
-
-
-THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.LOD.prototype.addLevel = function ( object, distance ) {
-
-	if ( distance === undefined ) distance = 0;
-
-	distance = Math.abs( distance );
-
-	for ( var l = 0; l < this.objects.length; l ++ ) {
-
-		if ( distance < this.objects[ l ].distance ) {
-
-			break;
-
-		}
-
-	}
-
-	this.objects.splice( l, 0, { distance: distance, object: object } );
-	this.add( object );
-
-};
-
-THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
-
-	for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
-
-		if ( distance < this.objects[ i ].distance ) {
-
-			break;
-
-		}
-
-	}
-
-	return this.objects[ i - 1 ].object;
-
-};
-
-THREE.LOD.prototype.raycast = ( function () {
-
-	var matrixPosition = new THREE.Vector3();
-
-	return function ( raycaster, intersects ) {
-
-		matrixPosition.setFromMatrixPosition( this.matrixWorld );
-
-		var distance = raycaster.ray.origin.distanceTo( matrixPosition );
-
-		this.getObjectForDistance( distance ).raycast( raycaster, intersects );
-
-	};
-
-}() );
-
-THREE.LOD.prototype.update = function () {
-
-	var v1 = new THREE.Vector3();
-	var v2 = new THREE.Vector3();
-
-	return function ( camera ) {
-
-		if ( this.objects.length > 1 ) {
-
-			v1.setFromMatrixPosition( camera.matrixWorld );
-			v2.setFromMatrixPosition( this.matrixWorld );
-
-			var distance = v1.distanceTo( v2 );
-
-			this.objects[ 0 ].object.visible = true;
-
-			for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
-
-				if ( distance >= this.objects[ i ].distance ) {
-
-					this.objects[ i - 1 ].object.visible = false;
-					this.objects[ i     ].object.visible = true;
-
-				} else {
-
-					break;
-
-				}
-
-			}
-
-			for ( ; i < l; i ++ ) {
-
-				this.objects[ i ].object.visible = false;
-
-			}
-
-		}
-
-	};
-
-}();
-
-THREE.LOD.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.LOD();
-
-	THREE.Object3D.prototype.clone.call( this, object );
-
-	for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
-		var x = this.objects[ i ].object.clone();
-		x.visible = i === 0;
-		object.addLevel( x, this.objects[ i ].distance );
-	}
-
-	return object;
-
-};
-
-// File:src/objects/Sprite.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Sprite = function (material) {
-
-	var indices = new Uint16Array( [ 0, 1, 2,  0, 2, 3 ] );
-	var vertices = new Float32Array( [ - 0.5, - 0.5, 0,   0.5, - 0.5, 0,   0.5, 0.5, 0,   - 0.5, 0.5, 0 ] );
-	var uvs = new Float32Array( [ 0, 0,   1, 0,   1, 1,   0, 1 ] );
-
-	var geometry = new THREE.BufferGeometry();
-	geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
-	geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
-	geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
-
-//	return function ( material ) {
-
-		THREE.Object3D.call( this );
-
-		this.type = 'Sprite';
-
-		this.geometry = geometry;
-		this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
-
-//	};
-
-};
-
-THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Sprite.prototype.raycast = ( function () {
-
-	var matrixPosition = new THREE.Vector3();
-
-	return function ( raycaster, intersects ) {
-
-		matrixPosition.setFromMatrixPosition( this.matrixWorld );
-
-		var distance = raycaster.ray.distanceToPoint( matrixPosition );
-
-		if ( distance > this.scale.x ) {
-
-			return;
-
-		}
-
-		intersects.push( {
-
-			distance: distance,
-			point: this.position,
-			face: null,
-			object: this
-
-		} );
-
-	};
-
-}() );
-
-THREE.Sprite.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.Sprite( this.material );
-
-	THREE.Object3D.prototype.clone.call( this, object );
-
-	return object;
-
-};
-
-// Backwards compatibility
-
-THREE.Particle = THREE.Sprite;
-
-// File:src/objects/LensFlare.js
-
-/**
- * @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;
-
-	}
-
-};
-
-
-// File:src/scenes/Scene.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Scene = function () {
-
-	THREE.Object3D.call( this );
-
-	this.type = 'Scene';
-
-	this.fog = null;
-	this.overrideMaterial = null;
-
-	this.autoUpdate = true; // checked by the renderer
-
-};
-
-THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Scene.prototype.clone = function ( object ) {
-
-	if ( object === undefined ) object = new THREE.Scene();
-
-	THREE.Object3D.prototype.clone.call( this, object );
-
-	if ( this.fog !== null ) object.fog = this.fog.clone();
-	if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
-
-	object.autoUpdate = this.autoUpdate;
-	object.matrixAutoUpdate = this.matrixAutoUpdate;
-
-	return object;
-
-};
-
-// File:src/scenes/Fog.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Fog = function ( color, near, far ) {
-
-	this.name = '';
-
-	this.color = new THREE.Color( color );
-
-	this.near = ( near !== undefined ) ? near : 1;
-	this.far = ( far !== undefined ) ? far : 1000;
-
-};
-
-THREE.Fog.prototype.clone = function () {
-
-	return new THREE.Fog( this.color.getHex(), this.near, this.far );
-
-};
-
-// File:src/scenes/FogExp2.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.FogExp2 = function ( color, density ) {
-
-	this.name = '';
-
-	this.color = new THREE.Color( color );
-	this.density = ( density !== undefined ) ? density : 0.00025;
-
-};
-
-THREE.FogExp2.prototype.clone = function () {
-
-	return new THREE.FogExp2( this.color.getHex(), this.density );
-
-};
-
-// File:src/renderers/shaders/ShaderChunk.js
-
-THREE.ShaderChunk = {};
-
-// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
-
-THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n	if ( gl_FragColor.a < ALPHATEST ) discard;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n	vLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n	vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n	vec3 dirVector = normalize( lDirection.xyz );\n\n	float dotProduct = dot( transformedNormal, dirVector );\n	vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n	#ifdef DOUBLE_SIDED\n\n		vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n		#ifdef WRAP_AROUND\n\n			vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n		#endif\n\n	#endif\n\n	#ifdef WRAP_AROUND\n\n		vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n		directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n		#ifdef DOUBLE_SIDED\n\n			directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n		#endif\n\n	#endif\n\n	vLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n	#ifdef DOUBLE_SIDED\n\n		vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n	#endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n	for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n		vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n		vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n		float lDistance = 1.0;\n		if ( pointLightDistance[ i ] > 0.0 )\n			lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n		lVector = normalize( lVector );\n		float dotProduct = dot( transformedNormal, lVector );\n\n		vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n		#ifdef DOUBLE_SIDED\n\n			vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n			#ifdef WRAP_AROUND\n\n				vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n			#endif\n\n		#endif\n\n		#ifdef WRAP_AROUND\n\n			vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n			pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n			#ifdef DOUBLE_SIDED\n\n				pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n			#endif\n\n		#endif\n\n		vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n\n		#ifdef DOUBLE_SIDED\n\n			vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n\n		#endif\n\n	}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n		vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n		vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n		float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n		if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n			spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n			float lDistance = 1.0;\n			if ( spotLightDistance[ i ] > 0.0 )\n				lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n			lVector = normalize( lVector );\n\n			float dotProduct = dot( transformedNormal, lVector );\n			vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n			#ifdef DOUBLE_SIDED\n\n				vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n				#ifdef WRAP_AROUND\n\n					vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n				#endif\n\n			#endif\n\n			#ifdef WRAP_AROUND\n\n				vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n				spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n				#ifdef DOUBLE_SIDED\n\n					spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n				#endif\n\n			#endif\n\n			vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n\n			#ifdef DOUBLE_SIDED\n\n				vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n\n			#endif\n\n		}\n\n	}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n	for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n		vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n		vec3 lVector = normalize( lDirection.xyz );\n\n		float dotProduct = dot( transformedNormal, lVector );\n\n		float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n		float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n		vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n		#ifdef DOUBLE_SIDED\n\n			vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n		#endif\n\n	}\n\n#endif\n\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n\n#ifdef DOUBLE_SIDED\n\n	vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n	uniform sampler2D map;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
-
-THREE.ShaderChunk[ 'default_vertex'] = "vec4 mvPosition;\n\n#ifdef USE_SKINNING\n\n	mvPosition = modelViewMatrix * skinned;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\n\n	mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\n\n	mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;";
-
-// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'map_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n	varying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n	uniform sampler2D map;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
-
-THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n	mat4 skinMatrix = mat4( 0.0 );\n	skinMatrix += skinWeight.x * boneMatX;\n	skinMatrix += skinWeight.y * boneMatY;\n	skinMatrix += skinWeight.z * boneMatZ;\n	skinMatrix += skinWeight.w * boneMatW;\n	skinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;\n\n	#ifdef USE_MORPHNORMALS\n\n	vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n	#else\n\n	vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n	#endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n	#ifdef USE_LOGDEPTHBUF_EXT\n\n		varying float vFragDepth;\n\n	#endif\n\n	uniform float logDepthBufFC;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n	varying vec2 vUv2;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
-
-THREE.ShaderChunk[ 'lights_phong_fragment'] = "vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef DOUBLE_SIDED\n\n	normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n	normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n	normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n	vec3 pointDiffuse = vec3( 0.0 );\n	vec3 pointSpecular = vec3( 0.0 );\n\n	for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n		vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n		vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n		float lDistance = 1.0;\n		if ( pointLightDistance[ i ] > 0.0 )\n			lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n		lVector = normalize( lVector );\n\n				// diffuse\n\n		float dotProduct = dot( normal, lVector );\n\n		#ifdef WRAP_AROUND\n\n			float pointDiffuseWeightFull = max( dotProduct, 0.0 );\n			float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n			vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n		#else\n\n			float pointDiffuseWeight = max( dotProduct, 0.0 );\n\n		#endif\n\n		pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\n\n				// specular\n\n		vec3 pointHalfVector = normalize( lVector + viewPosition );\n		float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n		float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n		float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n		vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n		pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n\n	}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	vec3 spotDiffuse = vec3( 0.0 );\n	vec3 spotSpecular = vec3( 0.0 );\n\n	for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n		vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n		vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n		float lDistance = 1.0;\n		if ( spotLightDistance[ i ] > 0.0 )\n			lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n		lVector = normalize( lVector );\n\n		float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n		if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n			spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n					// diffuse\n\n			float dotProduct = dot( normal, lVector );\n\n			#ifdef WRAP_AROUND\n\n				float spotDiffuseWeightFull = max( dotProduct, 0.0 );\n				float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n				vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n			#else\n\n				float spotDiffuseWeight = max( dotProduct, 0.0 );\n\n			#endif\n\n			spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\n\n					// specular\n\n			vec3 spotHalfVector = normalize( lVector + viewPosition );\n			float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n			float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n			float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n			vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n			spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n\n		}\n\n	}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n	vec3 dirDiffuse = vec3( 0.0 );\n	vec3 dirSpecular = vec3( 0.0 );\n\n	for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n		vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n		vec3 dirVector = normalize( lDirection.xyz );\n\n				// diffuse\n\n		float dotProduct = dot( normal, dirVector );\n\n		#ifdef WRAP_AROUND\n\n			float dirDiffuseWeightFull = max( dotProduct, 0.0 );\n			float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n			vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n		#else\n\n			float dirDiffuseWeight = max( dotProduct, 0.0 );\n\n		#endif\n\n		dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n\n		// specular\n\n		vec3 dirHalfVector = normalize( dirVector + viewPosition );\n		float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n		float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n		/*\n		// fresnel term from skin shader\n		const float F0 = 0.128;\n\n		float base = 1.0 - dot( viewPosition, dirHalfVector );\n		float exponential = pow( base, 5.0 );\n\n		float fresnel = exponential + F0 * ( 1.0 - exponential );\n		*/\n\n		/*\n		// fresnel term from fresnel shader\n		const float mFresnelBias = 0.08;\n		const float mFresnelScale = 0.3;\n		const float mFresnelPower = 5.0;\n\n		float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n		*/\n\n		float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n		// 		dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n		vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n		dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n	}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n	vec3 hemiDiffuse = vec3( 0.0 );\n	vec3 hemiSpecular = vec3( 0.0 );\n\n	for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n		vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n		vec3 lVector = normalize( lDirection.xyz );\n\n		// diffuse\n\n		float dotProduct = dot( normal, lVector );\n		float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n		vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n		hemiDiffuse += diffuse * hemiColor;\n\n		// specular (sky light)\n\n		vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n		float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n		float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n		// specular (ground light)\n\n		vec3 lVectorGround = -lVector;\n\n		vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n		float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n		float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n		float dotProductGround = dot( normal, lVectorGround );\n\n		float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n		vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n		vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n		hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n	}\n\n#endif\n\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n\n#if MAX_DIR_LIGHTS > 0\n\n	totalDiffuse += dirDiffuse;\n	totalSpecular += dirSpecular;\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n	totalDiffuse += hemiDiffuse;\n	totalSpecular += hemiSpecular;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n	totalDiffuse += pointDiffuse;\n	totalSpecular += pointSpecular;\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	totalDiffuse += spotDiffuse;\n	totalSpecular += spotSpecular;\n\n#endif\n\n#ifdef METAL\n\n	gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\n#else\n\n	gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n	uniform vec3 fogColor;\n\n	#ifdef FOG_EXP2\n\n		uniform float fogDensity;\n\n	#else\n\n		uniform float fogNear;\n		uniform float fogFar;\n	#endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
-
-THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n	vec3 morphedNormal = vec3( 0.0 );\n\n	morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n	morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n	morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n	morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n	morphedNormal += normal;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n	uniform float reflectivity;\n	uniform samplerCube envMap;\n	uniform float flipEnvMap;\n	uniform int combine;\n\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n		uniform bool useRefract;\n		uniform float refractionRatio;\n\n	#else\n\n		varying vec3 vReflect;\n\n	#endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n	gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n	uniform sampler2D normalMap;\n	uniform vec2 normalScale;\n\n			// Per-Pixel Tangent Space Normal Mapping\n			// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n	vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n		vec3 q0 = dFdx( eye_pos.xyz );\n		vec3 q1 = dFdy( eye_pos.xyz );\n		vec2 st0 = dFdx( vUv.st );\n		vec2 st1 = dFdy( vUv.st );\n\n		vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n		vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n		vec3 N = normalize( surf_norm );\n\n		vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n		mapN.xy = normalScale * mapN.xy;\n		mat3 tsn = mat3( S, T, N );\n		return normalize( tsn * mapN );\n\n	}\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n	varying vec3 vWorldPosition;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n	varying vec2 vUv2;\n	uniform sampler2D lightMap;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
-
-THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n	for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n		vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n	}\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n	vWorldPosition = worldPosition.xyz;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
-
-THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n	vec4 texelColor = texture2D( map, vUv );\n\n	#ifdef GAMMA_INPUT\n\n		texelColor.xyz *= texelColor.xyz;\n\n	#endif\n\n	gl_FragColor = gl_FragColor * texelColor;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl
-
-THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n	vUv2 = uv2;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
-
-THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n	gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n	varying vec3 vColor;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
-
-THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n	#ifdef GAMMA_INPUT\n\n		vColor = color * color;\n\n	#else\n\n		vColor = color;\n\n	#endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
-
-THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n	#ifdef USE_MORPHTARGETS\n\n	vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n	#else\n\n	vec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n	#endif\n\n	vec4 skinned = vec4( 0.0 );\n	skinned += boneMatX * skinVertex * skinWeight.x;\n	skinned += boneMatY * skinVertex * skinWeight.y;\n	skinned += boneMatZ * skinVertex * skinWeight.z;\n	skinned += boneMatW * skinVertex * skinWeight.w;\n	skinned  = bindMatrixInverse * skinned;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n	varying vec3 vReflect;\n\n	uniform float refractionRatio;\n	uniform bool useRefract;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
-
-THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "#ifdef GAMMA_OUTPUT\n\n	gl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n	varying vec3 vColor;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\n\nuniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n	uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n	uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n	uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n	uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n	uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n	uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n	uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n	uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n	uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n	uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n	uniform vec3 wrapRGB;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'map_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n	varying vec2 vUv;\n	uniform vec4 offsetRepeat;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
-
-THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n	vec3 reflectVec;\n\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n		vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n		// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\n		// Transforming Normal Vectors with the Inverse Transformation\n\n		vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );\n\n		if ( useRefract ) {\n\n			reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n		} else { \n\n			reflectVec = reflect( cameraToVertex, worldNormal );\n\n		}\n\n	#else\n\n		reflectVec = vReflect;\n\n	#endif\n\n	#ifdef DOUBLE_SIDED\n\n		float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n		vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n	#else\n\n		vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n	#endif\n\n	#ifdef GAMMA_INPUT\n\n		cubeColor.xyz *= cubeColor.xyz;\n\n	#endif\n\n	if ( combine == 1 ) {\n\n		gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n\n	} else if ( combine == 2 ) {\n\n		gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n\n	} else {\n\n		gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n\n	}\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n	uniform sampler2D specularMap;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n	gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;\n\n	#ifdef USE_LOGDEPTHBUF_EXT\n\n		vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n		gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n	#endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n	#ifndef USE_MORPHNORMALS\n\n	uniform float morphTargetInfluences[ 8 ];\n\n	#else\n\n	uniform float morphTargetInfluences[ 4 ];\n\n	#endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
-
-THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n	vec4 texelSpecular = texture2D( specularMap, vUv );\n	specularStrength = texelSpecular.r;\n\n#else\n\n	specularStrength = 1.0;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
-
-THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n	#ifdef USE_LOGDEPTHBUF_EXT\n\n		float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n	#else\n\n		float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n	#endif\n\n	#ifdef FOG_EXP2\n\n		const float LOG2 = 1.442695;\n		float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n		fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n	#else\n\n		float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n	#endif\n	\n	gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n	uniform sampler2D bumpMap;\n	uniform float bumpScale;\n\n			// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n			//	http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n			// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n	vec2 dHdxy_fwd() {\n\n		vec2 dSTdx = dFdx( vUv );\n		vec2 dSTdy = dFdy( vUv );\n\n		float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n		float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n		float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n		return vec2( dBx, dBy );\n\n	}\n\n	vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n		vec3 vSigmaX = dFdx( surf_pos );\n		vec3 vSigmaY = dFdy( surf_pos );\n		vec3 vN = surf_norm;		// normalized\n\n		vec3 R1 = cross( vSigmaY, vN );\n		vec3 R2 = cross( vN, vSigmaX );\n\n		float fDet = dot( vSigmaX, R1 );\n\n		vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n		return normalize( abs( fDet ) * surf_norm - vGrad );\n\n	}\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
-
-THREE.ShaderChunk[ 'defaultnormal_vertex'] = "vec3 objectNormal;\n\n#ifdef USE_SKINNING\n\n	objectNormal = skinnedNormal.xyz;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\n\n	objectNormal = morphedNormal;\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\n\n	objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n	objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n	uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n	uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n	uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n	uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n	uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n	uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n	uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n	uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n	uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n	uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n	uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n	uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n	uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n	varying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n	uniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;";
-
-// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
-
-THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n	mat4 boneMatX = getBoneMatrix( skinIndex.x );\n	mat4 boneMatY = getBoneMatrix( skinIndex.y );\n	mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n	mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_vertex.glsl
-
-THREE.ShaderChunk[ 'map_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n	vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
-
-THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n	gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n	varying vec4 vShadowCoord[ MAX_SHADOWS ];\n	uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
-
-THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n	gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
-
-THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n	vec3 morphed = vec3( 0.0 );\n	morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n	morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n	morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n	morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n	#ifndef USE_MORPHNORMALS\n\n	morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n	morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n	morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n	morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n	#endif\n\n	morphed += position;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
-
-THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n	vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\n	worldNormal = normalize( worldNormal );\n\n	vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n	if ( useRefract ) {\n\n		vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n	} else {\n\n		vReflect = reflect( cameraToVertex, worldNormal );\n\n	}\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
-
-THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n	#ifdef SHADOWMAP_DEBUG\n\n		vec3 frustumColors[3];\n		frustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n		frustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n		frustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n	#endif\n\n	#ifdef SHADOWMAP_CASCADE\n\n		int inFrustumCount = 0;\n\n	#endif\n\n	float fDepth;\n	vec3 shadowColor = vec3( 1.0 );\n\n	for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n		vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n				// if ( something && something ) breaks ATI OpenGL shader compiler\n				// if ( all( something, something ) ) using this instead\n\n		bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n		bool inFrustum = all( inFrustumVec );\n\n				// don't shadow pixels outside of light frustum\n				// use just first frustum (for cascades)\n				// don't shadow pixels behind far plane of light frustum\n\n		#ifdef SHADOWMAP_CASCADE\n\n			inFrustumCount += int( inFrustum );\n			bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n		#else\n\n			bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n		#endif\n\n		bool frustumTest = all( frustumTestVec );\n\n		if ( frustumTest ) {\n\n			shadowCoord.z += shadowBias[ i ];\n\n			#if defined( SHADOWMAP_TYPE_PCF )\n\n						// Percentage-close filtering\n						// (9 pixel kernel)\n						// http://fabiensanglard.net/shadowmappingPCF/\n\n				float shadow = 0.0;\n\n		/*\n						// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n						// must enroll loop manually\n\n				for ( float y = -1.25; y <= 1.25; y += 1.25 )\n					for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n						vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n								// doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n								//vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n						float fDepth = unpackDepth( rgbaDepth );\n\n						if ( fDepth < shadowCoord.z )\n							shadow += 1.0;\n\n				}\n\n				shadow /= 9.0;\n\n		*/\n\n				const float shadowDelta = 1.0 / 9.0;\n\n				float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n				float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n				float dx0 = -1.25 * xPixelOffset;\n				float dy0 = -1.25 * yPixelOffset;\n				float dx1 = 1.25 * xPixelOffset;\n				float dy1 = 1.25 * yPixelOffset;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n				if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n				shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n			#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n						// Percentage-close filtering\n						// (9 pixel kernel)\n						// http://fabiensanglard.net/shadowmappingPCF/\n\n				float shadow = 0.0;\n\n				float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n				float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n				float dx0 = -1.0 * xPixelOffset;\n				float dy0 = -1.0 * yPixelOffset;\n				float dx1 = 1.0 * xPixelOffset;\n				float dy1 = 1.0 * yPixelOffset;\n\n				mat3 shadowKernel;\n				mat3 depthKernel;\n\n				depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n				depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n				depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n				depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n				depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n				depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n				depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n				depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n				depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n				vec3 shadowZ = vec3( shadowCoord.z );\n				shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n				shadowKernel[0] *= vec3(0.25);\n\n				shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n				shadowKernel[1] *= vec3(0.25);\n\n				shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n				shadowKernel[2] *= vec3(0.25);\n\n				vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n				shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n				shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n				vec4 shadowValues;\n				shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n				shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n				shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n				shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n				shadow = dot( shadowValues, vec4( 1.0 ) );\n\n				shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n			#else\n\n				vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n				float fDepth = unpackDepth( rgbaDepth );\n\n				if ( fDepth < shadowCoord.z )\n\n		// spot with multiple shadows is darker\n\n					shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n		// spot with multiple shadows has the same color as single shadow spot\n\n		// 					shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n			#endif\n\n		}\n\n\n		#ifdef SHADOWMAP_DEBUG\n\n			#ifdef SHADOWMAP_CASCADE\n\n				if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n\n			#else\n\n				if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n\n			#endif\n\n		#endif\n\n	}\n\n	#ifdef GAMMA_OUTPUT\n\n		shadowColor *= shadowColor;\n\n	#endif\n\n	gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
-
-THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n	#ifdef USE_SKINNING\n\n		vec4 worldPosition = modelMatrix * skinned;\n\n	#endif\n\n	#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n		vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n	#endif\n\n	#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n		vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n	#endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n	uniform sampler2D shadowMap[ MAX_SHADOWS ];\n	uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n	uniform float shadowDarkness[ MAX_SHADOWS ];\n	uniform float shadowBias[ MAX_SHADOWS ];\n\n	varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n	float unpackDepth( const in vec4 rgba_depth ) {\n\n		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 );\n		float depth = dot( rgba_depth, bit_shift );\n		return depth;\n\n	}\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n	uniform mat4 bindMatrix;\n	uniform mat4 bindMatrixInverse;\n\n	#ifdef BONE_TEXTURE\n\n		uniform sampler2D boneTexture;\n		uniform int boneTextureWidth;\n		uniform int boneTextureHeight;\n\n		mat4 getBoneMatrix( const in float i ) {\n\n			float j = i * 4.0;\n			float x = mod( j, float( boneTextureWidth ) );\n			float y = floor( j / float( boneTextureWidth ) );\n\n			float dx = 1.0 / float( boneTextureWidth );\n			float dy = 1.0 / float( boneTextureHeight );\n\n			y = dy * ( y + 0.5 );\n\n			vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n			vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n			vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n			vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n			mat4 bone = mat4( v1, v2, v3, v4 );\n\n			return bone;\n\n		}\n\n	#else\n\n		uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n		mat4 getBoneMatrix( const in float i ) {\n\n			mat4 bone = boneGlobalMatrices[ int(i) ];\n			return bone;\n\n		}\n\n	#endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n	uniform float logDepthBufFC;\n\n	#ifdef USE_LOGDEPTHBUF_EXT\n\n		#extension GL_EXT_frag_depth : enable\n		varying float vFragDepth;\n\n	#endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
-
-THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n	gl_FragColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n	uniform sampler2D alphaMap;\n\n#endif\n";
-
-// File:src/renderers/shaders/UniformsUtils.js
-
-/**
- * Uniform Utilities
- */
-
-THREE.UniformsUtils = {
-
-	merge: function ( uniforms ) {
-
-		var merged = {};
-
-		for ( var u = 0; u < uniforms.length; u ++ ) {
-
-			var tmp = this.clone( uniforms[ u ] );
-
-			for ( var p in tmp ) {
-
-				merged[ p ] = tmp[ p ];
-
-			}
-
-		}
-
-		return merged;
-
-	},
-
-	clone: function ( uniforms_src ) {
-
-		var uniforms_dst = {};
-
-		for ( var u in uniforms_src ) {
-
-			uniforms_dst[ u ] = {};
-
-			for ( var p in uniforms_src[ u ] ) {
-
-				var 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;
-
-	}
-
-};
-
-// File:src/renderers/shaders/UniformsLib.js
-
-/**
- * Uniforms library for shared webgl shaders
- */
-
-THREE.UniformsLib = {
-
-	common: {
-
-		"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
-		"opacity" : { type: "f", value: 1.0 },
-
-		"map" : { type: "t", value: null },
-		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
-
-		"lightMap" : { type: "t", value: null },
-		"specularMap" : { type: "t", value: null },
-		"alphaMap" : { 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: [] }
-
-	}
-
-};
-
-// File:src/renderers/shaders/ShaderLib.js
-
-/**
- * Webgl Shader Library for three.js
- *
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
-
-
-THREE.ShaderLib = {
-
-	'basic': {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "common" ],
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "shadowmap" ]
-
-		] ),
-
-		vertexShader: [
-
-			THREE.ShaderChunk[ "map_pars_vertex" ],
-			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
-			THREE.ShaderChunk[ "envmap_pars_vertex" ],
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "map_vertex" ],
-				THREE.ShaderChunk[ "lightmap_vertex" ],
-				THREE.ShaderChunk[ "color_vertex" ],
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-
-			"	#ifdef USE_ENVMAP",
-
-				THREE.ShaderChunk[ "morphnormal_vertex" ],
-				THREE.ShaderChunk[ "skinnormal_vertex" ],
-				THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
-			"	#endif",
-
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "envmap_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform vec3 diffuse;",
-			"uniform float opacity;",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_pars_fragment" ],
-			THREE.ShaderChunk[ "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[ "default_vertex" ],
-				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "envmap_vertex" ],
-				THREE.ShaderChunk[ "lights_lambert_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform float opacity;",
-
-			"varying vec3 vLightFront;",
-
-			"#ifdef DOUBLE_SIDED",
-
-			"	varying vec3 vLightBack;",
-
-			"#endif",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_pars_fragment" ],
-			THREE.ShaderChunk[ "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[ "default_vertex" ],
-				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
-			"	vViewPosition = -mvPosition.xyz;",
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "envmap_vertex" ],
-				THREE.ShaderChunk[ "lights_phong_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"#define PHONG",
-
-			"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[ "default_vertex" ],
-				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform float mNear;",
-			"uniform float mFar;",
-			"uniform float opacity;",
-
-			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
-			"	#ifdef USE_LOGDEPTHBUF_EXT",
-
-			"		float depth = gl_FragDepthEXT / gl_FragCoord.w;",
-
-			"	#else",
-
-			"		float depth = gl_FragCoord.z / gl_FragCoord.w;",
-
-			"	#endif",
-
-			"	float color = 1.0 - smoothstep( mNear, mFar, depth );",
-			"	gl_FragColor = vec4( vec3( color ), opacity );",
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'normal': {
-
-		uniforms: {
-
-			"opacity" : { type: "f", value: 1.0 }
-
-		},
-
-		vertexShader: [
-
-			"varying vec3 vNormal;",
-
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
-			"void main() {",
-
-			"	vNormal = normalize( normalMatrix * normal );",
-
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform float opacity;",
-			"varying vec3 vNormal;",
-
-			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
-			"void main() {",
-
-			"	gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
-
-				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	/* -------------------------------------------------------------------------
-	//	Normal map shader
-	//		- Blinn-Phong
-	//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
-	//		- point and directional lights (use with "lights: true" material option)
-	 ------------------------------------------------------------------------- */
-
-	'normalmap' : {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "lights" ],
-			THREE.UniformsLib[ "shadowmap" ],
-
-			{
-
-			"enableAO"          : { type: "i", value: 0 },
-			"enableDiffuse"     : { type: "i", value: 0 },
-			"enableSpecular"    : { type: "i", value: 0 },
-			"enableReflection"  : { type: "i", value: 0 },
-			"enableDisplacement": { type: "i", value: 0 },
-
-			"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
-			"tDiffuse"     : { type: "t", value: null },
-			"tCube"        : { type: "t", value: null },
-			"tNormal"      : { type: "t", value: null },
-			"tSpecular"    : { type: "t", value: null },
-			"tAO"          : { type: "t", value: null },
-
-			"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
-
-			"uDisplacementBias": { type: "f", value: 0.0 },
-			"uDisplacementScale": { type: "f", value: 1.0 },
-
-			"diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
-			"specular": { type: "c", value: new THREE.Color( 0x111111 ) },
-			"ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
-			"shininess": { type: "f", value: 30 },
-			"opacity": { type: "f", value: 1 },
-
-			"useRefract": { type: "i", value: 0 },
-			"refractionRatio": { type: "f", value: 0.98 },
-			"reflectivity": { type: "f", value: 0.5 },
-
-			"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
-			"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
-
-			"wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
-
-			}
-
-		] ),
-
-		fragmentShader: [
-
-			"uniform vec3 ambient;",
-			"uniform vec3 diffuse;",
-			"uniform vec3 specular;",
-			"uniform float shininess;",
-			"uniform float opacity;",
-
-			"uniform bool enableDiffuse;",
-			"uniform bool enableSpecular;",
-			"uniform bool enableAO;",
-			"uniform bool enableReflection;",
-
-			"uniform sampler2D tDiffuse;",
-			"uniform sampler2D tNormal;",
-			"uniform sampler2D tSpecular;",
-			"uniform sampler2D tAO;",
-
-			"uniform samplerCube tCube;",
-
-			"uniform vec2 uNormalScale;",
-
-			"uniform bool useRefract;",
-			"uniform float refractionRatio;",
-			"uniform float reflectivity;",
-
-			"varying vec3 vTangent;",
-			"varying vec3 vBinormal;",
-			"varying vec3 vNormal;",
-			"varying vec2 vUv;",
-
-			"uniform vec3 ambientLightColor;",
-
-			"#if MAX_DIR_LIGHTS > 0",
-
-			"	uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
-			"	uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
-
-			"#endif",
-
-			"#if MAX_HEMI_LIGHTS > 0",
-
-			"	uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
-			"	uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
-			"	uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
-
-			"#endif",
-
-			"#if MAX_POINT_LIGHTS > 0",
-
-			"	uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
-			"	uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-			"	uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
-
-			"#endif",
-
-			"#if MAX_SPOT_LIGHTS > 0",
-
-			"	uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
-			"	uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
-			"	uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
-			"	uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
-			"	uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
-			"	uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
-
-			"#endif",
-
-			"#ifdef WRAP_AROUND",
-
-			"	uniform vec3 wrapRGB;",
-
-			"#endif",
-
-			"varying vec3 vWorldPosition;",
-			"varying vec3 vViewPosition;",
-
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
-			"void main() {",
-				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
-			"	gl_FragColor = vec4( vec3( 1.0 ), opacity );",
-
-			"	vec3 specularTex = vec3( 1.0 );",
-
-			"	vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
-			"	normalTex.xy *= uNormalScale;",
-			"	normalTex = normalize( normalTex );",
-
-			"	if( enableDiffuse ) {",
-
-			"		#ifdef GAMMA_INPUT",
-
-			"			vec4 texelColor = texture2D( tDiffuse, vUv );",
-			"			texelColor.xyz *= texelColor.xyz;",
-
-			"			gl_FragColor = gl_FragColor * texelColor;",
-
-			"		#else",
-
-			"			gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
-
-			"		#endif",
-
-			"	}",
-
-			"	if( enableAO ) {",
-
-			"		#ifdef GAMMA_INPUT",
-
-			"			vec4 aoColor = texture2D( tAO, vUv );",
-			"			aoColor.xyz *= aoColor.xyz;",
-
-			"			gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
-
-			"		#else",
-
-			"			gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
-
-			"		#endif",
-
-			"	}",
-			
-			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[ "default_vertex" ],
-				THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
-			"vec4 pack_depth( const in float depth ) {",
-
-			"	const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
-			"	const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
-			"	vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // "	vec4 res = fract( depth * bit_shift );",
-			"	res -= res.xxyz * bit_mask;",
-			"	return res;",
-
-			"}",
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
-			"	#ifdef USE_LOGDEPTHBUF_EXT",
-
-			"		gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
-
-			"	#else",
-
-			"		gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
-
-			"	#endif",
-
-				//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
-				//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
-				//"gl_FragData[ 0 ] = pack_depth( z );",
-				//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
-
-			"}"
-
-		].join("\n")
-
-	}
-
-};
-
-// File:src/renderers/WebGLRenderTarget.js
-
-/**
- * @author szimek / https://github.com/szimek/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.WebGLRenderTarget = function ( width, height, options ) {
-
-	this.width = width;
-	this.height = height;
-
-	options = options || {};
-
-	this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
-	this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
-
-	this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
-	this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
-
-	this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
-
-	this.offset = new THREE.Vector2( 0, 0 );
-	this.repeat = new THREE.Vector2( 1, 1 );
-
-	this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
-	this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
-
-	this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
-	this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
-
-	this.generateMipmaps = true;
-
-	this.shareDepthFrom = null;
-
-};
-
-THREE.WebGLRenderTarget.prototype = {
-
-	constructor: THREE.WebGLRenderTarget,
-
-	setSize: function ( width, height ) {
-
-		this.width = width;
-		this.height = height;
-
-	},
-
-	clone: function () {
-
-		var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
-
-		tmp.wrapS = this.wrapS;
-		tmp.wrapT = this.wrapT;
-
-		tmp.magFilter = this.magFilter;
-		tmp.minFilter = this.minFilter;
-
-		tmp.anisotropy = this.anisotropy;
-
-		tmp.offset.copy( this.offset );
-		tmp.repeat.copy( this.repeat );
-
-		tmp.format = this.format;
-		tmp.type = this.type;
-
-		tmp.depthBuffer = this.depthBuffer;
-		tmp.stencilBuffer = this.stencilBuffer;
-
-		tmp.generateMipmaps = this.generateMipmaps;
-
-		tmp.shareDepthFrom = this.shareDepthFrom;
-
-		return tmp;
-
-	},
-
-	dispose: function () {
-
-		this.dispatchEvent( { type: 'dispose' } );
-
-	}
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
-
-// File:src/renderers/WebGLRenderTargetCube.js
-
-/**
- * @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 );
-
-// File:src/renderers/webgl/WebGLExtensions.js
-
-THREE.WebGLExtensions = function ( gl ) {
-
-	var extensions = {};
-
-	this.get = function ( name ) {
-
-		if ( extensions[ name ] !== undefined ) {
-
-			return extensions[ name ];
-
-		}
-
-		var extension;
-
-		switch ( name ) {
-		
-			case 'OES_texture_float':
-				extension = gl.getExtension( 'OES_texture_float' );
-				break;
-
-			case 'OES_texture_float_linear':
-				extension = gl.getExtension( 'OES_texture_float_linear' );
-				break;
-
-			case 'OES_standard_derivatives':
-				extension = gl.getExtension( 'OES_standard_derivatives' );
-				break;
-
-			case 'EXT_texture_filter_anisotropic':
-				extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
-				break;
-
-			case 'WEBGL_compressed_texture_s3tc':
-				extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
-				break;
-
-			case 'WEBGL_compressed_texture_pvrtc':
-				extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
-				break;
-
-			case 'OES_element_index_uint':
-				extension = gl.getExtension( 'OES_element_index_uint' );
-				break;
-
-			case 'EXT_blend_minmax':
-				extension = gl.getExtension( 'EXT_blend_minmax' );
-				break;
-
-			case 'EXT_frag_depth':
-				extension = gl.getExtension( 'EXT_frag_depth' );
-				break;
-
-		}
-
-		if ( extension === null ) {
-
-			console.log( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
-
-		}
-
-		extensions[ name ] = extension;
-
-		return extension;
-
-	};
-
-};
-
-// File:src/renderers/webgl/WebGLProgram.js
-
-THREE.WebGLProgram = ( function () {
-
-	var programIdCount = 0;
-
-	var generateDefines = function ( defines ) {
-
-		var value, chunk, chunks = [];
-
-		for ( var d in defines ) {
-
-			value = defines[ d ];
-			if ( value === false ) continue;
-
-			chunk = "#define " + d + " " + value;
-			chunks.push( chunk );
-
-		}
-
-		return chunks.join( "\n" );
-
-	};
-
-	var cacheUniformLocations = function ( gl, program, identifiers ) {
-
-		var uniforms = {};
-
-		for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
-
-			var id = identifiers[ i ];
-			uniforms[ id ] = gl.getUniformLocation( program, id );
-
-		}
-
-		return uniforms;
-
-	};
-
-	var cacheAttributeLocations = function ( gl, program, identifiers ) {
-
-		var attributes = {};
-
-		for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
-
-			var id = identifiers[ i ];
-			attributes[ id ] = gl.getAttribLocation( program, id );
-
-		}
-
-		return attributes;
-
-	};
-
-	return function ( renderer, code, material, parameters ) {
-
-		var _this = renderer;
-		var _gl = _this.context;
-
-		var defines = material.defines;
-		var uniforms = material.__webglShader.uniforms;
-		var attributes = material.attributes;
-
-		var vertexShader = material.__webglShader.vertexShader;
-		var fragmentShader = material.__webglShader.fragmentShader;
-
-		var index0AttributeName = material.index0AttributeName;
-
-		if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
-
-			// programs with morphTargets displace position out of attribute 0
-
-			index0AttributeName = 'position';
-
-		}
-
-		var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
-
-		if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
-
-			shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
-
-		} else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
-
-			shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
-
-		}
-
-		// console.log( "building new program " );
-
-		//
-
-		var customDefines = generateDefines( defines );
-
-		//
-
-		var program = _gl.createProgram();
-        program.name = "Program_"+material.type;
-
-		var prefix_vertex, prefix_fragment;
-
-		if ( material instanceof THREE.RawShaderMaterial ) {
-
-			prefix_vertex = '';
-			prefix_fragment = '';
-
-		} else {
-
-			prefix_vertex = [
-
-				"precision " + parameters.precision + " float;",
-				"precision " + parameters.precision + " int;",
-
-				customDefines,
-
-				parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
-
-				_this.gammaInput ? "#define GAMMA_INPUT" : "",
-				_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
-
-				"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
-				"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
-				"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
-				"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
-
-				"#define MAX_SHADOWS " + parameters.maxShadows,
-
-				"#define MAX_BONES " + parameters.maxBones,
-
-				parameters.map ? "#define USE_MAP" : "",
-				parameters.envMap ? "#define USE_ENVMAP" : "",
-				parameters.lightMap ? "#define USE_LIGHTMAP" : "",
-				parameters.bumpMap ? "#define USE_BUMPMAP" : "",
-				parameters.normalMap ? "#define USE_NORMALMAP" : "",
-				parameters.specularMap ? "#define USE_SPECULARMAP" : "",
-				parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
-				parameters.vertexColors ? "#define USE_COLOR" : "",
-
-				parameters.skinning ? "#define USE_SKINNING" : "",
-				parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
-
-				parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
-				parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
-				parameters.wrapAround ? "#define WRAP_AROUND" : "",
-				parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
-				parameters.flipSided ? "#define FLIP_SIDED" : "",
-
-				parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
-				parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
-				parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
-				parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
-
-				parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
-
-				parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
-				//_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
-
-
-				"uniform mat4 modelMatrix;",
-				"uniform mat4 modelViewMatrix;",
-				"uniform mat4 projectionMatrix;",
-				"uniform mat4 viewMatrix;",
-				"uniform mat3 normalMatrix;",
-				"uniform vec3 cameraPosition;",
-
-				"attribute vec3 position;",
-				"attribute vec3 normal;",
-				"attribute vec2 uv;",
-				"attribute vec2 uv2;",
-
-				"#ifdef USE_COLOR",
-
-				"	attribute vec3 color;",
-
-				"#endif",
-
-				"#ifdef USE_MORPHTARGETS",
-
-				"	attribute vec3 morphTarget0;",
-				"	attribute vec3 morphTarget1;",
-				"	attribute vec3 morphTarget2;",
-				"	attribute vec3 morphTarget3;",
-
-				"	#ifdef USE_MORPHNORMALS",
-
-				"		attribute vec3 morphNormal0;",
-				"		attribute vec3 morphNormal1;",
-				"		attribute vec3 morphNormal2;",
-				"		attribute vec3 morphNormal3;",
-
-				"	#else",
-
-				"		attribute vec3 morphTarget4;",
-				"		attribute vec3 morphTarget5;",
-				"		attribute vec3 morphTarget6;",
-				"		attribute vec3 morphTarget7;",
-
-				"	#endif",
-
-				"#endif",
-
-				"#ifdef USE_SKINNING",
-
-				"	attribute vec4 skinIndex;",
-				"	attribute vec4 skinWeight;",
-
-				"#endif",
-
-				""
-
-			].join( '\n' );
-
-			prefix_fragment = [
-
-				"precision " + parameters.precision + " float;",
-				"precision " + parameters.precision + " int;",
-
-				( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
-
-				customDefines,
-
-				"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
-				"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
-				"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
-				"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
-
-				"#define MAX_SHADOWS " + parameters.maxShadows,
-
-				parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
-
-				_this.gammaInput ? "#define GAMMA_INPUT" : "",
-				_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
-
-				( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
-				( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
-
-				parameters.map ? "#define USE_MAP" : "",
-				parameters.envMap ? "#define USE_ENVMAP" : "",
-				parameters.lightMap ? "#define USE_LIGHTMAP" : "",
-				parameters.bumpMap ? "#define USE_BUMPMAP" : "",
-				parameters.normalMap ? "#define USE_NORMALMAP" : "",
-				parameters.specularMap ? "#define USE_SPECULARMAP" : "",
-				parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
-				parameters.vertexColors ? "#define USE_COLOR" : "",
-
-				parameters.metal ? "#define METAL" : "",
-				parameters.wrapAround ? "#define WRAP_AROUND" : "",
-				parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
-				parameters.flipSided ? "#define FLIP_SIDED" : "",
-
-				parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
-				parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
-				parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
-				parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
-
-				parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
-				//_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
-
-				"uniform mat4 viewMatrix;",
-				"uniform vec3 cameraPosition;",
-				""
-
-			].join( '\n' );
-
-		}
-
-		var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
-		var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
-
-		_gl.attachShader( program, glVertexShader );
-		_gl.attachShader( program, glFragmentShader );
-
-		if ( index0AttributeName !== undefined ) {
-
-			// Force a particular attribute to index 0.
-			// because potentially expensive emulation is done by browser if attribute 0 is disabled.
-			// And, color, for example is often automatically bound to index 0 so disabling it
-
-			_gl.bindAttribLocation( program, 0, index0AttributeName );
-
-		}
-
-		_gl.linkProgram( program );
-
-		if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
-
-			console.error( 'THREE.WebGLProgram: Could not initialise shader.' );
-			console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
-			console.error( 'gl.getError()', _gl.getError() );
-
-		}
-
-		if ( _gl.getProgramInfoLog( program ) !== '' ) {
-
-			console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
-
-		}
-
-		// clean up
-
-		_gl.deleteShader( glVertexShader );
-		_gl.deleteShader( glFragmentShader );
-
-		// cache uniform locations
-
-		var identifiers = [
-
-			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', 'morphTargetInfluences', 'bindMatrix', 'bindMatrixInverse'
-
-		];
-
-		if ( parameters.useVertexTexture ) {
-
-			identifiers.push( 'boneTexture' );
-			identifiers.push( 'boneTextureWidth' );
-			identifiers.push( 'boneTextureHeight' );
-
-		} else {
-
-			identifiers.push( 'boneGlobalMatrices' );
-
-		}
-
-		if ( parameters.logarithmicDepthBuffer ) {
-
-			identifiers.push('logDepthBufFC');
-
-		}
-
-
-		for ( var u in uniforms ) {
-
-			identifiers.push( u );
-
-		}
-
-		this.uniforms = cacheUniformLocations( _gl, program, identifiers );
-
-		// cache attributes locations
-
-		identifiers = [
-
-			"position", "normal", "uv", "uv2", "tangent", "color",
-			"skinIndex", "skinWeight", "lineDistance"
-
-		];
-
-		for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
-
-			identifiers.push( "morphTarget" + i );
-
-		}
-
-		for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
-
-			identifiers.push( "morphNormal" + i );
-
-		}
-
-		for ( var a in attributes ) {
-
-			identifiers.push( a );
-
-		}
-
-		this.attributes = cacheAttributeLocations( _gl, program, identifiers );
-		this.attributesKeys = Object.keys( this.attributes );
-
-		//
-
-		this.id = programIdCount ++;
-		this.code = code;
-		this.usedTimes = 1;
-		this.program = program;
-		this.vertexShader = glVertexShader;
-		this.fragmentShader = glFragmentShader;
-
-		return this;
-
-	};
-
-} )();
-
-// File:src/renderers/webgl/WebGLShader.js
-
-THREE.WebGLShader = ( function () {
-
-	var addLineNumbers = function ( string ) {
-
-		var lines = string.split( '\n' );
-
-		for ( var i = 0; i < lines.length; i ++ ) {
-
-			lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
-
-		}
-
-		return lines.join( '\n' );
-
-	};
-
-	return function ( gl, type, string ) {
-
-		var shader = gl.createShader( type ); 
-
-		gl.shaderSource( shader, string );
-		gl.compileShader( shader );
-
-		if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
-
-			console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
-
-		}
-
-		if ( gl.getShaderInfoLog( shader ) !== '' ) {
-
-			console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) );
-			console.warn( addLineNumbers( string ) );
-
-		}
-
-		// --enable-privileged-webgl-extension
-		// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
-
-		return shader;
-
-	};
-
-} )();
-
-// File:src/renderers/webgl/plugins/LensFlarePlugin.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.LensFlarePlugin = function ( renderer, flares ) {
-
-	var gl = renderer.context;
-
-	var vertexBuffer, elementBuffer;
-	var program, attributes, uniforms;
-	var hasVertexTexture;
-
-	var tempTexture, occlusionTexture;
-
-	var init = function () {
-
-		var vertices = new Float32Array( [
-			-1, -1,  0, 0,
-			 1, -1,  1, 0,
-			 1,  1,  1, 1,
-			-1,  1,  0, 1
-		] );
-
-		var faces = new Uint16Array( [
-			0, 1, 2,
-			0, 2, 3
-		] );
-
-		// buffers
-
-		vertexBuffer     = gl.createBuffer();
-		elementBuffer    = gl.createBuffer();
-
-		gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
-		gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
-
-		gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
-		gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
-
-		// textures
-
-		tempTexture      = gl.createTexture();
-		occlusionTexture = gl.createTexture();
-
-		gl.bindTexture( gl.TEXTURE_2D, 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, 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 );
-
-		hasVertexTexture = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0;
-
-		var shader;
-
-		if ( hasVertexTexture ) {
-
-			shader = {
-
-				vertexShader: [
-
-					"uniform lowp int renderType;",
-
-					"uniform vec3 screenPosition;",
-					"uniform vec2 scale;",
-					"uniform float rotation;",
-
-					"uniform sampler2D occlusionMap;",
-
-					"attribute vec2 position;",
-					"attribute vec2 uv;",
-
-					"varying vec2 vUV;",
-					"varying float vVisibility;",
-
-					"void main() {",
-
-						"vUV = uv;",
-
-						"vec2 pos = position;",
-
-						"if( renderType == 2 ) {",
-
-							"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
-							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
-							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
-							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
-							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
-							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
-							"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
-							"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
-							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
-
-							"vVisibility =        visibility.r / 9.0;",
-							"vVisibility *= 1.0 - visibility.g / 9.0;",
-							"vVisibility *=       visibility.b / 9.0;",
-							"vVisibility *= 1.0 - visibility.a / 9.0;",
-
-							"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
-							"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
-
-						"}",
-
-						"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
-
-					"}"
-
-				].join( "\n" ),
-
-				fragmentShader: [
-
-					"uniform lowp int renderType;",
-
-					"uniform sampler2D map;",
-					"uniform float opacity;",
-					"uniform vec3 color;",
-
-					"varying vec2 vUV;",
-					"varying float vVisibility;",
-
-					"void main() {",
-
-						// pink square
-
-						"if( renderType == 0 ) {",
-
-							"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
-
-						// restore
-
-						"} else if( renderType == 1 ) {",
-
-							"gl_FragColor = texture2D( map, vUV );",
-
-						// flare
-
-						"} else {",
-
-							"vec4 texture = texture2D( map, vUV );",
-							"texture.a *= opacity * vVisibility;",
-							"gl_FragColor = texture;",
-							"gl_FragColor.rgb *= color;",
-
-						"}",
-
-					"}"
-
-				].join( "\n" )
-
-			};
-
-		} else {
-
-			shader = {
-
-				vertexShader: [
-
-					"uniform lowp int renderType;",
-
-					"uniform vec3 screenPosition;",
-					"uniform vec2 scale;",
-					"uniform float rotation;",
-
-					"attribute vec2 position;",
-					"attribute vec2 uv;",
-
-					"varying vec2 vUV;",
-
-					"void main() {",
-
-						"vUV = uv;",
-
-						"vec2 pos = position;",
-
-						"if( renderType == 2 ) {",
-
-							"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
-							"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
-
-						"}",
-
-						"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
-
-					"}"
-
-				].join( "\n" ),
-
-				fragmentShader: [
-
-					"precision mediump float;",
-
-					"uniform lowp int renderType;",
-
-					"uniform sampler2D map;",
-					"uniform sampler2D occlusionMap;",
-					"uniform float opacity;",
-					"uniform vec3 color;",
-
-					"varying vec2 vUV;",
-
-					"void main() {",
-
-						// pink square
-
-						"if( renderType == 0 ) {",
-
-							"gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
-
-						// restore
-
-						"} else if( renderType == 1 ) {",
-
-							"gl_FragColor = texture2D( map, vUV );",
-
-						// flare
-
-						"} else {",
-
-							"float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
-							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
-							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
-							"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
-							"visibility = ( 1.0 - visibility / 4.0 );",
-
-							"vec4 texture = texture2D( map, vUV );",
-							"texture.a *= opacity * visibility;",
-							"gl_FragColor = texture;",
-							"gl_FragColor.rgb *= color;",
-
-						"}",
-
-					"}"
-
-				].join( "\n" )
-
-			};
-
-		}
-
-		program = createProgram( shader );
-        program.name = "ShaderProgram_LensFlarePlugin";
-
-		attributes = {
-			vertex: gl.getAttribLocation ( program, "position" ),
-			uv:     gl.getAttribLocation ( program, "uv" )
-		}
-
-		uniforms = {
-			renderType:     gl.getUniformLocation( program, "renderType" ),
-			map:            gl.getUniformLocation( program, "map" ),
-			occlusionMap:   gl.getUniformLocation( program, "occlusionMap" ),
-			opacity:        gl.getUniformLocation( program, "opacity" ),
-			color:          gl.getUniformLocation( program, "color" ),
-			scale:          gl.getUniformLocation( program, "scale" ),
-			rotation:       gl.getUniformLocation( program, "rotation" ),
-			screenPosition: gl.getUniformLocation( program, "screenPosition" )
-		};
-
-	};
-
-	/*
-	 * Render lens flares
-	 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
-	 *         reads these back and calculates occlusion.
-	 */
-
-	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
-
-		if ( flares.length === 0 ) 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 );
-
-		if ( program === undefined ) {
-
-			init();
-
-		}
-
-		gl.useProgram( program );
-
-		gl.enableVertexAttribArray( attributes.vertex );
-		gl.enableVertexAttribArray( 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, 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, elementBuffer );
-
-		gl.disable( gl.CULL_FACE );
-		gl.depthMask( false );
-
-		for ( var i = 0, l = flares.length; i < l; i ++ ) {
-
-			size = 16 / viewportHeight;
-			scale.set( size * invAspect, size );
-
-			// calc object screen position
-
-			var 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 ( 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, 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, 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, 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 ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
-
-					var 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 );
-
-		renderer.resetGLState();
-
-	};
-
-	function createProgram ( shader ) {
-
-		var program = gl.createProgram();
-
-		var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
-		var vertexShader = gl.createShader( gl.VERTEX_SHADER );
-
-		var prefix = "precision " + renderer.getPrecision() + " 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;
-
-	}
-
-};
-
-// File:src/renderers/webgl/plugins/ShadowMapPlugin.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ShadowMapPlugin = function ( _renderer, _lights, _webglObjects, _webglObjectsImmediate ) {
-
-	var _gl = _renderer.context;
-
-	var _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
-
-	_frustum = new THREE.Frustum(),
-	_projScreenMatrix = new THREE.Matrix4(),
-
-	_min = new THREE.Vector3(),
-	_max = new THREE.Vector3(),
-
-	_matrixPosition = new THREE.Vector3(),
-	
-	_renderList = [];
-
-	// init
-
-	var depthShader = THREE.ShaderLib[ "depthRGBA" ];
-	var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
-
-	_depthMaterial = new THREE.ShaderMaterial( {
-		uniforms: depthUniforms,
-		vertexShader: depthShader.vertexShader,
-		fragmentShader: depthShader.fragmentShader
-	 } );
-
-	_depthMaterialMorph = new THREE.ShaderMaterial( {
-		uniforms: depthUniforms,
-		vertexShader: depthShader.vertexShader,
-		fragmentShader: depthShader.fragmentShader,
-		morphTargets: true
-	} );
-
-	_depthMaterialSkin = new THREE.ShaderMaterial( {
-		uniforms: depthUniforms,
-		vertexShader: depthShader.vertexShader,
-		fragmentShader: depthShader.fragmentShader,
-		skinning: true
-	} );
-
-	_depthMaterialMorphSkin = new THREE.ShaderMaterial( {
-		uniforms: depthUniforms,
-		vertexShader: depthShader.vertexShader,
-		fragmentShader: depthShader.fragmentShader,
-		morphTargets: true,
-		skinning: true
-	} );
-
-	_depthMaterial._shadowPass = true;
-	_depthMaterialMorph._shadowPass = true;
-	_depthMaterialSkin._shadowPass = true;
-	_depthMaterialMorphSkin._shadowPass = true;
-
-	this.render = function ( scene, camera ) {
-
-		if ( _renderer.shadowMapEnabled === false ) return;
-
-		var i, il, j, jl, n,
-
-		shadowMap, shadowMatrix, shadowCamera,
-		program, buffer, material,
-		webglObject, object, light,
-
-		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 = _lights.length; i < il; i ++ ) {
-
-			light = _lights[ i ];
-
-			if ( ! light.castShadow ) continue;
-
-			if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
-
-				for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
-
-					var virtualLight;
-
-					if ( ! light.shadowCascadeArray[ n ] ) {
-
-						virtualLight = createVirtualLight( light, n );
-						virtualLight.originalCamera = camera;
-
-						var gyro = new THREE.Gyroscope();
-						gyro.position.copy( light.shadowCascadeOffset );
-
-						gyro.add( virtualLight );
-						gyro.add( virtualLight.target );
-
-						camera.add( gyro );
-
-						light.shadowCascadeArray[ n ] = virtualLight;
-
-						console.log( "Created virtualLight", virtualLight );
-
-					} else {
-
-						virtualLight = light.shadowCascadeArray[ n ];
-
-					}
-
-					updateVirtualLight( light, n );
-
-					lights[ k ] = virtualLight;
-					k ++;
-
-				}
-
-			} else {
-
-				lights[ k ] = light;
-				k ++;
-
-			}
-
-		}
-
-		// render depth map
-
-		for ( i = 0, il = lights.length; i < il; i ++ ) {
-
-			light = lights[ i ];
-
-			if ( ! light.shadowMap ) {
-
-				var shadowFilter = THREE.LinearFilter;
-
-				if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
-
-					shadowFilter = THREE.NearestFilter;
-
-				}
-
-				var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
-
-				light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
-				light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
-
-				light.shadowMatrix = new THREE.Matrix4();
-
-			}
-
-			if ( ! light.shadowCamera ) {
-
-				if ( light instanceof THREE.SpotLight ) {
-
-					light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
-
-				} else if ( light instanceof THREE.DirectionalLight ) {
-
-					light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
-
-				} else {
-
-					console.error( "Unsupported light type for shadow" );
-					continue;
-
-				}
-
-				scene.add( light.shadowCamera );
-
-				if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
-
-			}
-
-			if ( light.shadowCameraVisible && ! light.cameraHelper ) {
-
-				light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
-				scene.add( light.cameraHelper );
-
-			}
-
-			if ( light.isVirtual && virtualLight.originalCamera == camera ) {
-
-				updateShadowCamera( camera, light );
-
-			}
-
-			shadowMap = light.shadowMap;
-			shadowMatrix = light.shadowMatrix;
-			shadowCamera = light.shadowCamera;
-
-			//
-
-			shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
-			_matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
-			shadowCamera.lookAt( _matrixPosition );
-			shadowCamera.updateMatrixWorld();
-
-			shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
-
-			//
-
-			if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
-			if ( light.shadowCameraVisible ) light.cameraHelper.update();
-
-			// compute shadow matrix
-
-			shadowMatrix.set(
-				0.5, 0.0, 0.0, 0.5,
-				0.0, 0.5, 0.0, 0.5,
-				0.0, 0.0, 0.5, 0.5,
-				0.0, 0.0, 0.0, 1.0
-			);
-
-			shadowMatrix.multiply( shadowCamera.projectionMatrix );
-			shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
-
-			// update camera matrices and frustum
-
-			_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
-			_frustum.setFromMatrix( _projScreenMatrix );
-
-			// render shadow map
-
-			_renderer.setRenderTarget( shadowMap );
-			_renderer.clear();
-
-			// set object matrices & frustum culling
-
-			_renderList.length = 0;
-
-			projectObject( scene, scene, shadowCamera );
-
-
-			// render regular objects
-
-			var objectMaterial, useMorphing, useSkinning;
-
-			for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
-
-				webglObject = _renderList[ j ];
-
-				object = webglObject.object;
-				buffer = webglObject.buffer;
-
-				// culling is overriden globally for all objects
-				// while rendering depth map
-
-				// need to deal with MeshFaceMaterial somehow
-				// in that case just use the first of material.materials for now
-				// (proper solution would require to break objects by materials
-				//  similarly to regular rendering and then set corresponding
-				//  depth materials per each chunk instead of just once per object)
-
-				objectMaterial = getObjectMaterial( object );
-
-				useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
-				useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
-
-				if ( object.customDepthMaterial ) {
-
-					material = object.customDepthMaterial;
-
-				} else if ( useSkinning ) {
-
-					material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
-
-				} else if ( useMorphing ) {
-
-					material = _depthMaterialMorph;
-
-				} else {
-
-					material = _depthMaterial;
-
-				}
-
-				_renderer.setMaterialFaces( objectMaterial );
-
-				if ( buffer instanceof THREE.BufferGeometry ) {
-
-					_renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object );
-
-				} else {
-
-					_renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object );
-
-				}
-
-			}
-
-			// set matrices and render immediate objects
-
-			for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
-
-				webglObject = _webglObjectsImmediate[ j ];
-				object = webglObject.object;
-
-				if ( object.visible && object.castShadow ) {
-
-					object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
-
-					_renderer.renderImmediateObject( shadowCamera, _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 );
-
-		}
-
-		_renderer.resetGLState();
-
-	};
-
-	function projectObject( scene, object, shadowCamera ){
-
-		if ( object.visible ) {
-
-			var webglObjects = _webglObjects[ object.id ];
-
-			if ( webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
-
-				for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
-
-					var webglObject = webglObjects[ i ];
-
-					object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
-					_renderList.push( webglObject );
-
-				}
-
-			}
-
-			for ( var i = 0, l = object.children.length; i < l; i ++ ) {
-
-				projectObject( scene, object.children[ i ], shadowCamera );
-
-			}
-
-		}
-
-	}
-
-	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 ] );
-			p.unproject( 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;
-
-	};
-
-};
-
-// File:src/renderers/webgl/plugins/SpritePlugin.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpritePlugin = function ( renderer, sprites ) {
-
-	var gl = renderer.context;
-
-	var vertexBuffer, elementBuffer;
-	var program, attributes, uniforms;
-
-	var texture;
-	
-	var init = function () {
-
-		var vertices = new Float32Array( [
-			- 0.5, - 0.5,  0, 0,
-			  0.5, - 0.5,  1, 0,
-			  0.5,   0.5,  1, 1,
-			- 0.5,   0.5,  0, 1
-		] );
-
-		var faces = new Uint16Array( [
-			0, 1, 2,
-			0, 2, 3
-		] );
-
-		vertexBuffer  = gl.createBuffer();
-		elementBuffer = gl.createBuffer();
-
-		gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
-		gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
-
-		gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
-		gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
-
-		program = createProgram();
-        program.name = "ShaderProgram_SpritePlugin";
-
-		attributes = {
-			position:			gl.getAttribLocation ( program, 'position' ),
-			uv:					gl.getAttribLocation ( program, 'uv' )
-		};
-
-		uniforms = {
-			uvOffset:			gl.getUniformLocation( program, 'uvOffset' ),
-			uvScale:			gl.getUniformLocation( program, 'uvScale' ),
-
-			rotation:			gl.getUniformLocation( program, 'rotation' ),
-			scale:				gl.getUniformLocation( program, 'scale' ),
-
-			color:				gl.getUniformLocation( program, 'color' ),
-			map:				gl.getUniformLocation( program, 'map' ),
-			opacity:			gl.getUniformLocation( program, 'opacity' ),
-
-			modelViewMatrix: 	gl.getUniformLocation( program, 'modelViewMatrix' ),
-			projectionMatrix:	gl.getUniformLocation( program, 'projectionMatrix' ),
-
-			fogType:			gl.getUniformLocation( program, 'fogType' ),
-			fogDensity:			gl.getUniformLocation( program, 'fogDensity' ),
-			fogNear:			gl.getUniformLocation( program, 'fogNear' ),
-			fogFar:				gl.getUniformLocation( program, 'fogFar' ),
-			fogColor:			gl.getUniformLocation( program, 'fogColor' ),
-
-			alphaTest:			gl.getUniformLocation( program, 'alphaTest' )
-		};
-
-		var canvas = document.createElement( 'canvas' );
-		canvas.width = 8;
-		canvas.height = 8;
-
-		var context = canvas.getContext( '2d' );
-		context.fillStyle = 'white';
-		context.fillRect( 0, 0, 8, 8 );
-
-		texture = new THREE.Texture( canvas );
-		texture.needsUpdate = true;
-
-	};
-
-	this.render = function ( scene, camera ) {
-
-		if ( sprites.length === 0 ) return;
-
-		// setup gl
-
-		if ( program === undefined ) {
-
-			init();
-
-		}
-
-		gl.useProgram( program );
-
-		gl.enableVertexAttribArray( attributes.position );
-		gl.enableVertexAttribArray( attributes.uv );
-
-		gl.disable( gl.CULL_FACE );
-		gl.enable( gl.BLEND );
-
-		gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
-		gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
-		gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
-
-		gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
-
-        gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements.typedArray() );
-
-		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
-
-		for ( var i = 0, l = sprites.length; i < l; i ++ ) {
-
-			var sprite = sprites[ i ];
-
-			sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
-
-			if ( sprite.renderDepth === null ) {
-
-				sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
-
-			} else {
-
-				sprite.z = sprite.renderDepth;
-
-			}
-
-		}
-
-		sprites.sort( painterSortStable );
-
-		// render all sprites
-
-		var scale = [];
-
-		for ( var i = 0, l = sprites.length; i < l; i ++ ) {
-
-			var sprite = sprites[ i ];
-			var material = sprite.material;
-
-			gl.uniform1f( uniforms.alphaTest, material.alphaTest );
-            gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements.typedArray() );
-
-			scale[ 0 ] = sprite.scale.x;
-			scale[ 1 ] = sprite.scale.y;
-
-			var fogType = 0;
-
-			if ( scene.fog && material.fog ) {
-
-				fogType = sceneFogType;
-
-			}
-
-			if ( oldFogType !== fogType ) {
-
-				gl.uniform1i( uniforms.fogType, fogType );
-				oldFogType = fogType;
-
-			}
-
-			if ( material.map !== null ) {
-
-				gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
-				gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
-
-			} else {
-
-				gl.uniform2f( uniforms.uvOffset, 0, 0 );
-				gl.uniform2f( uniforms.uvScale, 1, 1 );
-
-			}
-
-			gl.uniform1f( uniforms.opacity, material.opacity );
-			gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
-
-			gl.uniform1f( uniforms.rotation, material.rotation );
-			gl.uniform2fv( uniforms.scale, scale );
-
-			renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
-			renderer.setDepthTest( material.depthTest );
-			renderer.setDepthWrite( material.depthWrite );
-
-			if ( material.map && material.map.image && material.map.image.width ) {
-
-				renderer.setTexture( material.map, 0 );
-
-			} else {
-
-				renderer.setTexture( texture, 0 );
-
-			}
-
-			gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
-
-		}
-
-		// restore gl
-
-		gl.enable( gl.CULL_FACE );
-		
-		renderer.resetGLState();
-
-	};
-
-	function createProgram () {
-
-		var program = gl.createProgram();
-
-		var vertexShader = gl.createShader( gl.VERTEX_SHADER );
-		var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
-
-		gl.shaderSource( vertexShader, [
-
-			'precision ' + renderer.getPrecision() + ' float;',
-
-			'uniform mat4 modelViewMatrix;',
-			'uniform mat4 projectionMatrix;',
-			'uniform float rotation;',
-			'uniform vec2 scale;',
-			'uniform vec2 uvOffset;',
-			'uniform vec2 uvScale;',
-
-			'attribute vec2 position;',
-			'attribute vec2 uv;',
-
-			'varying vec2 vUV;',
-
-			'void main() {',
-
-				'vUV = uvOffset + uv * uvScale;',
-
-				'vec2 alignedPosition = position * scale;',
-
-				'vec2 rotatedPosition;',
-				'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
-				'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
-
-				'vec4 finalPosition;',
-
-				'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
-				'finalPosition.xy += rotatedPosition;',
-				'finalPosition = projectionMatrix * finalPosition;',
-
-				'gl_Position = finalPosition;',
-
-			'}'
-
-		].join( '\n' ) );
-
-		gl.shaderSource( fragmentShader, [
-
-			'precision ' + renderer.getPrecision() + ' float;',
-
-			'uniform vec3 color;',
-			'uniform sampler2D map;',
-			'uniform float opacity;',
-
-			'uniform int fogType;',
-			'uniform vec3 fogColor;',
-			'uniform float fogDensity;',
-			'uniform float fogNear;',
-			'uniform float fogFar;',
-			'uniform float alphaTest;',
-
-			'varying vec2 vUV;',
-
-			'void main() {',
-
-				'vec4 texture = texture2D( map, vUV );',
-
-				'if ( texture.a < alphaTest ) discard;',
-
-				'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
-
-				'if ( fogType > 0 ) {',
-
-					'float depth = gl_FragCoord.z / gl_FragCoord.w;',
-					'float fogFactor = 0.0;',
-
-					'if ( fogType == 1 ) {',
-
-						'fogFactor = smoothstep( fogNear, fogFar, depth );',
-
-					'} else {',
-
-						'const float LOG2 = 1.442695;',
-						'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
-						'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
-
-					'}',
-
-					'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
-
-				'}',
-
-			'}'
-
-		].join( '\n' ) );
-
-		gl.compileShader( vertexShader );
-		gl.compileShader( fragmentShader );
-
-		gl.attachShader( program, vertexShader );
-		gl.attachShader( program, fragmentShader );
-
-		gl.linkProgram( program );
-
-		return program;
-
-	};
-
-	function painterSortStable ( a, b ) {
-
-		if ( a.z !== b.z ) {
-
-			return b.z - a.z;
-
-		} else {
-
-			return b.id - a.id;
-
-		}
-
-	};
-
-};
-
-// File:src/extras/GeometryUtils.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.GeometryUtils = {
-
-	merge: function ( geometry1, geometry2, materialIndexOffset ) {
-
-		console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
-
-		var matrix;
-
-		if ( geometry2 instanceof THREE.Mesh ) {
-
-			geometry2.matrixAutoUpdate && geometry2.updateMatrix();
-
-			matrix = geometry2.matrix;
-			geometry2 = geometry2.geometry;
-
-		}
-
-		geometry1.merge( geometry2, matrix, materialIndexOffset );
-
-	},
-
-	center: function ( geometry ) {
-
-		console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
-		return geometry.center();
-
-	}
-
-};
-
-// File:src/extras/ImageUtils.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author Daosheng Mu / https://github.com/DaoshengMu/
- */
-
-THREE.ImageUtils = {
-
-	crossOrigin: undefined,
-
-	loadTexture: function ( url, mapping, onLoad, onError ) {
-
-		var loader = new THREE.ImageLoader();
-		loader.crossOrigin = this.crossOrigin;
-
-		var texture = new THREE.Texture( undefined, mapping );
-
-		loader.load( url, function ( image ) {
-
-			texture.image = image;
-			texture.needsUpdate = true;
-
-			if ( onLoad ) onLoad( texture );
-
-		}, undefined, function ( event ) {
-
-			if ( onError ) onError( event );
-
-		} );
-
-		texture.sourceFile = url;
-
-		return texture;
-
-	},
-
-	loadTextureCube: function ( array, mapping, onLoad, onError ) {
-
-		var images = [];
-
-		var loader = new THREE.ImageLoader();
-		loader.crossOrigin = this.crossOrigin;
-
-		var texture = new THREE.CubeTexture( images, mapping );
-
-		// no flipping needed for cube textures
-
-		texture.flipY = false;
-
-		var loaded = 0;
-
-		var loadTexture = function ( i ) {
-
-			loader.load( array[ i ], function ( image ) {
-
-				texture.images[ i ] = image;
-
-				loaded += 1;
-
-				if ( loaded === 6 ) {
-
-					texture.needsUpdate = true;
-
-					if ( onLoad ) onLoad( texture );
-
-				}
-
-			} );
-
-		}
-
-		for ( var i = 0, il = array.length; i < il; ++ i ) {
-
-			loadTexture( i );
-
-		}
-
-		return texture;
-
-	},
-
-	loadCompressedTexture: function () {
-
-		console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
-
-	},
-
-	loadCompressedTextureCube: function () {
-
-		console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
-
-	},
-
-	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;
-        // TODO: Make this work in Qt Quick
-		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;
-
-                // TODO: This might not work on QtQuick
-                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;
-
-	}
-
-};
-
-// File:src/extras/SceneUtils.js
-
-/**
- * @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 );
-
-	}
-
-};
-
-// File:src/extras/FontUtils.js
-
-/**
- * @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 () {
-
-		try {
-
-			return this.faces[ this.face ][ this.weight ][ this.style ];
-
-		} catch (e) {
-
-			throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
-
-		};
-
-	},
-
-	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( cpx1, cpy1, cpx2, cpy2, 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.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
-
-THREE.FontUtils.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 ( THREE.FontUtils.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 ( THREE.FontUtils.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
-
-THREE.FontUtils.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;
-
-	};
-
-THREE.FontUtils.snip = function ( contour, u, v, w, n, verts ) {
-
-		var p;
-		var ax, ay, bx, by;
-		var cx, cy, px, py;
-
-		ax = contour[ verts[ u ] ].x;
-		ay = contour[ verts[ u ] ].y;
-
-		bx = contour[ verts[ v ] ].x;
-		by = contour[ verts[ v ] ].y;
-
-		cx = contour[ verts[ w ] ].x;
-		cy = contour[ verts[ w ] ].y;
-
-		if ( EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
-
-		var aX, aY, bX, bY, cX, cY;
-		var apx, apy, bpx, bpy, cpx, cpy;
-		var cCROSSap, bCROSScp, aCROSSbp;
-
-		aX = cx - bx;  aY = cy - by;
-		bX = ax - cx;  bY = ay - cy;
-		cX = bx - ax;  cY = by - ay;
-
-		for ( p = 0; p < n; p ++ ) {
-
-			px = contour[ verts[ p ] ].x
-			py = contour[ verts[ p ] ].y
-
-			if ( ( ( px === ax ) && ( py === ay ) ) ||
-				 ( ( px === bx ) && ( py === by ) ) ||
-				 ( ( px === cx ) && ( py === cy ) ) )	continue;
-
-			apx = px - ax;  apy = py - ay;
-			bpx = px - bx;  bpy = py - by;
-			cpx = px - cx;  cpy = py - cy;
-
-			// see if p is inside triangle abc
-
-			aCROSSbp = aX * bpy - aY * bpx;
-			cCROSSap = cX * apy - cY * apx;
-			bCROSScp = bX * cpy - bY * cpx;
-
-			if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
-
-		}
-
-		return true;
-
-	};
-
-
-THREE.FontUtils.Triangulate = THREE.FontUtils.process;
-THREE.FontUtils.Triangulate.area = THREE.FontUtils.area;
-
-//return namespace;
-
-//} )( THREE.FontUtils );
-
-// To use the typeface.js face files, hook up the API
-var _typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
-THREE.typeface_js = _typeface_js;
-
-// File:src/extras/audio/Audio.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Audio = function ( listener ) {
-
-	THREE.Object3D.call( this );
-
-	this.type = 'Audio';
-
-	this.context = listener.context;
-	this.source = this.context.createBufferSource();
-
-	this.gain = this.context.createGain();
-	this.gain.connect( this.context.destination );
-
-	this.panner = this.context.createPanner();
-	this.panner.connect( this.gain );
-
-};
-
-THREE.Audio.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.Audio.prototype.load = function ( file ) {
-
-	var scope = this;
-
-	var request = new XMLHttpRequest();
-	request.open( 'GET', file, true );
-	request.responseType = 'arraybuffer';
-	request.onload = function ( e ) {
-
-		scope.context.decodeAudioData( this.response, function ( buffer ) {
-
-			scope.source.buffer = buffer;
-			scope.source.connect( scope.panner );
-			scope.source.start( 0 );
-
-		} );
-
-	};
-	request.send();
-
-	return this;
-
-};
-
-THREE.Audio.prototype.setLoop = function ( value ) {
-
-	this.source.loop = value;
-
-};
-
-THREE.Audio.prototype.setRefDistance = function ( value ) {
-
-	this.panner.refDistance = value;
-
-};
-
-THREE.Audio.prototype.setRolloffFactor = function ( value ) {
-
-	this.panner.rolloffFactor = value;
-
-};
-
-THREE.Audio.prototype.updateMatrixWorld = ( function () {
-
-	var position = new THREE.Vector3();
-
-	return function ( force ) {
-
-		THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
-
-		position.setFromMatrixPosition( this.matrixWorld );
-
-		this.panner.setPosition( position.x, position.y, position.z );
-
-	};
-
-} )();
-
-// File:src/extras/audio/AudioListener.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AudioListener = function () {
-
-	THREE.Object3D.call( this );
-
-	this.type = 'AudioListener';
-
-	this.context = new ( window.AudioContext || window.webkitAudioContext )();
-
-};
-
-THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.AudioListener.prototype.updateMatrixWorld = ( function () {
-
-	var position = new THREE.Vector3();
-	var quaternion = new THREE.Quaternion();
-	var scale = new THREE.Vector3();
-
-	var orientation = new THREE.Vector3();
-	var velocity = new THREE.Vector3();
-
-	var positionPrev = new THREE.Vector3();
-
-	return function ( force ) {
-
-		THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
-
-		var listener = this.context.listener;
-
-		this.matrixWorld.decompose( position, quaternion, scale );
-
-		orientation.set( 0, 0, -1 ).applyQuaternion( quaternion );
-		velocity.subVectors( position, positionPrev );
-
-		listener.setPosition( position.x, position.y, position.z );
-		listener.setOrientation( orientation.x, orientation.y, orientation.z, this.up.x, this.up.y, this.up.z );
-		listener.setVelocity( velocity.x, velocity.y, velocity.z );
-
-		positionPrev.copy( position );
-
-	};
-
-} )();
-
-// File:src/extras/core/Curve.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Extensible curve object
- *
- * Some common of Curve methods
- * .getPoint(t), getTangent(t)
- * .getPointAt(u), getTagentAt(u)
- * .getPoints(), .getSpacedPoints()
- * .getLength()
- * .updateArcLengths()
- *
- * This following classes subclasses THREE.Curve:
- *
- * -- 2d classes --
- * THREE.LineCurve
- * THREE.QuadraticBezierCurve
- * THREE.CubicBezierCurve
- * THREE.SplineCurve
- * THREE.ArcCurve
- * THREE.EllipseCurve
- *
- * -- 3d classes --
- * THREE.LineCurve3
- * THREE.QuadraticBezierCurve3
- * THREE.CubicBezierCurve3
- * THREE.SplineCurve3
- * THREE.ClosedSplineCurve3
- *
- * A series of curves can be represented as a THREE.CurvePath
- *
- **/
-
-/**************************************************************
- *	Abstract Curve base class
- **************************************************************/
-
-THREE.Curve = function () {
-
-};
-
-// Virtual base class method to overwrite and implement in subclasses
-//	- t [0 .. 1]
-
-THREE.Curve.prototype.getPoint = function ( t ) {
-
-	console.log( "Warning, getPoint() not implemented!" );
-	return null;
-
-};
-
-// Get point at relative position in curve according to arc length
-// - u [0 .. 1]
-
-THREE.Curve.prototype.getPointAt = function ( u ) {
-
-	var t = this.getUtoTmapping( u );
-	return this.getPoint( t );
-
-};
-
-// Get sequence of points using getPoint( t )
-
-THREE.Curve.prototype.getPoints = function ( divisions ) {
-
-	if ( ! divisions ) divisions = 5;
-
-	var d, pts = [];
-
-	for ( d = 0; d <= divisions; d ++ ) {
-
-		pts.push( this.getPoint( d / divisions ) );
-
-	}
-
-	return pts;
-
-};
-
-// Get sequence of points using getPointAt( u )
-
-THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
-
-	if ( ! divisions ) divisions = 5;
-
-	var d, pts = [];
-
-	for ( d = 0; d <= divisions; d ++ ) {
-
-		pts.push( this.getPointAt( d / divisions ) );
-
-	}
-
-	return pts;
-
-};
-
-// Get total curve arc length
-
-THREE.Curve.prototype.getLength = function () {
-
-	var lengths = this.getLengths();
-	return lengths[ lengths.length - 1 ];
-
-};
-
-// Get list of cumulative segment lengths
-
-THREE.Curve.prototype.getLengths = function ( divisions ) {
-
-	if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
-
-	if ( this.cacheArcLengths
-		&& ( this.cacheArcLengths.length == divisions + 1 )
-		&& ! this.needsUpdate) {
-
-		//console.log( "cached", this.cacheArcLengths );
-		return this.cacheArcLengths;
-
-	}
-
-	this.needsUpdate = false;
-
-	var cache = [];
-	var current, last = this.getPoint( 0 );
-	var p, sum = 0;
-
-	cache.push( 0 );
-
-	for ( p = 1; p <= divisions; p ++ ) {
-
-		current = this.getPoint ( p / divisions );
-		sum += current.distanceTo( last );
-		cache.push( sum );
-		last = current;
-
-	}
-
-	this.cacheArcLengths = cache;
-
-	return cache; // { sums: cache, sum:sum }; Sum is in the last element.
-
-};
-
-
-THREE.Curve.prototype.updateArcLengths = function() {
-	this.needsUpdate = true;
-	this.getLengths();
-};
-
-// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
-
-THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
-
-	var arcLengths = this.getLengths();
-
-	var i = 0, il = arcLengths.length;
-
-	var targetArcLength; // The targeted u distance value to get
-
-	if ( distance ) {
-
-		targetArcLength = distance;
-
-	} else {
-
-		targetArcLength = u * arcLengths[ il - 1 ];
-
-	}
-
-	//var time = Date.now();
-
-	// binary search for the index with largest value smaller than target u distance
-
-	var low = 0, high = il - 1, comparison;
-
-	while ( low <= high ) {
-
-		i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
-
-		comparison = arcLengths[ i ] - targetArcLength;
-
-		if ( comparison < 0 ) {
-
-			low = i + 1;
-			continue;
-
-		} else if ( comparison > 0 ) {
-
-			high = i - 1;
-			continue;
-
-		} else {
-
-			high = i;
-			break;
-
-			// DONE
-
-		}
-
-	}
-
-	i = high;
-
-	//console.log('b' , i, low, high, Date.now()- time);
-
-	if ( arcLengths[ i ] == targetArcLength ) {
-
-		var t = i / ( il - 1 );
-		return t;
-
-	}
-
-	// we could get finer grain at lengths, or use simple interpolatation between two points
-
-	var lengthBefore = arcLengths[ i ];
-    var lengthAfter = arcLengths[ i + 1 ];
-
-    var segmentLength = lengthAfter - lengthBefore;
-
-    // determine where we are between the 'before' and 'after' points
-
-    var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
-
-    // add that fractional amount to t
-
-    var t = ( i + segmentFraction ) / ( il -1 );
-
-	return t;
-
-};
-
-// Returns a unit vector tangent at t
-// In case any sub curve does not implement its tangent derivation,
-// 2 points a small delta apart will be used to find its gradient
-// which seems to give a reasonable approximation
-
-THREE.Curve.prototype.getTangent = function( t ) {
-
-	var delta = 0.0001;
-	var t1 = t - delta;
-	var t2 = t + delta;
-
-	// Capping in case of danger
-
-	if ( t1 < 0 ) t1 = 0;
-	if ( t2 > 1 ) t2 = 1;
-
-	var pt1 = this.getPoint( t1 );
-	var pt2 = this.getPoint( t2 );
-
-	var vec = pt2.clone().sub(pt1);
-	return vec.normalize();
-
-};
-
-
-THREE.Curve.prototype.getTangentAt = function ( u ) {
-
-	var t = this.getUtoTmapping( u );
-	return this.getTangent( t );
-
-};
-
-
-
-
-
-/**************************************************************
- *	Utils
- **************************************************************/
-
-THREE.Curve.Utils = {
-
-	tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
-
-		return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
-
-	},
-
-	// Puay Bing, thanks for helping with this derivative!
-
-	tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
-
-		return - 3 * p0 * (1 - t) * (1 - t)  +
-			3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
-			6 * t *  p2 * (1-t) - 3 * t * t * p2 +
-			3 * t * t * p3;
-
-	},
-
-	tangentSpline: function ( t, p0, p1, p2, p3 ) {
-
-		// To check if my formulas are correct
-
-		var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 − 3t^2 + 1
-		var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
-		var h01 = - 6 * t * t + 6 * t; 	// − 2t3 + 3t2
-		var h11 = 3 * t * t - 2 * t;	// t3 − t2
-
-		return h00 + h10 + h01 + h11;
-
-	},
-
-	// Catmull-Rom
-
-	interpolate: function( p0, p1, p2, p3, t ) {
-
-		var v0 = ( p2 - p0 ) * 0.5;
-		var v1 = ( p3 - p1 ) * 0.5;
-		var t2 = t * t;
-		var t3 = t * t2;
-		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
-
-	}
-
-};
-
-
-// TODO: Transformation for Curves?
-
-/**************************************************************
- *	3D Curves
- **************************************************************/
-
-// A Factory method for creating new curve subclasses
-
-THREE.Curve.create = function ( constructor, getPointFunc ) {
-
-	constructor.prototype = Object.create( THREE.Curve.prototype );
-	constructor.prototype.getPoint = getPointFunc;
-
-	return constructor;
-
-};
-
-// File:src/extras/core/CurvePath.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- **/
-
-/**************************************************************
- *	Curved Path - a curve path is simply a array of connected
- *  curves, but retains the api of a curve
- **************************************************************/
-
-THREE.CurvePath = function () {
-
-	this.curves = [];
-	this.bends = [];
-	
-	this.autoClose = false; // Automatically closes the path
-};
-
-THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
-
-THREE.CurvePath.prototype.add = function ( curve ) {
-
-	this.curves.push( curve );
-
-};
-
-THREE.CurvePath.prototype.checkConnection = function() {
-	// TODO
-	// If the ending of curve is not connected to the starting
-	// or the next curve, then, this is not a real path
-};
-
-THREE.CurvePath.prototype.closePath = function() {
-	// TODO Test
-	// and verify for vector3 (needs to implement equals)
-	// Add a line curve if start and end of lines are not connected
-	var startPoint = this.curves[0].getPoint(0);
-	var endPoint = this.curves[this.curves.length-1].getPoint(1);
-	
-	if (! startPoint.equals(endPoint)) {
-		this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
-	}
-	
-};
-
-// To get accurate point with reference to
-// entire path distance at time t,
-// following has to be done:
-
-// 1. Length of each sub path have to be known
-// 2. Locate and identify type of curve
-// 3. Get t for the curve
-// 4. Return curve.getPointAt(t')
-
-THREE.CurvePath.prototype.getPoint = function( t ) {
-
-	var d = t * this.getLength();
-	var curveLengths = this.getCurveLengths();
-	var i = 0, diff, curve;
-
-	// To think about boundaries points.
-
-	while ( i < curveLengths.length ) {
-
-		if ( curveLengths[ i ] >= d ) {
-
-			diff = curveLengths[ i ] - d;
-			curve = this.curves[ i ];
-
-			var u = 1 - diff / curve.getLength();
-
-			return curve.getPointAt( u );
-
-			break;
-		}
-
-		i ++;
-
-	}
-
-	return null;
-
-	// loop where sum != 0, sum > d , sum+1 <d
-
-};
-
-/*
-THREE.CurvePath.prototype.getTangent = function( t ) {
-};*/
-
-
-// We cannot use the default THREE.Curve getPoint() with getLength() because in
-// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
-// getPoint() depends on getLength
-
-THREE.CurvePath.prototype.getLength = function() {
-
-	var lens = this.getCurveLengths();
-	return lens[ lens.length - 1 ];
-
-};
-
-// Compute lengths and cache them
-// We cannot overwrite getLengths() because UtoT mapping uses it.
-
-THREE.CurvePath.prototype.getCurveLengths = function() {
-
-	// We use cache values if curves and cache array are same length
-
-	if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
-
-		return this.cacheLengths;
-
-	};
-
-	// Get length of subsurve
-	// Push sums into cached array
-
-	var lengths = [], sums = 0;
-	var i, il = this.curves.length;
-
-	for ( i = 0; i < il; i ++ ) {
-
-		sums += this.curves[ i ].getLength();
-		lengths.push( sums );
-
-	}
-
-	this.cacheLengths = lengths;
-
-	return lengths;
-
-};
-
-
-
-// Returns min and max coordinates
-
-THREE.CurvePath.prototype.getBoundingBox = function () {
-
-	var points = this.getPoints();
-
-	var maxX, maxY, maxZ;
-	var minX, minY, minZ;
-
-	maxX = maxY = Number.NEGATIVE_INFINITY;
-	minX = minY = Number.POSITIVE_INFINITY;
-
-	var p, i, il, sum;
-
-	var v3 = points[0] instanceof THREE.Vector3;
-
-	sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
-
-	for ( i = 0, il = points.length; i < il; i ++ ) {
-
-		p = points[ i ];
-
-		if ( p.x > maxX ) maxX = p.x;
-		else if ( p.x < minX ) minX = p.x;
-
-		if ( p.y > maxY ) maxY = p.y;
-		else if ( p.y < minY ) minY = p.y;
-
-		if ( v3 ) {
-
-			if ( p.z > maxZ ) maxZ = p.z;
-			else if ( p.z < minZ ) minZ = p.z;
-
-		}
-
-		sum.add( p );
-
-	}
-
-	var ret = {
-
-		minX: minX,
-		minY: minY,
-		maxX: maxX,
-		maxY: maxY
-
-	};
-
-	if ( v3 ) {
-
-		ret.maxZ = maxZ;
-		ret.minZ = minZ;
-
-	}
-
-	return ret;
-
-};
-
-/**************************************************************
- *	Create Geometries Helpers
- **************************************************************/
-
-/// Generate geometry from path points (for Line or Points objects)
-
-THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
-
-	var pts = this.getPoints( divisions, true );
-	return this.createGeometry( pts );
-
-};
-
-// Generate geometry from equidistance sampling along the path
-
-THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
-
-	var pts = this.getSpacedPoints( divisions, true );
-	return this.createGeometry( pts );
-
-};
-
-THREE.CurvePath.prototype.createGeometry = function( points ) {
-
-	var geometry = new THREE.Geometry();
-
-	for ( var i = 0; i < points.length; i ++ ) {
-
-		geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
-
-	}
-
-	return geometry;
-
-};
-
-
-/**************************************************************
- *	Bend / Wrap Helper Methods
- **************************************************************/
-
-// Wrap path / Bend modifiers?
-
-THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
-
-	this.bends.push( bendpath );
-
-};
-
-THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
-
-	var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
-	var i, il;
-
-	if ( ! bends ) {
-
-		bends = this.bends;
-
-	}
-
-	for ( i = 0, il = bends.length; i < il; i ++ ) {
-
-		oldPts = this.getWrapPoints( oldPts, bends[ i ] );
-
-	}
-
-	return oldPts;
-
-};
-
-THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
-
-	var oldPts = this.getSpacedPoints( segments );
-
-	var i, il;
-
-	if ( ! bends ) {
-
-		bends = this.bends;
-
-	}
-
-	for ( i = 0, il = bends.length; i < il; i ++ ) {
-
-		oldPts = this.getWrapPoints( oldPts, bends[ i ] );
-
-	}
-
-	return oldPts;
-
-};
-
-// This returns getPoints() bend/wrapped around the contour of a path.
-// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
-
-THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
-
-	var bounds = this.getBoundingBox();
-
-	var i, il, p, oldX, oldY, xNorm;
-
-	for ( i = 0, il = oldPts.length; i < il; i ++ ) {
-
-		p = oldPts[ i ];
-
-		oldX = p.x;
-		oldY = p.y;
-
-		xNorm = oldX / bounds.maxX;
-
-		// If using actual distance, for length > path, requires line extrusions
-		//xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
-
-		xNorm = path.getUtoTmapping( xNorm, oldX );
-
-		// check for out of bounds?
-
-		var pathPt = path.getPoint( xNorm );
-		var normal = path.getTangent( xNorm );
-		normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
-
-		p.x = pathPt.x + normal.x;
-		p.y = pathPt.y + normal.y;
-
-	}
-
-	return oldPts;
-
-};
-
-
-// File:src/extras/core/Gyroscope.js
-
-/**
- * @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 () {
-
-	var translationObject = new THREE.Vector3();
-	var quaternionObject = new THREE.Quaternion();
-	var scaleObject = new THREE.Vector3();
-
-	var translationWorld = new THREE.Vector3();
-	var quaternionWorld = new THREE.Quaternion();
-	var scaleWorld = new THREE.Vector3();
-
-	return function ( force ) {
-
-        if (this.matrixAutoUpdate) this.updateMatrix();
-
-		// update matrixWorld
-
-		if ( this.matrixWorldNeedsUpdate || force ) {
-
-			if ( this.parent ) {
-
-				this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
-
-				this.matrixWorld.decompose( translationWorld, quaternionWorld, scaleWorld );
-				this.matrix.decompose( translationObject, quaternionObject, scaleObject );
-
-				this.matrixWorld.compose( translationWorld, quaternionObject, 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 );
-
-		}
-
-	};
-	
-}();
-
-// File:src/extras/core/Path.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Creates free form 2d path using series of points, lines or curves.
- *
- **/
-
-THREE.Path = function ( points ) {
-
-	THREE.CurvePath.call(this);
-
-	this.actions = [];
-
-	if ( points ) {
-
-		this.fromPoints( points );
-
-	}
-
-};
-
-THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
-
-THREE.PathActions = {
-
-	MOVE_TO: 'moveTo',
-	LINE_TO: 'lineTo',
-	QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
-	BEZIER_CURVE_TO: 'bezierCurveTo', 		// Bezier cubic curve
-	CSPLINE_THRU: 'splineThru',				// Catmull-rom spline
-	ARC: 'arc',								// Circle
-	ELLIPSE: 'ellipse'
-};
-
-// TODO Clean up PATH API
-
-// Create path using straight lines to connect all points
-// - vectors: array of Vector2
-
-THREE.Path.prototype.fromPoints = function ( vectors ) {
-
-	this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
-
-	for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
-
-		this.lineTo( vectors[ v ].x, vectors[ v ].y );
-
-	};
-
-};
-
-// startPath() endPath()?
-
-THREE.Path.prototype.moveTo = function ( x, y ) {
-
-	var args = Array.prototype.slice.call( arguments );
-	this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.lineTo = function ( x, y ) {
-
-	var args = Array.prototype.slice.call( arguments );
-
-	var lastargs = this.actions[ this.actions.length - 1 ].args;
-
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
-	this.curves.push( curve );
-
-	this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
-
-	var args = Array.prototype.slice.call( arguments );
-
-	var lastargs = this.actions[ this.actions.length - 1 ].args;
-
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
-												new THREE.Vector2( aCPx, aCPy ),
-												new THREE.Vector2( aX, aY ) );
-	this.curves.push( curve );
-
-	this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
-											   aCP2x, aCP2y,
-											   aX, aY ) {
-
-	var args = Array.prototype.slice.call( arguments );
-
-	var lastargs = this.actions[ this.actions.length - 1 ].args;
-
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
-											new THREE.Vector2( aCP1x, aCP1y ),
-											new THREE.Vector2( aCP2x, aCP2y ),
-											new THREE.Vector2( aX, aY ) );
-	this.curves.push( curve );
-
-	this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
-
-	var args = Array.prototype.slice.call( arguments );
-	var lastargs = this.actions[ this.actions.length - 1 ].args;
-
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-//---
-	var npts = [ new THREE.Vector2( x0, y0 ) ];
-	Array.prototype.push.apply( npts, pts );
-
-	var curve = new THREE.SplineCurve( npts );
-	this.curves.push( curve );
-
-	this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
-
-};
-
-// FUTURE: Change the API or follow canvas API?
-
-THREE.Path.prototype.arc = function ( aX, aY, aRadius,
-									  aStartAngle, aEndAngle, aClockwise ) {
-
-	var lastargs = this.actions[ this.actions.length - 1].args;
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	this.absarc(aX + x0, aY + y0, aRadius,
-		aStartAngle, aEndAngle, aClockwise );
-
- };
-
- THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
-									  aStartAngle, aEndAngle, aClockwise ) {
-	this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
- };
-
-THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
-									  aStartAngle, aEndAngle, aClockwise ) {
-
-	var lastargs = this.actions[ this.actions.length - 1].args;
-	var x0 = lastargs[ lastargs.length - 2 ];
-	var y0 = lastargs[ lastargs.length - 1 ];
-
-	this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
-		aStartAngle, aEndAngle, aClockwise );
-
- };
-
-
-THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
-									  aStartAngle, aEndAngle, aClockwise ) {
-
-	var args = Array.prototype.slice.call( arguments );
-	var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
-									aStartAngle, aEndAngle, aClockwise );
-	this.curves.push( curve );
-
-	var lastPoint = curve.getPoint(1);
-	args.push(lastPoint.x);
-	args.push(lastPoint.y);
-
-	this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
-
- };
-
-THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
-
-	if ( ! divisions ) divisions = 40;
-
-	var points = [];
-
-	for ( var i = 0; i < divisions; i ++ ) {
-
-		points.push( this.getPoint( i / divisions ) );
-
-		//if( !this.getPoint( i / divisions ) ) throw "DIE";
-
-	}
-
-	// if ( closedPath ) {
-	//
-	// 	points.push( points[ 0 ] );
-	//
-	// }
-
-	return points;
-
-};
-
-/* Return an array of vectors based on contour of the path */
-
-THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
-
-	if (this.useSpacedPoints) {
-		console.log('tata');
-		return this.getSpacedPoints( divisions, closedPath );
-	}
-
-	divisions = divisions || 12;
-
-	var points = [];
-
-	var i, il, item, action, args;
-	var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
-		laste, j,
-		t, tx, ty;
-
-	for ( i = 0, il = this.actions.length; i < il; i ++ ) {
-
-		item = this.actions[ i ];
-
-		action = item.action;
-		args = item.args;
-
-		switch( action ) {
-
-		case THREE.PathActions.MOVE_TO:
-
-			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
-
-			break;
-
-		case THREE.PathActions.LINE_TO:
-
-			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
-
-			break;
-
-		case THREE.PathActions.QUADRATIC_CURVE_TO:
-
-			cpx  = args[ 2 ];
-			cpy  = args[ 3 ];
-
-			cpx1 = args[ 0 ];
-			cpy1 = args[ 1 ];
-
-			if ( points.length > 0 ) {
-
-				laste = points[ points.length - 1 ];
-
-				cpx0 = laste.x;
-				cpy0 = laste.y;
-
-			} else {
-
-				laste = this.actions[ i - 1 ].args;
-
-				cpx0 = laste[ laste.length - 2 ];
-				cpy0 = laste[ laste.length - 1 ];
-
-			}
-
-			for ( j = 1; j <= divisions; j ++ ) {
-
-				t = j / divisions;
-
-				tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
-				ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
-
-				points.push( new THREE.Vector2( tx, ty ) );
-
-			}
-
-			break;
-
-		case THREE.PathActions.BEZIER_CURVE_TO:
-
-			cpx  = args[ 4 ];
-			cpy  = args[ 5 ];
-
-			cpx1 = args[ 0 ];
-			cpy1 = args[ 1 ];
-
-			cpx2 = args[ 2 ];
-			cpy2 = args[ 3 ];
-
-			if ( points.length > 0 ) {
-
-				laste = points[ points.length - 1 ];
-
-				cpx0 = laste.x;
-				cpy0 = laste.y;
-
-			} else {
-
-				laste = this.actions[ i - 1 ].args;
-
-				cpx0 = laste[ laste.length - 2 ];
-				cpy0 = laste[ laste.length - 1 ];
-
-			}
-
-
-			for ( j = 1; j <= divisions; j ++ ) {
-
-				t = j / divisions;
-
-				tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
-				ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
-
-				points.push( new THREE.Vector2( tx, ty ) );
-
-			}
-
-			break;
-
-		case THREE.PathActions.CSPLINE_THRU:
-
-			laste = this.actions[ i - 1 ].args;
-
-			var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
-			var spts = [ last ];
-
-			var n = divisions * args[ 0 ].length;
-
-			spts = spts.concat( args[ 0 ] );
-
-			var spline = new THREE.SplineCurve( spts );
-
-			for ( j = 1; j <= n; j ++ ) {
-
-				points.push( spline.getPointAt( j / n ) ) ;
-
-			}
-
-			break;
-
-		case THREE.PathActions.ARC:
-
-			var aX = args[ 0 ], aY = args[ 1 ],
-				aRadius = args[ 2 ],
-				aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
-				aClockwise = !! args[ 5 ];
-
-			var deltaAngle = aEndAngle - aStartAngle;
-			var angle;
-			var tdivisions = divisions * 2;
-
-			for ( j = 1; j <= tdivisions; j ++ ) {
-
-				t = j / tdivisions;
-
-				if ( ! aClockwise ) {
-
-					t = 1 - t;
-
-				}
-
-				angle = aStartAngle + t * deltaAngle;
-
-				tx = aX + aRadius * Math.cos( angle );
-				ty = aY + aRadius * Math.sin( angle );
-
-				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
-
-				points.push( new THREE.Vector2( tx, ty ) );
-
-			}
-
-			//console.log(points);
-
-		  break;
-		  
-		case THREE.PathActions.ELLIPSE:
-
-			var aX = args[ 0 ], aY = args[ 1 ],
-				xRadius = args[ 2 ],
-				yRadius = args[ 3 ],
-				aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
-				aClockwise = !! args[ 6 ];
-
-
-			var deltaAngle = aEndAngle - aStartAngle;
-			var angle;
-			var tdivisions = divisions * 2;
-
-			for ( j = 1; j <= tdivisions; j ++ ) {
-
-				t = j / tdivisions;
-
-				if ( ! aClockwise ) {
-
-					t = 1 - t;
-
-				}
-
-				angle = aStartAngle + t * deltaAngle;
-
-				tx = aX + xRadius * Math.cos( angle );
-				ty = aY + yRadius * Math.sin( angle );
-
-				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
-
-				points.push( new THREE.Vector2( tx, ty ) );
-
-			}
-
-			//console.log(points);
-
-		  break;
-
-		} // end switch
-
-	}
-
-
-
-	// Normalize to remove the closing point by default.
-	var lastPoint = points[ points.length - 1];
-	var EPSILON = 0.0000000001;
-	if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
-			 Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
-		points.splice( points.length - 1, 1);
-	if ( closedPath ) {
-
-		points.push( points[ 0 ] );
-
-	}
-
-	return points;
-
-};
-
-//
-// Breaks path into shapes
-//
-//	Assumptions (if parameter isCCW==true the opposite holds):
-//	- solid shapes are defined clockwise (CW)
-//	- holes are defined counterclockwise (CCW)
-//
-//	If parameter noHoles==true:
-//  - all subPaths are regarded as solid shapes
-//  - definition order CW/CCW has no relevance
-//
-
-THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
-
-	function extractSubpaths( inActions ) {
-
-		var i, il, item, action, args;
-
-		var subPaths = [], lastPath = new THREE.Path();
-
-		for ( i = 0, il = inActions.length; i < il; i ++ ) {
-
-			item = inActions[ i ];
-
-			args = item.args;
-			action = item.action;
-
-			if ( action == THREE.PathActions.MOVE_TO ) {
-
-				if ( lastPath.actions.length != 0 ) {
-
-					subPaths.push( lastPath );
-					lastPath = new THREE.Path();
-
-				}
-
-			}
-
-			lastPath[ action ].apply( lastPath, args );
-
-		}
-
-		if ( lastPath.actions.length != 0 ) {
-
-			subPaths.push( lastPath );
-
-		}
-
-		// console.log(subPaths);
-
-		return	subPaths;
-	}
-
-	function toShapesNoHoles( inSubpaths ) {
-
-		var shapes = [];
-
-		for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
-
-			var tmpPath = inSubpaths[ i ];
-
-			var tmpShape = new THREE.Shape();
-			tmpShape.actions = tmpPath.actions;
-			tmpShape.curves = tmpPath.curves;
-
-			shapes.push( tmpShape );
-		}
-
-		//console.log("shape", shapes);
-
-		return shapes;
-	};
-
-	function isPointInsidePolygon( inPt, inPolygon ) {
-		var EPSILON = 0.0000000001;
-
-		var polyLen = inPolygon.length;
-
-		// inPt on polygon contour => immediate success    or
-		// toggling of inside/outside at every single! intersection point of an edge
-		//  with the horizontal line through inPt, left of inPt
-		//  not counting lowerY endpoints of edges and whole edges on that line
-		var inside = false;
-		for( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
-			var edgeLowPt  = inPolygon[ p ];
-			var edgeHighPt = inPolygon[ q ];
-
-			var edgeDx = edgeHighPt.x - edgeLowPt.x;
-			var edgeDy = edgeHighPt.y - edgeLowPt.y;
-
-			if ( Math.abs(edgeDy) > EPSILON ) {			// not parallel
-				if ( edgeDy < 0 ) {
-					edgeLowPt  = inPolygon[ q ]; edgeDx = - edgeDx;
-					edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
-				}
-				if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;
-
-				if ( inPt.y == edgeLowPt.y ) {
-					if ( inPt.x == edgeLowPt.x )		return	true;		// inPt is on contour ?
-					// continue;				// no intersection or edgeLowPt => doesn't count !!!
-				} else {
-					var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
-					if ( perpEdge == 0 )				return	true;		// inPt is on contour ?
-					if ( perpEdge < 0 ) 				continue;
-					inside = ! inside;		// true intersection left of inPt
-				}
-			} else {		// parallel or colinear
-				if ( inPt.y != edgeLowPt.y ) 		continue;			// parallel
-				// egde lies on the same horizontal line as inPt
-				if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
-					 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
-				// continue;
-			}
-		}
-
-		return	inside;
-	}
-
-
-	var subPaths = extractSubpaths( this.actions );
-	if ( subPaths.length == 0 ) return [];
-
-	if ( noHoles === true )	return	toShapesNoHoles( subPaths );
-
-
-	var solid, tmpPath, tmpShape, shapes = [];
-
-	if ( subPaths.length == 1) {
-
-		tmpPath = subPaths[0];
-		tmpShape = new THREE.Shape();
-		tmpShape.actions = tmpPath.actions;
-		tmpShape.curves = tmpPath.curves;
-		shapes.push( tmpShape );
-		return shapes;
-
-	}
-
-	var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
-	holesFirst = isCCW ? ! holesFirst : holesFirst;
-
-	// console.log("Holes first", holesFirst);
-	
-	var betterShapeHoles = [];
-	var newShapes = [];
-	var newShapeHoles = [];
-	var mainIdx = 0;
-	var tmpPoints;
-
-	newShapes[mainIdx] = undefined;
-	newShapeHoles[mainIdx] = [];
-
-	var i, il;
-
-	for ( i = 0, il = subPaths.length; i < il; i ++ ) {
-
-		tmpPath = subPaths[ i ];
-		tmpPoints = tmpPath.getPoints();
-		solid = THREE.Shape.Utils.isClockWise( tmpPoints );
-		solid = isCCW ? ! solid : solid;
-
-		if ( solid ) {
-
-			if ( (! holesFirst ) && ( newShapes[mainIdx] ) )	mainIdx ++;
-
-			newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
-			newShapes[mainIdx].s.actions = tmpPath.actions;
-			newShapes[mainIdx].s.curves = tmpPath.curves;
-			
-			if ( holesFirst )	mainIdx ++;
-			newShapeHoles[mainIdx] = [];
-
-			//console.log('cw', i);
-
-		} else {
-
-			newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
-
-			//console.log('ccw', i);
-
-		}
-
-	}
-
-	// only Holes? -> probably all Shapes with wrong orientation
-	if ( ! newShapes[0] )	return	toShapesNoHoles( subPaths );
-
-
-	if ( newShapes.length > 1 ) {
-		var ambigious = false;
-		var toChange = [];
-
-		for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
-			betterShapeHoles[sIdx] = [];
-		}
-		for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
-			var sh = newShapes[sIdx];
-			var sho = newShapeHoles[sIdx];
-			for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
-				var ho = sho[hIdx];
-				var hole_unassigned = true;
-				for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
-					if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
-						if ( sIdx != s2Idx )		toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
-						if ( hole_unassigned ) {
-							hole_unassigned = false;
-							betterShapeHoles[s2Idx].push( ho );
-						} else {
-							ambigious = true;
-						}
-					}
-				}
-				if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
-			}
-		}
-		// console.log("ambigious: ", ambigious);
-		if ( toChange.length > 0 ) {
-			// console.log("to change: ", toChange);
-			if (! ambigious)	newShapeHoles = betterShapeHoles;
-		}
-	}
-
-	var tmpHoles, j, jl;
-	for ( i = 0, il = newShapes.length; i < il; i ++ ) {
-		tmpShape = newShapes[i].s;
-		shapes.push( tmpShape );
-		tmpHoles = newShapeHoles[i];
-		for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
-			tmpShape.holes.push( tmpHoles[j].h );
-		}
-	}
-
-	//console.log("shape", shapes);
-
-	return shapes;
-
-};
-
-// File:src/extras/core/Shape.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Defines a 2d shape plane using paths.
- **/
-
-// STEP 1 Create a path.
-// STEP 2 Turn path into shape.
-// STEP 3 ExtrudeGeometry takes in Shape/Shapes
-// STEP 3a - Extract points from each shape, turn to vertices
-// STEP 3b - Triangulate each shape, add faces.
-
-THREE.Shape = function () {
-
-	THREE.Path.apply( this, arguments );
-	this.holes = [];
-
-};
-
-THREE.Shape.prototype = Object.create( THREE.Path.prototype );
-
-// Convenience method to return ExtrudeGeometry
-
-THREE.Shape.prototype.extrude = function ( options ) {
-
-	var extruded = new THREE.ExtrudeGeometry( this, options );
-	return extruded;
-
-};
-
-// Convenience method to return ShapeGeometry
-
-THREE.Shape.prototype.makeGeometry = function ( options ) {
-
-	var geometry = new THREE.ShapeGeometry( this, options );
-	return geometry;
-
-};
-
-// Get points of holes
-
-THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
-
-	var i, il = this.holes.length, holesPts = [];
-
-	for ( i = 0; i < il; i ++ ) {
-
-		holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
-
-	}
-
-	return holesPts;
-
-};
-
-// Get points of holes (spaced by regular distance)
-
-THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
-
-	var i, il = this.holes.length, holesPts = [];
-
-	for ( i = 0; i < il; i ++ ) {
-
-		holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
-
-	}
-
-	return holesPts;
-
-};
-
-
-// Get points of shape and holes (keypoints based on segments parameter)
-
-THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
-
-	return {
-
-		shape: this.getTransformedPoints( divisions ),
-		holes: this.getPointsHoles( divisions )
-
-	};
-
-};
-
-THREE.Shape.prototype.extractPoints = function ( divisions ) {
-
-	if (this.useSpacedPoints) {
-		return this.extractAllSpacedPoints(divisions);
-	}
-
-	return this.extractAllPoints(divisions);
-
-};
-
-//
-// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
-//
-// 	return {
-//
-// 		shape: this.transform( bend, divisions ),
-// 		holes: this.getPointsHoles( divisions, bend )
-//
-// 	};
-//
-// };
-
-// Get points of shape and holes (spaced by regular distance)
-
-THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
-
-	return {
-
-		shape: this.getTransformedSpacedPoints( divisions ),
-		holes: this.getSpacedPointsHoles( divisions )
-
-	};
-
-};
-
-/**************************************************************
- *	Utils
- **************************************************************/
-
-THREE.Shape.Utils = {
-
-	triangulateShape: function ( contour, holes ) {
-
-		function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
-			// inOtherPt needs to be colinear to the inSegment
-			if ( inSegPt1.x != inSegPt2.x ) {
-				if ( inSegPt1.x < inSegPt2.x ) {
-					return	( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
-				} else {
-					return	( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
-				}
-			} else {
-				if ( inSegPt1.y < inSegPt2.y ) {
-					return	( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
-				} else {
-					return	( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
-				}
-			}
-		}
-
-		function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
-			var EPSILON = 0.0000000001;
-
-			var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x,   seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
-			var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x,   seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
-
-			var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
-			var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
-
-			var limit		= seg1dy * seg2dx - seg1dx * seg2dy;
-			var perpSeg1	= seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
-
-			if ( Math.abs(limit) > EPSILON ) {			// not parallel
-
-				var perpSeg2;
-				if ( limit > 0 ) {
-					if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) 		return [];
-					perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
-					if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) 		return [];
-				} else {
-					if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) 		return [];
-					perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
-					if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) 		return [];
-				}
-
-				// i.e. to reduce rounding errors
-				// intersection at endpoint of segment#1?
-				if ( perpSeg2 == 0 ) {
-					if ( ( inExcludeAdjacentSegs ) &&
-						 ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) )		return [];
-					return  [ inSeg1Pt1 ];
-				}
-				if ( perpSeg2 == limit ) {
-					if ( ( inExcludeAdjacentSegs ) &&
-						 ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) )		return [];
-					return  [ inSeg1Pt2 ];
-				}
-				// intersection at endpoint of segment#2?
-				if ( perpSeg1 == 0 )		return  [ inSeg2Pt1 ];
-				if ( perpSeg1 == limit )	return  [ inSeg2Pt2 ];
-
-				// return real intersection point
-				var factorSeg1 = perpSeg2 / limit;
-				return	[ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
-							y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
-
-			} else {		// parallel or colinear
-				if ( ( perpSeg1 != 0 ) ||
-					 ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) 			return [];
-
-				// they are collinear or degenerate
-				var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) );	// segment1 ist just a point?
-				var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) );	// segment2 ist just a point?
-				// both segments are points
-				if ( seg1Pt && seg2Pt ) {
-					if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
-						 (inSeg1Pt1.y != inSeg2Pt1.y) )		return [];   	// they are distinct  points
-					return  [ inSeg1Pt1 ];                 					// they are the same point
-				}
-				// segment#1  is a single point
-				if ( seg1Pt ) {
-					if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) )		return [];		// but not in segment#2
-					return  [ inSeg1Pt1 ];
-				}
-				// segment#2  is a single point
-				if ( seg2Pt ) {
-					if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) )		return [];		// but not in segment#1
-					return  [ inSeg2Pt1 ];
-				}
-
-				// they are collinear segments, which might overlap
-				var seg1min, seg1max, seg1minVal, seg1maxVal;
-				var seg2min, seg2max, seg2minVal, seg2maxVal;
-				if (seg1dx != 0) {		// the segments are NOT on a vertical line
-					if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
-						seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
-						seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
-					} else {
-						seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
-						seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
-					}
-					if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
-						seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
-						seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
-					} else {
-						seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
-						seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
-					}
-				} else {				// the segments are on a vertical line
-					if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
-						seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
-						seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
-					} else {
-						seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
-						seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
-					}
-					if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
-						seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
-						seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
-					} else {
-						seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
-						seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
-					}
-				}
-				if ( seg1minVal <= seg2minVal ) {
-					if ( seg1maxVal <  seg2minVal )	return [];
-					if ( seg1maxVal == seg2minVal )	{
-						if ( inExcludeAdjacentSegs )		return [];
-						return [ seg2min ];
-					}
-					if ( seg1maxVal <= seg2maxVal )	return [ seg2min, seg1max ];
-					return	[ seg2min, seg2max ];
-				} else {
-					if ( seg1minVal >  seg2maxVal )	return [];
-					if ( seg1minVal == seg2maxVal )	{
-						if ( inExcludeAdjacentSegs )		return [];
-						return [ seg1min ];
-					}
-					if ( seg1maxVal <= seg2maxVal )	return [ seg1min, seg1max ];
-					return	[ seg1min, seg2max ];
-				}
-			}
-		}
-
-		function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
-			// The order of legs is important
-
-			var EPSILON = 0.0000000001;
-
-			// translation of all points, so that Vertex is at (0,0)
-			var legFromPtX	= inLegFromPt.x - inVertex.x,  legFromPtY	= inLegFromPt.y - inVertex.y;
-			var legToPtX	= inLegToPt.x	- inVertex.x,  legToPtY		= inLegToPt.y	- inVertex.y;
-			var otherPtX	= inOtherPt.x	- inVertex.x,  otherPtY		= inOtherPt.y	- inVertex.y;
-
-			// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
-			var from2toAngle	= legFromPtX * legToPtY - legFromPtY * legToPtX;
-			var from2otherAngle	= legFromPtX * otherPtY - legFromPtY * otherPtX;
-
-			if ( Math.abs(from2toAngle) > EPSILON ) {			// angle != 180 deg.
-
-				var other2toAngle		= otherPtX * legToPtY - otherPtY * legToPtX;
-				// console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
-
-				if ( from2toAngle > 0 ) {				// main angle < 180 deg.
-					return	( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
-				} else {								// main angle > 180 deg.
-					return	( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
-				}
-			} else {										// angle == 180 deg.
-				// console.log( "from2to: 180 deg., from2other: " + from2otherAngle  );
-				return	( from2otherAngle > 0 );
-			}
-		}
-
-
-		function removeHoles( contour, holes ) {
-
-			var shape = contour.concat(); // work on this shape
-			var hole;
-
-			function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
-				// Check if hole point lies within angle around shape point
-				var lastShapeIdx = shape.length - 1;
-
-				var prevShapeIdx = inShapeIdx - 1;
-				if ( prevShapeIdx < 0 )			prevShapeIdx = lastShapeIdx;
-
-				var nextShapeIdx = inShapeIdx + 1;
-				if ( nextShapeIdx > lastShapeIdx )	nextShapeIdx = 0;
-
-				var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
-				if (! insideAngle ) {
-					// console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
-					return	false;
-				}
-
-				// Check if shape point lies within angle around hole point
-				var lastHoleIdx = hole.length - 1;
-
-				var prevHoleIdx = inHoleIdx - 1;
-				if ( prevHoleIdx < 0 )			prevHoleIdx = lastHoleIdx;
-
-				var nextHoleIdx = inHoleIdx + 1;
-				if ( nextHoleIdx > lastHoleIdx )	nextHoleIdx = 0;
-
-				insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
-				if (! insideAngle ) {
-					// console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
-					return	false;
-				}
-
-				return	true;
-			}
-
-			function intersectsShapeEdge( inShapePt, inHolePt ) {
-				// checks for intersections with shape edges
-				var sIdx, nextIdx, intersection;
-				for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
-					nextIdx = sIdx+1; nextIdx %= shape.length;
-					intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
-					if ( intersection.length > 0 )		return	true;
-				}
-
-				return	false;
-			}
-
-			var indepHoles = [];
-
-			function intersectsHoleEdge( inShapePt, inHolePt ) {
-				// checks for intersections with hole edges
-				var ihIdx, chkHole,
-					hIdx, nextIdx, intersection;
-				for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
-					chkHole = holes[indepHoles[ihIdx]];
-					for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
-						nextIdx = hIdx+1; nextIdx %= chkHole.length;
-						intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
-						if ( intersection.length > 0 )		return	true;
-					}
-				}
-				return	false;
-			}
-
-			var holeIndex, shapeIndex,
-				shapePt, holePt,
-				holeIdx, cutKey, failedCuts = [],
-				tmpShape1, tmpShape2,
-				tmpHole1, tmpHole2;
-
-			for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
-
-				indepHoles.push( h );
-
-			}
-
-			var minShapeIndex = 0;
-			var counter = indepHoles.length * 2;
-			while ( indepHoles.length > 0 ) {
-				counter --;
-				if ( counter < 0 ) {
-					console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
-					break;
-				}
-
-				// search for shape-vertex and hole-vertex,
-				// which can be connected without intersections
-				for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
-
-					shapePt = shape[ shapeIndex ];
-					holeIndex	= - 1;
-
-					// search for hole which can be reached without intersections
-					for ( var h = 0; h < indepHoles.length; h ++ ) {
-						holeIdx = indepHoles[h];
-
-						// prevent multiple checks
-						cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
-						if ( failedCuts[cutKey] !== undefined )			continue;
-
-						hole = holes[holeIdx];
-						for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
-							holePt = hole[ h2 ];
-							if (! isCutLineInsideAngles( shapeIndex, h2 ) )		continue;
-							if ( intersectsShapeEdge( shapePt, holePt ) )		continue;
-							if ( intersectsHoleEdge( shapePt, holePt ) )		continue;
-
-							holeIndex = h2;
-							indepHoles.splice(h,1);
-
-							tmpShape1 = shape.slice( 0, shapeIndex+1 );
-							tmpShape2 = shape.slice( shapeIndex );
-							tmpHole1 = hole.slice( holeIndex );
-							tmpHole2 = hole.slice( 0, holeIndex+1 );
-
-							shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
-
-							minShapeIndex = shapeIndex;
-
-							// Debug only, to show the selected cuts
-							// glob_CutLines.push( [ shapePt, holePt ] );
-
-							break;
-						}
-						if ( holeIndex >= 0 )	break;		// hole-vertex found
-
-						failedCuts[cutKey] = true;			// remember failure
-					}
-					if ( holeIndex >= 0 )	break;		// hole-vertex found
-				}
-			}
-
-			return shape; 			/* shape with no holes */
-		}
-
-
-		var i, il, f, face,
-			key, index,
-			allPointsMap = {};
-
-		// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
-
-		var allpoints = contour.concat();
-
-		for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
-
-			Array.prototype.push.apply( allpoints, holes[h] );
-
-		}
-
-		//console.log( "allpoints",allpoints, allpoints.length );
-
-		// prepare all points map
-
-		for ( i = 0, il = allpoints.length; i < il; i ++ ) {
-
-			key = allpoints[ i ].x + ":" + allpoints[ i ].y;
-
-			if ( allPointsMap[ key ] !== undefined ) {
-
-				console.log( "Duplicate point", key );
-
-			}
-
-			allPointsMap[ key ] = i;
-
-		}
-
-		// remove holes by cutting paths to holes and adding them to the shape
-		var shapeWithoutHoles = removeHoles( contour, holes );
-
-		var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
-		//console.log( "triangles",triangles, triangles.length );
-
-		// check all face vertices against all points map
-
-		for ( i = 0, il = triangles.length; i < il; i ++ ) {
-
-			face = triangles[ i ];
-
-			for ( f = 0; f < 3; f ++ ) {
-
-				key = face[ f ].x + ":" + face[ f ].y;
-
-				index = allPointsMap[ key ];
-
-				if ( index !== undefined ) {
-
-					face[ f ] = index;
-
-				}
-
-			}
-
-		}
-
-		return triangles.concat();
-
-	},
-
-	isClockWise: function ( pts ) {
-
-		return THREE.FontUtils.Triangulate.area( pts ) < 0;
-
-	},
-
-	// Bezier Curves formulas obtained from
-	// http://en.wikipedia.org/wiki/B%C3%A9zier_curve
-
-	// Quad Bezier Functions
-
-	b2p0: function ( t, p ) {
-
-		var k = 1 - t;
-		return k * k * p;
-
-	},
-
-	b2p1: function ( t, p ) {
-
-		return 2 * ( 1 - t ) * t * p;
-
-	},
-
-	b2p2: function ( t, p ) {
-
-		return t * t * p;
-
-	},
-
-	b2: function ( t, p0, p1, p2 ) {
-
-		return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
-
-	},
-
-	// Cubic Bezier Functions
-
-	b3p0: function ( t, p ) {
-
-		var k = 1 - t;
-		return k * k * k * p;
-
-	},
-
-	b3p1: function ( t, p ) {
-
-		var k = 1 - t;
-		return 3 * k * k * t * p;
-
-	},
-
-	b3p2: function ( t, p ) {
-
-		var k = 1 - t;
-		return 3 * k * t * t * p;
-
-	},
-
-	b3p3: function ( t, p ) {
-
-		return t * t * t * p;
-
-	},
-
-	b3: function ( t, p0, p1, p2, p3 ) {
-
-		return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) +  this.b3p3( t, p3 );
-
-	}
-
-};
-
-
-// File:src/extras/curves/LineCurve.js
-
-/**************************************************************
- *	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();
-
-};
-
-// File:src/extras/curves/QuadraticBezierCurve.js
-
-/**************************************************************
- *	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 vector = new THREE.Vector2();
-
-	vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
-	vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
-
-	return vector;
-
-};
-
-
-THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
-
-	var vector = new THREE.Vector2();
-
-	vector.x = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
-	vector.y = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
-
-	// returns unit vector
-
-	return vector.normalize();
-
-};
-
-// File:src/extras/curves/CubicBezierCurve.js
-
-/**************************************************************
- *	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;
-
-};
-
-// File:src/extras/curves/SplineCurve.js
-
-/**************************************************************
- *	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 points = this.points;
-	var point = ( points.length - 1 ) * t;
-
-	var intPoint = Math.floor( point );
-	var weight = point - intPoint;
-
-	var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ]
-	var point1 = points[ intPoint ]
-	var point2 = points[ intPoint > points.length - 2 ? points.length -1 : intPoint + 1 ]
-	var point3 = points[ intPoint > points.length - 3 ? points.length -1 : intPoint + 2 ]
-
-	var vector = new THREE.Vector2();
-
-	vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
-	vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
-
-	return vector;
-
-};
-
-// File:src/extras/curves/EllipseCurve.js
-
-/**************************************************************
- *	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 ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
-	if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
-
-	var angle;
-
-	if ( this.aClockwise === true ) {
-
-		angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
-
-	} else {
-
-		angle = this.aStartAngle + t * deltaAngle;
-
-	}
-	
-	var vector = new THREE.Vector2();
-
-	vector.x = this.aX + this.xRadius * Math.cos( angle );
-	vector.y = this.aY + this.yRadius * Math.sin( angle );
-
-	return vector;
-
-};
-
-// File:src/extras/curves/ArcCurve.js
-
-/**************************************************************
- *	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 );
-
-// File:src/extras/curves/LineCurve3.js
-
-/**************************************************************
- *	Line3D
- **************************************************************/
-
-THREE.LineCurve3 = THREE.Curve.create(
-
-	function ( v1, v2 ) {
-
-		this.v1 = v1;
-		this.v2 = v2;
-
-	},
-
-	function ( t ) {
-
-		var vector = new THREE.Vector3();
-
-		vector.subVectors( this.v2, this.v1 ); // diff
-		vector.multiplyScalar( t );
-		vector.add( this.v1 );
-
-		return vector;
-
-	}
-
-);
-
-// File:src/extras/curves/QuadraticBezierCurve3.js
-
-/**************************************************************
- *	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 vector = new THREE.Vector3();
-
-		vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
-		vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
-		vector.z = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
-
-		return vector;
-
-	}
-
-);
-
-// File:src/extras/curves/CubicBezierCurve3.js
-
-/**************************************************************
- *	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 vector = new THREE.Vector3();
-
-		vector.x = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
-		vector.y = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
-		vector.z = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
-
-		return vector;
-
-	}
-
-);
-
-// File:src/extras/curves/SplineCurve3.js
-
-/**************************************************************
- *	Spline 3D curve
- **************************************************************/
-
-
-THREE.SplineCurve3 = THREE.Curve.create(
-
-	function ( points /* array of Vector3 */) {
-
-		this.points = ( points == undefined ) ? [] : points;
-
-	},
-
-	function ( t ) {
-
-		var points = this.points;
-		var point = ( points.length - 1 ) * t;
-
-		var intPoint = Math.floor( point );
-		var weight = point - intPoint;
-
-		var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
-		var point1 = points[ intPoint ];
-		var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
-		var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
-
-		var vector = new THREE.Vector3();
-
-		vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
-		vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
-		vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
-
-		return vector;
-
-	}
-
-);
-
-// File:src/extras/curves/ClosedSplineCurve3.js
-
-/**************************************************************
- *	Closed Spline 3D curve
- **************************************************************/
-
-
-THREE.ClosedSplineCurve3 = THREE.Curve.create(
-
-	function ( points /* array of Vector3 */) {
-
-		this.points = ( points == undefined ) ? [] : points;
-
-	},
-
-	function ( t ) {
-
-		var points = this.points;
-		var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1
-
-		var intPoint = Math.floor( point );
-		var weight = point - intPoint;
-
-		intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
-
-		var point0 = points[ ( intPoint - 1 ) % points.length ];
-		var point1 = points[ ( intPoint     ) % points.length ];
-		var point2 = points[ ( intPoint + 1 ) % points.length ];
-		var point3 = points[ ( intPoint + 2 ) % points.length ];
-
-		var vector = new THREE.Vector3();
-
-		vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
-		vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
-		vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
-
-		return vector;
-
-	}
-
-);
-
-// File:src/extras/animation/AnimationHandler.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.AnimationHandler = {
-
-	LINEAR: 0,
-	CATMULLROM: 1,
-	CATMULLROM_FORWARD: 2,
-
-	//
-
-	add: function () { console.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
-	get: function () { console.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
-	remove: function () { console.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
-
-	//
-
-	animations: [],
-
-	init: function ( data ) {
-
-		if ( data.initialized === true ) return;
-
-		// loop through all keys
-
-		for ( var h = 0; h < data.hierarchy.length; h ++ ) {
-
-			for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-				// remove minus times
-
-				if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
-
-					 data.hierarchy[ h ].keys[ k ].time = 0;
-
-				}
-
-				// create quaternions
-
-				if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
-				  ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
-
-					var quat = data.hierarchy[ h ].keys[ k ].rot;
-					data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
-
-				}
-
-			}
-
-			// prepare morph target keys
-
-			if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
-
-				// get all used
-
-				var usedMorphTargets = {};
-
-				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-					for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
-
-						var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
-						usedMorphTargets[ morphTargetName ] = - 1;
-
-					}
-
-				}
-
-				data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
-
-
-				// set all used on all frames
-
-				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-					var influences = {};
-
-					for ( var morphTargetName in usedMorphTargets ) {
-
-						for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
-
-							if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
-
-								influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
-								break;
-
-							}
-
-						}
-
-						if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
-
-							influences[ morphTargetName ] = 0;
-
-						}
-
-					}
-
-					data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
-
-				}
-
-			}
-
-
-			// remove all keys that are on the same time
-
-			for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-				if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
-
-					data.hierarchy[ h ].keys.splice( k, 1 );
-					k --;
-
-				}
-
-			}
-
-
-			// set index
-
-			for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
-				data.hierarchy[ h ].keys[ k ].index = k;
-
-			}
-
-		}
-
-		data.initialized = true;
-
-		return data;
-
-	},
-
-	parse: function ( root ) {
-
-		var parseRecurseHierarchy = function ( root, hierarchy ) {
-
-			hierarchy.push( root );
-
-			for ( var c = 0; c < root.children.length; c ++ )
-				parseRecurseHierarchy( root.children[ c ], hierarchy );
-
-		};
-
-		// setup hierarchy
-
-		var hierarchy = [];
-
-		if ( root instanceof THREE.SkinnedMesh ) {
-
-			for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
-
-				hierarchy.push( root.skeleton.bones[ b ] );
-
-			}
-
-		} else {
-
-			parseRecurseHierarchy( root, hierarchy );
-
-		}
-
-		return hierarchy;
-
-	},
-
-	play: function ( animation ) {
-
-		if ( this.animations.indexOf( animation ) === - 1 ) {
-
-			this.animations.push( animation );
-
-		}
-
-	},
-
-	stop: function ( animation ) {
-
-		var index = this.animations.indexOf( animation );
-
-		if ( index !== - 1 ) {
-
-			this.animations.splice( index, 1 );
-
-		}
-
-	},
-
-	update: function ( deltaTimeMS ) {
-
-		for ( var i = 0; i < this.animations.length; i ++ ) {
-
-			this.animations[ i ].resetBlendWeights( );
-
-		}
-
-		for ( var i = 0; i < this.animations.length; i ++ ) {
-
-			this.animations[ i ].update( deltaTimeMS );
-
-		}
-
-	}
-
-};
-
-// File:src/extras/animation/Animation.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Animation = function ( root, data ) {
-
-	this.root = root;
-	this.data = THREE.AnimationHandler.init( data );
-	this.hierarchy = THREE.AnimationHandler.parse( root );
-
-	this.currentTime = 0;
-	this.timeScale = 1;
-
-	this.isPlaying = false;
-	this.loop = true;
-	this.weight = 0;
-
-	this.interpolationType = THREE.AnimationHandler.LINEAR;
-
-};
-
-
-THREE.Animation.prototype.keyTypes = [ "pos", "rot", "scl" ];
-
-
-THREE.Animation.prototype.play = function ( startTime, weight ) {
-
-	this.currentTime = startTime !== undefined ? startTime : 0;
-	this.weight = weight !== undefined ? weight: 1;
-
-	this.isPlaying = true;
-
-	this.reset();
-
-	THREE.AnimationHandler.play( this );
-
-};
-
-
-THREE.Animation.prototype.stop = function() {
-
-	this.isPlaying = false;
-
-	THREE.AnimationHandler.stop( this );
-
-};
-
-THREE.Animation.prototype.reset = function () {
-
-	for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
-		var object = this.hierarchy[ h ];
-
-		object.matrixAutoUpdate = true;
-
-		if ( object.animationCache === undefined ) {
-
-			object.animationCache = {
-				animations: {},
-				blending: {
-					positionWeight: 0.0,
-					quaternionWeight: 0.0,
-					scaleWeight: 0.0
-				}
-			};
-		}
-
-		if ( object.animationCache.animations[this.data.name] === undefined ) {
-
-			object.animationCache.animations[this.data.name] = {};
-			object.animationCache.animations[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 };
-			object.animationCache.animations[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 };
-			object.animationCache.animations[this.data.name].originalMatrix = object.matrix;
-
-		}
-
-		var animationCache = object.animationCache.animations[this.data.name];
-
-		// Get keys to match our current time
-
-		for ( var t = 0; t < 3; t ++ ) {
-
-			var type = this.keyTypes[ t ];
-
-			var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
-			var nextKey = this.getNextKeyWith( type, h, 1 );
-
-			while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
-
-				prevKey = nextKey;
-				nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
-
-			}
-
-			animationCache.prevKey[ type ] = prevKey;
-			animationCache.nextKey[ type ] = nextKey;
-
-		}
-
-	}
-
-};
-
-THREE.Animation.prototype.resetBlendWeights = function () {
-
-	for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
-		var object = this.hierarchy[ h ];
-
-		if ( object.animationCache !== undefined ) {
-
-			object.animationCache.blending.positionWeight = 0.0;
-			object.animationCache.blending.quaternionWeight = 0.0;
-			object.animationCache.blending.scaleWeight = 0.0;
-
-		}
-
-	}
-
-};
-
-THREE.Animation.prototype.update = (function(){
-
-	var points = [];
-	var target = new THREE.Vector3();
-	var newVector = new THREE.Vector3();
-	var newQuat = new THREE.Quaternion();
-
-	// Catmull-Rom spline
-
-	var interpolateCatmullRom = function ( points, scale ) {
-
-		var c = [], v3 = [],
-		point, intPoint, weight, w2, w3,
-		pa, pb, pc, pd;
-
-		point = ( points.length - 1 ) * scale;
-		intPoint = Math.floor( point );
-		weight = point - intPoint;
-
-		c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
-		c[ 1 ] = intPoint;
-		c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
-		c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
-
-		pa = points[ c[ 0 ] ];
-		pb = points[ c[ 1 ] ];
-		pc = points[ c[ 2 ] ];
-		pd = points[ c[ 3 ] ];
-
-		w2 = weight * weight;
-		w3 = weight * w2;
-
-		v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
-		v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
-		v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
-
-		return v3;
-
-	};
-
-	var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
-
-		var v0 = ( p2 - p0 ) * 0.5,
-			v1 = ( p3 - p1 ) * 0.5;
-
-		return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
-
-	};
-
-	return function ( delta ) {
-
-		if ( this.isPlaying === false ) return;
-
-		this.currentTime += delta * this.timeScale;
-
-		if ( this.weight === 0 )
-			return;
-
-		//
-
-		var duration = this.data.length;
-
-		if ( this.currentTime > duration || this.currentTime < 0 ) {
-
-			if ( this.loop ) {
-
-				this.currentTime %= duration;
-
-				if ( this.currentTime < 0 )
-					this.currentTime += duration;
-
-				this.reset();
-
-			} else {
-
-				this.stop();
-				return;
-
-			}
-
-		}
-
-		for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
-			var object = this.hierarchy[ h ];
-			var animationCache = object.animationCache.animations[this.data.name];
-			var blending = object.animationCache.blending;
-
-			// loop through pos/rot/scl
-
-			for ( var t = 0; t < 3; t ++ ) {
-
-				// get keys
-
-				var type    = this.keyTypes[ t ];
-				var prevKey = animationCache.prevKey[ type ];
-				var nextKey = animationCache.nextKey[ type ];
-
-				if ( ( this.timeScale > 0 && nextKey.time <= this.currentTime ) ||
-					( this.timeScale < 0 && prevKey.time >= this.currentTime ) ) {
-
-					prevKey = this.data.hierarchy[ h ].keys[ 0 ];
-					nextKey = this.getNextKeyWith( type, h, 1 );
-
-					while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
-
-						prevKey = nextKey;
-						nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
-
-					}
-
-					animationCache.prevKey[ type ] = prevKey;
-					animationCache.nextKey[ type ] = nextKey;
-
-				}
-
-				object.matrixAutoUpdate = true;
-				object.matrixWorldNeedsUpdate = true;
-
-				var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
-
-				var prevXYZ = prevKey[ type ];
-				var nextXYZ = nextKey[ type ];
-
-				if ( scale < 0 ) scale = 0;
-				if ( scale > 1 ) scale = 1;
-
-				// interpolate
-
-				if ( type === "pos" ) {
-
-					if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
-
-						newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
-						newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
-						newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
-
-						// blend
-						var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
-						object.position.lerp( newVector, proportionalWeight );
-						blending.positionWeight += this.weight;
-
-					} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
-								this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-						points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
-						points[ 1 ] = prevXYZ;
-						points[ 2 ] = nextXYZ;
-						points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
-
-						scale = scale * 0.33 + 0.33;
-
-						var currentPoint = interpolateCatmullRom( points, scale );
-						var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
-						blending.positionWeight += this.weight;
-
-						// blend
-
-						var vector = object.position;
-						
-						vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
-						vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
-						vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
-
-						if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-							var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
-
-							target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
-							target.sub( vector );
-							target.y = 0;
-							target.normalize();
-
-							var angle = Math.atan2( target.x, target.z );
-							object.rotation.set( 0, angle, 0 );
-
-						}
-
-					}
-
-				} else if ( type === "rot" ) {
-
-					THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
-
-					// Avoid paying the cost of an additional slerp if we don't have to
-					if ( blending.quaternionWeight === 0 ) {
-
-						object.quaternion.copy(newQuat);
-						blending.quaternionWeight = this.weight;
-
-					} else {
-
-						var proportionalWeight = this.weight / ( this.weight + blending.quaternionWeight );
-						THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
-						blending.quaternionWeight += this.weight;
-
-					}
-
-				} else if ( type === "scl" ) {
-
-					newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
-					newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
-					newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
-
-					var proportionalWeight = this.weight / ( this.weight + blending.scaleWeight );
-					object.scale.lerp( newVector, proportionalWeight );
-					blending.scaleWeight += this.weight;
-
-				}
-
-			}
-
-		}
-
-		return true;
-
-	};
-
-})();
-
-
-
-
-
-// Get next key with
-
-THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
-
-	var keys = this.data.hierarchy[ h ].keys;
-
-	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
-		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-		key = key < keys.length - 1 ? key : keys.length - 1;
-
-	} else {
-
-		key = key % keys.length;
-
-	}
-
-	for ( ; key < keys.length; key ++ ) {
-
-		if ( keys[ key ][ type ] !== undefined ) {
-
-			return keys[ key ];
-
-		}
-
-	}
-
-	return this.data.hierarchy[ h ].keys[ 0 ];
-
-};
-
-// Get previous key with
-
-THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
-
-	var keys = this.data.hierarchy[ h ].keys;
-
-	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
-		this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
-		key = key > 0 ? key : 0;
-
-	} else {
-
-		key = key >= 0 ? key : key + keys.length;
-
-	}
-
-
-	for ( ; key >= 0; key -- ) {
-
-		if ( keys[ key ][ type ] !== undefined ) {
-
-			return keys[ key ];
-
-		}
-
-	}
-
-	return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
-
-};
-
-// File:src/extras/animation/KeyFrameAnimation.js
-
-/**
- * @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 ( data ) {
-
-	this.root = data.node;
-	this.data = THREE.AnimationHandler.init( data );
-	this.hierarchy = THREE.AnimationHandler.parse( this.root );
-	this.currentTime = 0;
-	this.timeScale = 0.001;
-	this.isPlaying = false;
-	this.isPaused = true;
-	this.loop = true;
-
-	// initialize to first keyframes
-
-	for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
-		var keys = this.data.hierarchy[h].keys,
-			sids = this.data.hierarchy[h].sids,
-			obj = this.hierarchy[h];
-
-		if ( keys.length && sids ) {
-
-			for ( var s = 0; s < sids.length; s ++ ) {
-
-				var sid = sids[ s ],
-					next = this.getNextKeyWith( sid, h, 0 );
-
-				if ( next ) {
-
-					next.apply( sid );
-
-				}
-
-			}
-
-			obj.matrixAutoUpdate = false;
-			this.data.hierarchy[h].node.updateMatrix();
-			obj.matrixWorldNeedsUpdate = true;
-
-		}
-
-	}
-
-};
-
-
-THREE.KeyFrameAnimation.prototype.play = function ( startTime ) {
-
-	this.currentTime = startTime !== undefined ? startTime : 0;
-
-	if ( this.isPlaying === false ) {
-
-		this.isPlaying = true;
-
-		// reset key cache
-
-		var h, hl = this.hierarchy.length,
-			object,
-			node;
-
-		for ( h = 0; h < hl; h ++ ) {
-
-			object = this.hierarchy[ h ];
-			node = this.data.hierarchy[ h ];
-
-			if ( node.animationCache === undefined ) {
-
-				node.animationCache = {};
-				node.animationCache.prevKey = null;
-				node.animationCache.nextKey = null;
-				node.animationCache.originalMatrix = object.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.play( this );
-
-};
-
-
-THREE.KeyFrameAnimation.prototype.stop = function() {
-
-	this.isPlaying = false;
-	this.isPaused  = false;
-
-	THREE.AnimationHandler.stop( 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;
-
-			original.copy( obj.matrix );
-			obj.matrix = original;
-
-			delete node.animationCache;
-
-		}
-
-	}
-
-};
-
-
-// Update
-
-THREE.KeyFrameAnimation.prototype.update = function ( delta ) {
-
-	if ( this.isPlaying === false ) return;
-
-	this.currentTime += delta * this.timeScale;
-
-	//
-
-	var duration = this.data.length;
-
-	if ( this.loop === true && this.currentTime > duration ) {
-
-		this.currentTime %= duration;
-
-	}
-
-	this.currentTime = Math.min( this.currentTime, duration );
-
-	for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
-		var object = this.hierarchy[ h ];
-		var node = this.data.hierarchy[ h ];
-
-		var keys = node.keys,
-			animationCache = node.animationCache;
-
-
-		if ( keys.length ) {
-
-			var prevKey = animationCache.prevKey;
-			var nextKey = animationCache.nextKey;
-
-			if ( nextKey.time <= this.currentTime ) {
-
-				while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
-
-					prevKey = nextKey;
-					nextKey = keys[ prevKey.index + 1 ];
-
-				}
-
-				animationCache.prevKey = prevKey;
-				animationCache.nextKey = nextKey;
-
-			}
-
-			if ( nextKey.time >= this.currentTime ) {
-
-				prevKey.interpolate( nextKey, this.currentTime );
-
-			} else {
-
-				prevKey.interpolate( nextKey, nextKey.time );
-
-			}
-
-			this.data.hierarchy[ h ].node.updateMatrix();
-			object.matrixWorldNeedsUpdate = true;
-
-		}
-
-	}
-
-};
-
-// Get next key with
-
-THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
-
-	var keys = this.data.hierarchy[ h ].keys;
-	key = key % keys.length;
-
-	for ( ; key < keys.length; key ++ ) {
-
-		if ( keys[ key ].hasTarget( sid ) ) {
-
-			return keys[ key ];
-
-		}
-
-	}
-
-	return keys[ 0 ];
-
-};
-
-// Get previous key with
-
-THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
-
-	var keys = this.data.hierarchy[ h ].keys;
-	key = key >= 0 ? key : key + keys.length;
-
-	for ( ; key >= 0; key -- ) {
-
-		if ( keys[ key ].hasTarget( sid ) ) {
-
-			return keys[ key ];
-
-		}
-
-	}
-
-	return keys[ keys.length - 1 ];
-
-};
-
-// File:src/extras/animation/MorphAnimation.js
-
-/**
- * @author mrdoob / http://mrdoob.com
- */
-
-THREE.MorphAnimation = function ( mesh ) {
-
-	this.mesh = mesh;
-	this.frames = mesh.morphTargetInfluences.length;
-	this.currentTime = 0;
-	this.duration = 1000;
-	this.loop = true;
-
-	this.isPlaying = false;
-
-};
-
-THREE.MorphAnimation.prototype = {
-
-	play: function () {
-
-		this.isPlaying = true;
-
-	},
-
-	pause: function () {
-
-		this.isPlaying = false;
-
-	},
-
-	update: ( function () {
-
-		var lastFrame = 0;
-		var currentFrame = 0;
-
-		return function ( delta ) {
-
-			if ( this.isPlaying === false ) return;
-
-			this.currentTime += delta;
-
-			if ( this.loop === true && this.currentTime > this.duration ) {
-
-				this.currentTime %= this.duration;
-
-			}
-
-			this.currentTime = Math.min( this.currentTime, this.duration );
-
-			var interpolation = this.duration / this.frames;
-			var frame = Math.floor( this.currentTime / interpolation );
-
-			if ( frame != currentFrame ) {
-
-				this.mesh.morphTargetInfluences[ lastFrame ] = 0;
-				this.mesh.morphTargetInfluences[ currentFrame ] = 1;
-				this.mesh.morphTargetInfluences[ frame ] = 0;
-
-				lastFrame = currentFrame;
-				currentFrame = frame;
-
-			}
-
-			this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
-			this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];
-
-		}
-
-	} )()
-
-};
-
-// File:src/extras/geometries/BoxGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
- */
-
-THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
-
-	THREE.Geometry.call( this );
-
-	this.type = 'BoxGeometry';
-
-	this.parameters = {
-		width: width,
-		height: height,
-		depth: depth,
-		widthSegments: widthSegments,
-		heightSegments: heightSegments,
-		depthSegments: depthSegments
-	};
-
-	this.widthSegments = widthSegments || 1;
-	this.heightSegments = heightSegments || 1;
-	this.depthSegments = depthSegments || 1;
-
-	var scope = this;
-
-	var width_half = width / 2;
-	var height_half = height / 2;
-	var depth_half = depth / 2;
-
-	buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
-	buildPlane( 'z', 'y',   1, - 1, depth, height, - width_half, 1 ); // nx
-	buildPlane( 'x', 'z',   1,   1, width, depth, height_half, 2 ); // py
-	buildPlane( 'x', 'z',   1, - 1, width, depth, - height_half, 3 ); // ny
-	buildPlane( 'x', 'y',   1, - 1, width, height, depth_half, 4 ); // pz
-	buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
-
-	function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
-
-		var w, ix, iy,
-		gridX = scope.widthSegments,
-		gridY = scope.heightSegments,
-		width_half = width / 2,
-		height_half = height / 2,
-		offset = scope.vertices.length;
-
-		if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
-
-			w = 'z';
-
-		} else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
-
-			w = 'y';
-			gridY = scope.depthSegments;
-
-		} else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
-
-			w = 'x';
-			gridX = scope.depthSegments;
-
-		}
-
-		var gridX1 = gridX + 1,
-		gridY1 = gridY + 1,
-		segment_width = width / gridX,
-		segment_height = height / gridY,
-		normal = new THREE.Vector3();
-
-		normal[ w ] = depth > 0 ? 1 : - 1;
-
-		for ( iy = 0; iy < gridY1; iy ++ ) {
-
-			for ( ix = 0; ix < gridX1; ix ++ ) {
-
-				var vector = new THREE.Vector3();
-				vector[ u ] = ( ix * segment_width - width_half ) * udir;
-				vector[ v ] = ( iy * segment_height - height_half ) * vdir;
-				vector[ w ] = depth;
-
-				scope.vertices.push( vector );
-
-			}
-
-		}
-
-		for ( iy = 0; iy < gridY; iy ++ ) {
-
-			for ( ix = 0; ix < gridX; ix ++ ) {
-
-				var a = ix + gridX1 * iy;
-				var b = ix + gridX1 * ( iy + 1 );
-				var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
-				var d = ( ix + 1 ) + gridX1 * iy;
-
-				var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
-				var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
-				var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
-				var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
-
-				var face = new THREE.Face3( a + offset, b + offset, d + offset );
-				face.normal.copy( normal );
-				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
-				face.materialIndex = materialIndex;
-
-				scope.faces.push( face );
-				scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
-
-				face = new THREE.Face3( b + offset, c + offset, d + offset );
-				face.normal.copy( normal );
-				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
-				face.materialIndex = materialIndex;
-
-				scope.faces.push( face );
-				scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
-
-			}
-
-		}
-
-	}
-
-	this.mergeVertices();
-
-};
-
-THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/CircleGeometry.js
-
-/**
- * @author hughes
- */
-
-THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
-
-	THREE.Geometry.call( this );
-
-	this.type = 'CircleGeometry';
-
-	this.parameters = {
-		radius: radius,
-		segments: segments,
-		thetaStart: thetaStart,
-		thetaLength: thetaLength
-	};
-
-	radius = radius || 50;
-	segments = segments !== undefined ? Math.max( 3, segments ) : 8;
-
-	thetaStart = thetaStart !== undefined ? thetaStart : 0;
-	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
-
-	var i, uvs = [],
-	center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
-
-	this.vertices.push(center);
-	uvs.push( centerUV );
-
-	for ( i = 0; i <= segments; i ++ ) {
-
-		var vertex = new THREE.Vector3();
-		var segment = thetaStart + i / segments * thetaLength;
-
-		vertex.x = radius * Math.cos( segment );
-		vertex.y = radius * Math.sin( segment );
-
-		this.vertices.push( vertex );
-		uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
-
-	}
-
-	var n = new THREE.Vector3( 0, 0, 1 );
-
-	for ( i = 1; i <= segments; i ++ ) {
-
-		this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
-		this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
-
-	}
-
-	this.computeFaceNormals();
-
-	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-};
-
-THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/CubeGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-
-THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
-
-	console.warn( 'THREE.CubeGeometry has been renamed to THREE.BoxGeometry.' );
-	return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
-
- };
-
-// File:src/extras/geometries/CylinderGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
-
-	THREE.Geometry.call( this );
-
-	this.type = 'CylinderGeometry';
-
-	this.parameters = {
-		radiusTop: radiusTop,
-		radiusBottom: radiusBottom,
-		height: height,
-		radialSegments: radialSegments,
-		heightSegments: heightSegments,
-		openEnded: openEnded
-	};
-
-	radiusTop = radiusTop !== undefined ? radiusTop : 20;
-	radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
-	height = height !== undefined ? height : 100;
-
-	radialSegments = radialSegments || 8;
-	heightSegments = heightSegments || 1;
-
-	openEnded = openEnded !== undefined ? openEnded : false;
-
-	var heightHalf = height / 2;
-
-	var x, y, vertices = [], uvs = [];
-
-	for ( y = 0; y <= heightSegments; y ++ ) {
-
-		var verticesRow = [];
-		var uvsRow = [];
-
-		var v = y / heightSegments;
-		var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
-
-		for ( x = 0; x <= radialSegments; x ++ ) {
-
-			var u = x / radialSegments;
-
-			var vertex = new THREE.Vector3();
-			vertex.x = radius * Math.sin( u * Math.PI * 2 );
-			vertex.y = - v * height + heightHalf;
-			vertex.z = radius * Math.cos( u * Math.PI * 2 );
-
-			this.vertices.push( vertex );
-
-			verticesRow.push( this.vertices.length - 1 );
-			uvsRow.push( new THREE.Vector2( u, 1 - v ) );
-
-		}
-
-		vertices.push( verticesRow );
-		uvs.push( uvsRow );
-
-	}
-
-	var tanTheta = ( radiusBottom - radiusTop ) / height;
-	var na, nb;
-
-	for ( x = 0; x < radialSegments; x ++ ) {
-
-		if ( radiusTop !== 0 ) {
-
-			na = this.vertices[ vertices[ 0 ][ x ] ].clone();
-			nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
-
-		} else {
-
-			na = this.vertices[ vertices[ 1 ][ x ] ].clone();
-			nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
-
-		}
-
-		na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
-		nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
-
-		for ( y = 0; y < heightSegments; y ++ ) {
-
-			var v1 = vertices[ y ][ x ];
-			var v2 = vertices[ y + 1 ][ x ];
-			var v3 = vertices[ y + 1 ][ x + 1 ];
-			var v4 = vertices[ y ][ x + 1 ];
-
-			var n1 = na.clone();
-			var n2 = na.clone();
-			var n3 = nb.clone();
-			var n4 = nb.clone();
-
-			var uv1 = uvs[ y ][ x ].clone();
-			var uv2 = uvs[ y + 1 ][ x ].clone();
-			var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
-			var uv4 = uvs[ y ][ x + 1 ].clone();
-
-			this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
-			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
-
-			this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
-			this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
-
-		}
-
-	}
-
-	// top cap
-
-	if ( openEnded === false && radiusTop > 0 ) {
-
-		this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
-
-		for ( x = 0; x < radialSegments; x ++ ) {
-
-			var v1 = vertices[ 0 ][ x ];
-			var v2 = vertices[ 0 ][ x + 1 ];
-			var v3 = this.vertices.length - 1;
-
-			var n1 = new THREE.Vector3( 0, 1, 0 );
-			var n2 = new THREE.Vector3( 0, 1, 0 );
-			var n3 = new THREE.Vector3( 0, 1, 0 );
-
-			var uv1 = uvs[ 0 ][ x ].clone();
-			var uv2 = uvs[ 0 ][ x + 1 ].clone();
-			var uv3 = new THREE.Vector2( uv2.x, 0 );
-
-			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
-			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
-		}
-
-	}
-
-	// bottom cap
-
-	if ( openEnded === false && radiusBottom > 0 ) {
-
-		this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
-
-		for ( x = 0; x < radialSegments; x ++ ) {
-
-			var v1 = vertices[ y ][ x + 1 ];
-			var v2 = vertices[ y ][ x ];
-			var v3 = this.vertices.length - 1;
-
-			var n1 = new THREE.Vector3( 0, - 1, 0 );
-			var n2 = new THREE.Vector3( 0, - 1, 0 );
-			var n3 = new THREE.Vector3( 0, - 1, 0 );
-
-			var uv1 = uvs[ y ][ x + 1 ].clone();
-			var uv2 = uvs[ y ][ x ].clone();
-			var uv3 = new THREE.Vector2( uv2.x, 1 );
-
-			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
-			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
-		}
-
-	}
-
-	this.computeFaceNormals();
-
-}
-
-THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/ExtrudeGeometry.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- * Creates extruded geometry from a path shape.
- *
- * parameters = {
- *
- *  curveSegments: <int>, // number of points on the curves
- *  steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
- *  amount: <int>, // Depth to extrude the shape
- *
- *  bevelEnabled: <bool>, // turn on bevel
- *  bevelThickness: <float>, // how deep into the original shape bevel goes
- *  bevelSize: <float>, // how far from shape outline is bevel
- *  bevelSegments: <int>, // number of bevel layers
- *
- *  extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
- *  frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
- *
- *  material: <int> // material index for front and back faces
- *  extrudeMaterial: <int> // material index for extrusion and beveled faces
- *  uvGenerator: <Object> // object that provides UV generator functions
- *
- * }
- **/
-
-THREE.ExtrudeGeometry = function ( shapes, options ) {
-
-	if ( typeof( shapes ) === "undefined" ) {
-		shapes = [];
-		return;
-	}
-
-	THREE.Geometry.call( this );
-
-	this.type = 'ExtrudeGeometry';
-
-	shapes = shapes instanceof Array ? shapes : [ shapes ];
-
-	this.addShapeList( shapes, options );
-
-	this.computeFaceNormals();
-
-	// can't really use automatic vertex normals
-	// as then front and back sides get smoothed too
-	// should do separate smoothing just for sides
-
-	//this.computeVertexNormals();
-
-	//console.log( "took", ( Date.now() - startTime ) );
-
-};
-
-THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
-	var sl = shapes.length;
-
-	for ( var s = 0; s < sl; s ++ ) {
-		var shape = shapes[ s ];
-		this.addShape( shape, options );
-	}
-};
-
-THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
-
-	var amount = options.amount !== undefined ? options.amount : 100;
-
-	var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
-	var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
-	var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
-
-	var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
-
-	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
-
-	var steps = options.steps !== undefined ? options.steps : 1;
-
-	var extrudePath = options.extrudePath;
-	var extrudePts, extrudeByPath = false;
-
-	var material = options.material;
-	var extrudeMaterial = options.extrudeMaterial;
-
-	// Use default WorldUVGenerator if no UV generators are specified.
-	var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
-
-	var splineTube, binormal, normal, position2;
-	if ( extrudePath ) {
-
-		extrudePts = extrudePath.getSpacedPoints( steps );
-
-		extrudeByPath = true;
-		bevelEnabled = false; // bevels not supported for path extrusion
-
-		// SETUP TNB variables
-
-		// Reuse TNB from TubeGeomtry for now.
-		// TODO1 - have a .isClosed in spline?
-
-		splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
-
-		// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
-
-		binormal = new THREE.Vector3();
-		normal = new THREE.Vector3();
-		position2 = new THREE.Vector3();
-
-	}
-
-	// Safeguards if bevels are not enabled
-
-	if ( ! bevelEnabled ) {
-
-		bevelSegments = 0;
-		bevelThickness = 0;
-		bevelSize = 0;
-
-	}
-
-	// Variables initalization
-
-	var ahole, h, hl; // looping of holes
-	var scope = this;
-	var bevelPoints = [];
-
-	var shapesOffset = this.vertices.length;
-
-	var shapePoints = shape.extractPoints( curveSegments );
-
-	var vertices = shapePoints.shape;
-	var holes = shapePoints.holes;
-
-	var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ;
-
-	if ( reverse ) {
-
-		vertices = vertices.reverse();
-
-		// Maybe we should also check if holes are in the opposite direction, just to be safe ...
-
-		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
-			ahole = holes[ h ];
-
-			if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
-
-				holes[ h ] = ahole.reverse();
-
-			}
-
-		}
-
-		reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
-
-	}
-
-
-	var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
-
-	/* Vertices */
-
-	var contour = vertices; // vertices has all points but contour has only points of circumference
-
-	for ( h = 0, hl = holes.length;  h < hl; h ++ ) {
-
-		ahole = holes[ h ];
-
-		vertices = vertices.concat( ahole );
-
-	}
-
-
-	function scalePt2 ( pt, vec, size ) {
-
-		if ( ! vec ) console.log( "die" );
-
-		return vec.clone().multiplyScalar( size ).add( pt );
-
-	}
-
-	var b, bs, t, z,
-		vert, vlen = vertices.length,
-		face, flen = faces.length,
-		cont, clen = contour.length;
-
-
-	// Find directions for point movement
-
-	var RAD_TO_DEGREES = 180 / Math.PI;
-
-
-	function getBevelVec( inPt, inPrev, inNext ) {
-
-		var EPSILON = 0.0000000001;
-		
-		// computes for inPt the corresponding point inPt' on a new contour
-		//   shiftet by 1 unit (length of normalized vector) to the left
-		// if we walk along contour clockwise, this new contour is outside the old one
-		//
-		// inPt' is the intersection of the two lines parallel to the two
-		//  adjacent edges of inPt at a distance of 1 unit on the left side.
-		
-		var v_trans_x, v_trans_y, shrink_by = 1;		// resulting translation vector for inPt
-
-		// good reading for geometry algorithms (here: line-line intersection)
-		// http://geomalgorithms.com/a05-_intersect-1.html
-
-		var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
-		var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
-		
-		var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
-		
-		// check for colinear edges
-		var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
-		
-		if ( Math.abs( colinear0 ) > EPSILON ) {		// not colinear
-			
-			// length of vectors for normalizing
-	
-			var v_prev_len = Math.sqrt( v_prev_lensq );
-			var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
-			
-			// shift adjacent points by unit vectors to the left
-	
-			var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
-			var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
-			
-			var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
-			var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
-	
-			// scaling factor for v_prev to intersection point
-	
-			var sf = (  ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
-						( ptNextShift_y - ptPrevShift_y ) * v_next_x    ) /
-					  ( v_prev_x * v_next_y - v_prev_y * v_next_x );
-	
-			// vector from inPt to intersection point
-	
-			v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
-			v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
-	
-			// Don't normalize!, otherwise sharp corners become ugly
-			//  but prevent crazy spikes
-			var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
-			if ( v_trans_lensq <= 2 ) {
-				return	new THREE.Vector2( v_trans_x, v_trans_y );
-			} else {
-				shrink_by = Math.sqrt( v_trans_lensq / 2 );
-			}
-			
-		} else {		// handle special case of colinear edges
-
-			var direction_eq = false;		// assumes: opposite
-			if ( v_prev_x > EPSILON ) {
-				if ( v_next_x > EPSILON ) { direction_eq = true; }
-			} else {
-				if ( v_prev_x < - EPSILON ) {
-					if ( v_next_x < - EPSILON ) { direction_eq = true; }
-				} else {
-					if ( Math.sign(v_prev_y) == Math.sign(v_next_y) ) { direction_eq = true; }
-				}
-			}
-
-			if ( direction_eq ) {
-				// console.log("Warning: lines are a straight sequence");
-				v_trans_x = - v_prev_y;
-				v_trans_y =  v_prev_x;
-				shrink_by = Math.sqrt( v_prev_lensq );
-			} else {
-				// console.log("Warning: lines are a straight spike");
-				v_trans_x = v_prev_x;
-				v_trans_y = v_prev_y;
-				shrink_by = Math.sqrt( v_prev_lensq / 2 );
-			}
-
-		}
-
-		return	new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
-
-	}
-
-
-	var contourMovements = [];
-
-	for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
-
-		if ( j === il ) j = 0;
-		if ( k === il ) k = 0;
-
-		//  (j)---(i)---(k)
-		// console.log('i,j,k', i, j , k)
-
-		var pt_i = contour[ i ];
-		var pt_j = contour[ j ];
-		var pt_k = contour[ k ];
-
-		contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
-
-	}
-
-	var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
-
-	for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
-		ahole = holes[ h ];
-
-		oneHoleMovements = [];
-
-		for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
-
-			if ( j === il ) j = 0;
-			if ( k === il ) k = 0;
-
-			//  (j)---(i)---(k)
-			oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
-
-		}
-
-		holesMovements.push( oneHoleMovements );
-		verticesMovements = verticesMovements.concat( oneHoleMovements );
-
-	}
-
-
-	// Loop bevelSegments, 1 for the front, 1 for the back
-
-	for ( b = 0; b < bevelSegments; b ++ ) {
-	//for ( b = bevelSegments; b > 0; b -- ) {
-
-		t = b / bevelSegments;
-		z = bevelThickness * ( 1 - t );
-
-		//z = bevelThickness * t;
-		bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
-		//bs = bevelSize * t ; // linear
-
-		// contract shape
-
-		for ( i = 0, il = contour.length; i < il; i ++ ) {
-
-			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
-
-			v( vert.x, vert.y,  - z );
-
-		}
-
-		// expand holes
-
-		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
-			ahole = holes[ h ];
-			oneHoleMovements = holesMovements[ h ];
-
-			for ( i = 0, il = ahole.length; i < il; i ++ ) {
-
-				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
-
-				v( vert.x, vert.y,  - z );
-
-			}
-
-		}
-
-	}
-
-	bs = bevelSize;
-
-	// Back facing vertices
-
-	for ( i = 0; i < vlen; i ++ ) {
-
-		vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
-
-		if ( ! extrudeByPath ) {
-
-			v( vert.x, vert.y, 0 );
-
-		} else {
-
-			// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
-
-			normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
-			binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
-
-			position2.copy( extrudePts[0] ).add(normal).add(binormal);
-
-			v( position2.x, position2.y, position2.z );
-
-		}
-
-	}
-
-	// Add stepped vertices...
-	// Including front facing vertices
-
-	var s;
-
-	for ( s = 1; s <= steps; s ++ ) {
-
-		for ( i = 0; i < vlen; i ++ ) {
-
-			vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
-
-			if ( ! extrudeByPath ) {
-
-				v( vert.x, vert.y, amount / steps * s );
-
-			} else {
-
-				// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
-
-				normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
-				binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
-
-				position2.copy( extrudePts[s] ).add( normal ).add( binormal );
-
-				v( position2.x, position2.y, position2.z );
-
-			}
-
-		}
-
-	}
-
-
-	// Add bevel segments planes
-
-	//for ( b = 1; b <= bevelSegments; b ++ ) {
-	for ( b = bevelSegments - 1; b >= 0; b -- ) {
-
-		t = b / bevelSegments;
-		z = bevelThickness * ( 1 - t );
-		//bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
-		bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
-
-		// contract shape
-
-		for ( i = 0, il = contour.length; i < il; i ++ ) {
-
-			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
-			v( vert.x, vert.y,  amount + z );
-
-		}
-
-		// expand holes
-
-		for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
-			ahole = holes[ h ];
-			oneHoleMovements = holesMovements[ h ];
-
-			for ( i = 0, il = ahole.length; i < il; i ++ ) {
-
-				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
-
-				if ( ! extrudeByPath ) {
-
-					v( vert.x, vert.y,  amount + z );
-
-				} else {
-
-					v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
-
-				}
-
-			}
-
-		}
-
-	}
-
-	/* Faces */
-
-	// Top and bottom faces
-
-	buildLidFaces();
-
-	// Sides faces
-
-	buildSideFaces();
-
-
-	/////  Internal functions
-
-	function buildLidFaces() {
-
-		if ( bevelEnabled ) {
-
-			var layer = 0 ; // steps + 1
-			var offset = vlen * layer;
-
-			// Bottom faces
-
-			for ( i = 0; i < flen; i ++ ) {
-
-				face = faces[ i ];
-				f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset );
-
-			}
-
-			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 );
-
-			}
-
-		} else {
-
-			// Bottom faces
-
-			for ( i = 0; i < flen; i ++ ) {
-
-				face = faces[ i ];
-				f3( face[ 2 ], face[ 1 ], face[ 0 ] );
-
-			}
-
-			// Top faces
-
-			for ( i = 0; i < flen; i ++ ) {
-
-				face = faces[ i ];
-				f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
-
-			}
-		}
-
-	}
-
-	// 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 ) {
-
-		a += shapesOffset;
-		b += shapesOffset;
-		c += shapesOffset;
-
-		// normal, color, material
-		scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
-
-		var uvs = uvgen.generateTopUV( scope, a, b, c );
-
- 		scope.faceVertexUvs[ 0 ].push( uvs );
-
-	}
-
-	function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
-
-		a += shapesOffset;
-		b += shapesOffset;
-		c += shapesOffset;
-		d += shapesOffset;
-
- 		scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
- 		scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
-
- 		var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );
-
- 		scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
- 		scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
-
-	}
-
-};
-
-THREE.ExtrudeGeometry.WorldUVGenerator = {
-
-	generateTopUV: function ( geometry, indexA, indexB, indexC ) {
-
-		var vertices = geometry.vertices;
-
-		var a = vertices[ indexA ];
-		var b = vertices[ indexB ];
-		var c = vertices[ indexC ];
-
-		return [
-			new THREE.Vector2( a.x, a.y ),
-			new THREE.Vector2( b.x, b.y ),
-			new THREE.Vector2( c.x, c.y )
-		];
-
-	},
-
-	generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {
-
-		var vertices = geometry.vertices;
-
-		var a = vertices[ indexA ];
-		var b = vertices[ indexB ];
-		var c = vertices[ indexC ];
-		var d = vertices[ indexD ];
-
-		if ( Math.abs( a.y - b.y ) < 0.01 ) {
-			return [
-				new THREE.Vector2( a.x, 1 - a.z ),
-				new THREE.Vector2( b.x, 1 - b.z ),
-				new THREE.Vector2( c.x, 1 - c.z ),
-				new THREE.Vector2( d.x, 1 - d.z )
-			];
-		} else {
-			return [
-				new THREE.Vector2( a.y, 1 - a.z ),
-				new THREE.Vector2( b.y, 1 - b.z ),
-				new THREE.Vector2( c.y, 1 - c.z ),
-				new THREE.Vector2( d.y, 1 - d.z )
-			];
-		}
-	}
-};
-
-// File:src/extras/geometries/ShapeGeometry.js
-
-/**
- * @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 );
-
-	this.type = 'ShapeGeometry';
-
-	if ( shapes instanceof Array === false ) shapes = [ shapes ];
-
-	this.addShapeList( shapes, options );
-
-	this.computeFaceNormals();
-
-};
-
-THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-/**
- * Add an array of shapes to THREE.ShapeGeometry.
- */
-THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
-
-	for ( var i = 0, l = shapes.length; i < l; i ++ ) {
-
-		this.addShape( shapes[ i ], options );
-
-	}
-
-	return this;
-
-};
-
-/**
- * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
- */
-THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
-
-	if ( options === undefined ) options = {};
-	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
-
-	var material = options.material;
-	var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
-
-	//
-
-	var 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.generateTopUV( this, a, b, c ) );
-
-	}
-
-};
-
-// File:src/extras/geometries/LatheGeometry.js
-
-/**
- * @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 );
-
-	this.type = 'LatheGeometry';
-
-	this.parameters = {
-		points: points,
-		segments: segments,
-		phiStart: phiStart,
-		phiLength: phiLength
-	};
-
-	segments = segments || 12;
-	phiStart = phiStart || 0;
-	phiLength = phiLength || 2 * Math.PI;
-
-	var inversePointLength = 1.0 / ( points.length - 1 );
-	var inverseSegments = 1.0 / segments;
-
-	for ( var i = 0, il = segments; i <= il; i ++ ) {
-
-		var phi = phiStart + i * inverseSegments * phiLength;
-
-		var c = Math.cos( phi ),
-			s = Math.sin( phi );
-
-		for ( var j = 0, jl = points.length; j < jl; j ++ ) {
-
-			var pt = points[ j ];
-
-			var vertex = new THREE.Vector3();
-
-			vertex.x = c * pt.x - s * pt.y;
-			vertex.y = s * pt.x + c * pt.y;
-			vertex.z = pt.z;
-
-			this.vertices.push( vertex );
-
-		}
-
-	}
-
-	var np = points.length;
-
-	for ( var i = 0, il = segments; i < il; i ++ ) {
-
-		for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
-
-			var base = j + np * i;
-			var a = base;
-			var b = base + np;
-			var c = base + 1 + np;
-			var d = base + 1;
-
-			var u0 = i * inverseSegments;
-			var v0 = j * inversePointLength;
-			var u1 = u0 + inverseSegments;
-			var v1 = v0 + inversePointLength;
-
-			this.faces.push( new THREE.Face3( a, b, d ) );
-
-			this.faceVertexUvs[ 0 ].push( [
-
-				new THREE.Vector2( u0, v0 ),
-				new THREE.Vector2( u1, v0 ),
-				new THREE.Vector2( u0, v1 )
-
-			] );
-
-			this.faces.push( new THREE.Face3( b, c, d ) );
-
-			this.faceVertexUvs[ 0 ].push( [
-
-				new THREE.Vector2( u1, v0 ),
-				new THREE.Vector2( u1, v1 ),
-				new THREE.Vector2( u0, v1 )
-
-			] );
-
-
-		}
-
-	}
-
-	this.mergeVertices();
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-};
-
-THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/PlaneGeometry.js
-
-/**
- * @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 ) {
-
-	console.info( 'THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.' );
-
-	THREE.Geometry.call( this );
-
-	this.type = 'PlaneGeometry';
-
-	this.parameters = {
-		width: width,
-		height: height,
-		widthSegments: widthSegments,
-		heightSegments: heightSegments
-	};
-
-	this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
-
-};
-
-THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/PlaneBufferGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
- */
-
-THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) {
-
-	THREE.BufferGeometry.call( this );
-
-	this.type = 'PlaneBufferGeometry';
-
-	this.parameters = {
-		width: width,
-		height: height,
-		widthSegments: widthSegments,
-		heightSegments: heightSegments
-	};
-
-	var width_half = width / 2;
-	var height_half = height / 2;
-
-	var gridX = widthSegments || 1;
-	var gridY = heightSegments || 1;
-
-	var gridX1 = gridX + 1;
-	var gridY1 = gridY + 1;
-
-	var segment_width = width / gridX;
-	var segment_height = height / gridY;
-
-	var vertices = new Float32Array( gridX1 * gridY1 * 3 );
-	var normals = new Float32Array( gridX1 * gridY1 * 3 );
-	var uvs = new Float32Array( gridX1 * gridY1 * 2 );
-
-	var offset = 0;
-	var offset2 = 0;
-
-	for ( var iy = 0; iy < gridY1; iy ++ ) {
-
-		var y = iy * segment_height - height_half;
-
-		for ( var ix = 0; ix < gridX1; ix ++ ) {
-
-			var x = ix * segment_width - width_half;
-
-			vertices[ offset     ] = x;
-			vertices[ offset + 1 ] = - y;
-
-			normals[ offset + 2 ] = 1;
-
-			uvs[ offset2     ] = ix / gridX;
-			uvs[ offset2 + 1 ] = 1 - ( iy / gridY );
-
-			offset += 3;
-			offset2 += 2;
-
-		}
-
-	}
-
-	offset = 0;
-
-	var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );
-
-	for ( var iy = 0; iy < gridY; iy ++ ) {
-
-		for ( var 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;
-
-			indices[ offset     ] = a;
-			indices[ offset + 1 ] = b;
-			indices[ offset + 2 ] = d;
-
-			indices[ offset + 3 ] = b;
-			indices[ offset + 4 ] = c;
-			indices[ offset + 5 ] = d;
-
-			offset += 6;
-
-		}
-
-	}
-
-	this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
-	this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
-	this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
-	this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
-
-};
-
-THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
-
-// File:src/extras/geometries/RingGeometry.js
-
-/**
- * @author Kaleb Murphy
- */
-
-THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
-
-	THREE.Geometry.call( this );
-
-	this.type = 'RingGeometry';
-
-	this.parameters = {
-		innerRadius: innerRadius,
-		outerRadius: outerRadius,
-		thetaSegments: thetaSegments,
-		phiSegments: phiSegments,
-		thetaStart: thetaStart,
-		thetaLength: thetaLength
-	};
-
-	innerRadius = innerRadius || 0;
-	outerRadius = outerRadius || 50;
-
-	thetaStart = thetaStart !== undefined ? thetaStart : 0;
-	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
-
-	thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
-	phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
-
-	var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
-
-	for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring
-
-		for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle
-
-			var vertex = new THREE.Vector3();
-			var segment = thetaStart + o / thetaSegments * thetaLength;
-			vertex.x = radius * Math.cos( segment );
-			vertex.y = radius * Math.sin( segment );
-
-			this.vertices.push( vertex );
-			uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
-		}
-
-		radius += radiusStep;
-
-	}
-
-	var n = new THREE.Vector3( 0, 0, 1 );
-
-	for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
-
-		var thetaSegment = i * (thetaSegments + 1);
-
-		for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle
-
-			var segment = o + thetaSegment;
-
-			var v1 = segment;
-			var v2 = segment + thetaSegments + 1;
-			var v3 = segment + thetaSegments + 2;
-
-			this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
-			this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
-
-			v1 = segment;
-			v2 = segment + thetaSegments + 2;
-			v3 = segment + 1;
-
-			this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
-			this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
-
-		}
-	}
-
-	this.computeFaceNormals();
-
-	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-};
-
-THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-
-// File:src/extras/geometries/SphereGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
-
-	THREE.Geometry.call( this );
-
-	this.type = 'SphereGeometry';
-
-	this.parameters = {
-		radius: radius,
-		widthSegments: widthSegments,
-		heightSegments: heightSegments,
-		phiStart: phiStart,
-		phiLength: phiLength,
-		thetaStart: thetaStart,
-		thetaLength: thetaLength 
-	};
-
-	radius = radius || 50;
-
-	widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
-	heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
-
-	phiStart = phiStart !== undefined ? phiStart : 0;
-	phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
-
-	thetaStart = thetaStart !== undefined ? thetaStart : 0;
-	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
-
-	var x, y, vertices = [], uvs = [];
-
-	for ( y = 0; y <= heightSegments; y ++ ) {
-
-		var verticesRow = [];
-		var uvsRow = [];
-
-		for ( x = 0; x <= widthSegments; x ++ ) {
-
-			var u = x / widthSegments;
-			var v = y / heightSegments;
-
-			var vertex = new THREE.Vector3();
-			vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
-			vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
-			vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
-
-			this.vertices.push( vertex );
-
-			verticesRow.push( this.vertices.length - 1 );
-			uvsRow.push( new THREE.Vector2( u, 1 - v ) );
-
-		}
-
-		vertices.push( verticesRow );
-		uvs.push( uvsRow );
-
-	}
-
-	for ( y = 0; y < heightSegments; y ++ ) {
-
-		for ( x = 0; x < widthSegments; x ++ ) {
-
-			var v1 = vertices[ y ][ x + 1 ];
-			var v2 = vertices[ y ][ x ];
-			var v3 = vertices[ y + 1 ][ x ];
-			var v4 = vertices[ y + 1 ][ x + 1 ];
-
-			var n1 = this.vertices[ v1 ].clone().normalize();
-			var n2 = this.vertices[ v2 ].clone().normalize();
-			var n3 = this.vertices[ v3 ].clone().normalize();
-			var n4 = this.vertices[ v4 ].clone().normalize();
-
-			var uv1 = uvs[ y ][ x + 1 ].clone();
-			var uv2 = uvs[ y ][ x ].clone();
-			var uv3 = uvs[ y + 1 ][ x ].clone();
-			var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
-
-			if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
-
-				uv1.x = ( uv1.x + uv2.x ) / 2;
-				this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
-				this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
-
-			} else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
-
-				uv3.x = ( uv3.x + uv4.x ) / 2;
-				this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
-				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
-			} else {
-
-				this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
-				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
-
-				this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
-				this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
-
-			}
-
-		}
-
-	}
-
-	this.computeFaceNormals();
-
-	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-};
-
-THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/TextGeometry.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author alteredq / http://alteredqualia.com/
- *
- * For creating 3D text geometry in three.js
- *
- * Text = 3D Text
- *
- * parameters = {
- *  size: 			<float>, 	// size of the text
- *  height: 		<float>, 	// thickness to extrude text
- *  curveSegments: 	<int>,		// number of points on the curves
- *
- *  font: 			<string>,		// font name
- *  weight: 		<string>,		// font weight (normal, bold)
- *  style: 			<string>,		// font style  (normal, italics)
- *
- *  bevelEnabled:	<bool>,			// turn on bevel
- *  bevelThickness: <float>, 		// how deep into text bevel goes
- *  bevelSize:		<float>, 		// how far from text outline is bevel
- *  }
- *
- */
-
-/*	Usage Examples
-
-	// TextGeometry wrapper
-
-	var text3d = new TextGeometry( text, options );
-
-	// Complete manner
-
-	var textShapes = THREE.FontUtils.generateShapes( text, options );
-	var text3d = new ExtrudeGeometry( textShapes, options );
-
-*/
-
-
-THREE.TextGeometry = function ( text, parameters ) {
-
-	parameters = parameters || {};
-
-	var textShapes = THREE.FontUtils.generateShapes( text, parameters );
-
-	// translate parameters to ExtrudeGeometry API
-
-	parameters.amount = parameters.height !== undefined ? parameters.height : 50;
-
-	// defaults
-
-	if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
-	if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
-	if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
-
-	THREE.ExtrudeGeometry.call( this, textShapes, parameters );
-
-	this.type = 'TextGeometry';
-
-};
-
-THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
-
-// File:src/extras/geometries/TorusGeometry.js
-
-/**
- * @author oosmoxiecode
- * @author mrdoob / http://mrdoob.com/
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
- */
-
-THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
-
-	THREE.Geometry.call( this );
-
-	this.type = 'TorusGeometry';
-
-	this.parameters = {
-		radius: radius,
-		tube: tube,
-		radialSegments: radialSegments,
-		tubularSegments: tubularSegments,
-		arc: arc
-	};
-
-	radius = radius || 100;
-	tube = tube || 40;
-	radialSegments = radialSegments || 8;
-	tubularSegments = tubularSegments || 6;
-	arc = arc || Math.PI * 2;
-
-	var center = new THREE.Vector3(), uvs = [], normals = [];
-
-	for ( var j = 0; j <= radialSegments; j ++ ) {
-
-		for ( var i = 0; i <= tubularSegments; i ++ ) {
-
-			var u = i / tubularSegments * arc;
-			var v = j / radialSegments * Math.PI * 2;
-
-			center.x = radius * Math.cos( u );
-			center.y = radius * Math.sin( u );
-
-			var vertex = new THREE.Vector3();
-			vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
-			vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
-			vertex.z = tube * Math.sin( v );
-
-			this.vertices.push( vertex );
-
-			uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
-			normals.push( vertex.clone().sub( center ).normalize() );
-
-		}
-
-	}
-
-	for ( var j = 1; j <= radialSegments; j ++ ) {
-
-		for ( var i = 1; i <= tubularSegments; i ++ ) {
-
-			var a = ( tubularSegments + 1 ) * j + i - 1;
-			var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
-			var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
-			var d = ( tubularSegments + 1 ) * j + i;
-
-			var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
-			this.faces.push( face );
-			this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
-
-			face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
-			this.faces.push( face );
-			this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
-
-		}
-
-	}
-
-	this.computeFaceNormals();
-
-};
-
-THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/TorusKnotGeometry.js
-
-/**
- * @author oosmoxiecode
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
- */
-
-THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
-
-	THREE.Geometry.call( this );
-
-	this.type = 'TorusKnotGeometry';
-
-	this.parameters = {
-		radius: radius,
-		tube: tube,
-		radialSegments: radialSegments,
-		tubularSegments: tubularSegments,
-		p: p,
-		q: q,
-		heightScale: heightScale
-	};
-
-	radius = radius || 100;
-	tube = tube || 40;
-	radialSegments = radialSegments || 64;
-	tubularSegments = tubularSegments || 8;
-	p = p || 2;
-	q = q || 3;
-	heightScale = heightScale || 1;
-	
-	var grid = new Array( radialSegments );
-	var tang = new THREE.Vector3();
-	var n = new THREE.Vector3();
-	var bitan = new THREE.Vector3();
-
-	for ( var i = 0; i < radialSegments; ++ i ) {
-
-		grid[ i ] = new Array( tubularSegments );
-		var u = i / radialSegments * 2 * p * Math.PI;
-		var p1 = getPos( u, q, p, radius, heightScale );
-		var p2 = getPos( u + 0.01, q, p, radius, heightScale );
-		tang.subVectors( p2, p1 );
-		n.addVectors( p2, p1 );
-
-		bitan.crossVectors( tang, n );
-		n.crossVectors( bitan, tang );
-		bitan.normalize();
-		n.normalize();
-
-		for ( var j = 0; j < tubularSegments; ++ j ) {
-
-			var v = j / tubularSegments * 2 * Math.PI;
-			var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
-			var cy = tube * Math.sin( v );
-
-			var pos = new THREE.Vector3();
-			pos.x = p1.x + cx * n.x + cy * bitan.x;
-			pos.y = p1.y + cx * n.y + cy * bitan.y;
-			pos.z = p1.z + cx * n.z + cy * bitan.z;
-
-			grid[ i ][ j ] = this.vertices.push( pos ) - 1;
-
-		}
-
-	}
-
-	for ( var i = 0; i < radialSegments; ++ i ) {
-
-		for ( var j = 0; j < tubularSegments; ++ j ) {
-
-			var ip = ( i + 1 ) % radialSegments;
-			var jp = ( j + 1 ) % tubularSegments;
-
-			var a = grid[ i ][ j ];
-			var b = grid[ ip ][ j ];
-			var c = grid[ ip ][ jp ];
-			var d = grid[ i ][ jp ];
-
-			var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
-			var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
-			var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
-			var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
-
-			this.faces.push( new THREE.Face3( a, b, d ) );
-			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
-
-			this.faces.push( new THREE.Face3( b, c, d ) );
-			this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
-
-		}
-	}
-
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-	function getPos( u, in_q, in_p, radius, heightScale ) {
-
-		var cu = Math.cos( u );
-		var su = Math.sin( u );
-		var quOverP = in_q / in_p * u;
-		var cs = Math.cos( quOverP );
-
-		var tx = radius * ( 2 + cs ) * 0.5 * cu;
-		var ty = radius * ( 2 + cs ) * su * 0.5;
-		var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
-
-		return new THREE.Vector3( tx, ty, tz );
-
-	}
-
-};
-
-THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/TubeGeometry.js
-
-/**
- * @author WestLangley / https://github.com/WestLangley
- * @author zz85 / https://github.com/zz85
- * @author miningold / https://github.com/miningold
- *
- * Modified from the TorusKnotGeometry by @oosmoxiecode
- *
- * Creates a tube which extrudes along a 3d spline
- *
- * Uses parallel transport frames as described in
- * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
- */
-
-THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed ) {
-
-	THREE.Geometry.call( this );
-
-	this.type = 'TubeGeometry';
-
-	this.parameters = {
-		path: path,
-		segments: segments,
-		radius: radius,
-		radialSegments: radialSegments,
-		closed: closed
-	};
-
-	segments = segments || 64;
-	radius = radius || 1;
-	radialSegments = radialSegments || 8;
-	closed = closed || false;
-
-	var grid = [];
-
-	var scope = this,
-
-		tangent,
-		normal,
-		binormal,
-
-		numpoints = segments + 1,
-
-		x, y, z,
-		tx, ty, tz,
-		u, v,
-
-		cx, cy,
-		pos, pos2 = new THREE.Vector3(),
-		i, j,
-		ip, jp,
-		a, b, c, d,
-		uva, uvb, uvc, uvd;
-
-	var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
-		tangents = frames.tangents,
-		normals = frames.normals,
-		binormals = frames.binormals;
-
-	// proxy internals
-	this.tangents = tangents;
-	this.normals = normals;
-	this.binormals = binormals;
-
-	function vert( x, y, z ) {
-
-		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
-
-	}
-
-	// consruct the grid
-
-	for ( i = 0; i < numpoints; i ++ ) {
-
-		grid[ i ] = [];
-
-		u = i / ( numpoints - 1 );
-
-		pos = path.getPointAt( u );
-
-		tangent = tangents[ i ];
-		normal = normals[ i ];
-		binormal = binormals[ i ];
-
-		for ( j = 0; j < radialSegments; j ++ ) {
-
-			v = j / radialSegments * 2 * Math.PI;
-
-			cx = - radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
-			cy = radius * Math.sin( v );
-
-			pos2.copy( pos );
-			pos2.x += cx * normal.x + cy * binormal.x;
-			pos2.y += cx * normal.y + cy * binormal.y;
-			pos2.z += cx * normal.z + cy * binormal.z;
-
-			grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
-
-		}
-	}
-
-
-	// construct the mesh
-
-	for ( i = 0; i < segments; i ++ ) {
-
-		for ( j = 0; j < radialSegments; j ++ ) {
-
-			ip = ( closed ) ? (i + 1) % segments : i + 1;
-			jp = (j + 1) % radialSegments;
-
-			a = grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
-			b = grid[ ip ][ j ];
-			c = grid[ ip ][ jp ];
-			d = grid[ i ][ jp ];
-
-			uva = new THREE.Vector2( i / segments, j / radialSegments );
-			uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
-			uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
-			uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
-
-			this.faces.push( new THREE.Face3( a, b, d ) );
-			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
-
-			this.faces.push( new THREE.Face3( b, c, d ) );
-			this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
-
-		}
-	}
-
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-};
-
-THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-
-// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
-THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
-
-	var	tangent = new THREE.Vector3(),
-		normal = new THREE.Vector3(),
-		binormal = new THREE.Vector3(),
-
-		tangents = [],
-		normals = [],
-		binormals = [],
-
-		vec = new THREE.Vector3(),
-		mat = new THREE.Matrix4(),
-
-		numpoints = segments + 1,
-		theta,
-		epsilon = 0.0001,
-		smallest,
-
-		tx, ty, tz,
-		i, u, v;
-
-
-	// expose internals
-	this.tangents = tangents;
-	this.normals = normals;
-	this.binormals = binormals;
-
-	// compute the tangent vectors for each segment on the path
-
-	for ( i = 0; i < numpoints; i ++ ) {
-
-		u = i / ( numpoints - 1 );
-
-		tangents[ i ] = path.getTangentAt( u );
-		tangents[ i ].normalize();
-
-	}
-
-	initialNormal3();
-
-	/*
-	function initialNormal1(lastBinormal) {
-		// fixed start binormal. Has dangers of 0 vectors
-		normals[ 0 ] = new THREE.Vector3();
-		binormals[ 0 ] = new THREE.Vector3();
-		if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
-		normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
-		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
-	}
-
-	function initialNormal2() {
-
-		// This uses the Frenet-Serret formula for deriving binormal
-		var t2 = path.getTangentAt( epsilon );
-
-		normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
-		binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
-
-		normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
-		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
-
-	}
-	*/
-
-	function initialNormal3() {
-		// select an initial normal vector perpenicular to the first tangent vector,
-		// and in the direction of the smallest tangent xyz component
-
-		normals[ 0 ] = new THREE.Vector3();
-		binormals[ 0 ] = new THREE.Vector3();
-		smallest = Number.MAX_VALUE;
-		tx = Math.abs( tangents[ 0 ].x );
-		ty = Math.abs( tangents[ 0 ].y );
-		tz = Math.abs( tangents[ 0 ].z );
-
-		if ( tx <= smallest ) {
-			smallest = tx;
-			normal.set( 1, 0, 0 );
-		}
-
-		if ( ty <= smallest ) {
-			smallest = ty;
-			normal.set( 0, 1, 0 );
-		}
-
-		if ( tz <= smallest ) {
-			normal.set( 0, 0, 1 );
-		}
-
-		vec.crossVectors( tangents[ 0 ], normal ).normalize();
-
-		normals[ 0 ].crossVectors( tangents[ 0 ], vec );
-		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
-	}
-
-
-	// compute the slowly-varying normal and binormal vectors for each segment on the path
-
-	for ( i = 1; i < numpoints; i ++ ) {
-
-		normals[ i ] = normals[ i-1 ].clone();
-
-		binormals[ i ] = binormals[ i-1 ].clone();
-
-		vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
-
-		if ( vec.length() > epsilon ) {
-
-			vec.normalize();
-
-			theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
-
-			normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
-
-		}
-
-		binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
-
-	}
-
-
-	// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
-
-	if ( closed ) {
-
-		theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), - 1, 1 ) );
-		theta /= ( numpoints - 1 );
-
-		if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
-
-			theta = - theta;
-
-		}
-
-		for ( i = 1; i < numpoints; i ++ ) {
-
-			// twist a little...
-			normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
-			binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
-
-		}
-
-	}
-};
-
-// File:src/extras/geometries/PolyhedronGeometry.js
-
-/**
- * @author clockworkgeek / https://github.com/clockworkgeek
- * @author timothypratley / https://github.com/timothypratley
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
-
-	THREE.Geometry.call( this );
-
-	this.type = 'PolyhedronGeometry';
-
-	this.parameters = {
-		vertices: vertices,
-		indices: indices,
-		radius: radius,
-		detail: detail
-	};
-
-	radius = radius || 1;
-	detail = detail || 0;
-
-	var that = this;
-
-	for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
-
-		prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
-
-	}
-
-	var midpoints = [], p = this.vertices;
-
-	var faces = [];
-
-	for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
-
-		var v1 = p[ indices[ i     ] ];
-		var v2 = p[ indices[ i + 1 ] ];
-		var v3 = p[ indices[ i + 2 ] ];
-
-		faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
-
-	}
-
-	var centroid = new THREE.Vector3();
-
-	for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
-		subdivide( faces[ i ], detail );
-
-	}
-
-
-	// Handle case when face straddles the seam
-
-	for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
-
-		var uvs = this.faceVertexUvs[ 0 ][ i ];
-
-		var x0 = uvs[ 0 ].x;
-		var x1 = uvs[ 1 ].x;
-		var x2 = uvs[ 2 ].x;
-
-		var max = Math.max( x0, Math.max( x1, x2 ) );
-		var min = Math.min( x0, Math.min( x1, x2 ) );
-
-		if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
-
-			if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
-			if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
-			if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
-
-		}
-
-	}
-
-
-	// Apply radius
-
-	for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
-
-		this.vertices[ i ].multiplyScalar( radius );
-
-	}
-
-
-	// Merge vertices
-
-	this.mergeVertices();
-
-	this.computeFaceNormals();
-
-	this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-
-	// Project vector onto sphere's surface
-
-	function prepare( vector ) {
-
-		var vertex = vector.normalize().clone();
-		vertex.index = that.vertices.push( vertex ) - 1;
-
-		// Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
-
-		var u = azimuth( vector ) / 2 / Math.PI + 0.5;
-		var v = inclination( vector ) / Math.PI + 0.5;
-		vertex.uv = new THREE.Vector2( u, 1 - v );
-
-		return vertex;
-
-	}
-
-
-	// Approximate a curved face with recursively sub-divided triangles.
-
-	function make( v1, v2, v3 ) {
-
-		var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
-		that.faces.push( face );
-
-		centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
-
-		var azi = azimuth( centroid );
-
-		that.faceVertexUvs[ 0 ].push( [
-			correctUV( v1.uv, v1, azi ),
-			correctUV( v2.uv, v2, azi ),
-			correctUV( v3.uv, v3, azi )
-		] );
-
-	}
-
-
-	// Analytically subdivide a face to the required detail level.
-
-	function subdivide( face, detail ) {
-
-		var cols = Math.pow(2, detail);
-		var cells = Math.pow(4, detail);
-		var a = prepare( that.vertices[ face.a ] );
-		var b = prepare( that.vertices[ face.b ] );
-		var c = prepare( that.vertices[ face.c ] );
-		var v = [];
-
-		// Construct all of the vertices for this subdivision.
-
-		for ( var i = 0 ; i <= cols; i ++ ) {
-
-			v[ i ] = [];
-
-			var aj = prepare( a.clone().lerp( c, i / cols ) );
-			var bj = prepare( b.clone().lerp( c, i / cols ) );
-			var rows = cols - i;
-
-			for ( var j = 0; j <= rows; j ++) {
-
-				if ( j == 0 && i == cols ) {
-
-					v[ i ][ j ] = aj;
-
-				} else {
-
-					v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
-
-				}
-
-			}
-
-		}
-
-		// Construct all of the faces.
-
-		for ( var i = 0; i < cols ; i ++ ) {
-
-			for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
-
-				var k = Math.floor( j / 2 );
-
-				if ( j % 2 == 0 ) {
-
-					make(
-						v[ i ][ k + 1],
-						v[ i + 1 ][ k ],
-						v[ i ][ k ]
-					);
-
-				} else {
-
-					make(
-						v[ i ][ k + 1 ],
-						v[ i + 1][ k + 1],
-						v[ i + 1 ][ k ]
-					);
-
-				}
-
-			}
-
-		}
-
-	}
-
-
-	// Angle around the Y axis, counter-clockwise when looking from above.
-
-	function azimuth( vector ) {
-
-		return Math.atan2( vector.z, - vector.x );
-
-	}
-
-
-	// Angle above the XZ plane.
-
-	function inclination( vector ) {
-
-		return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
-
-	}
-
-
-	// Texture fixing helper. Spheres have some odd behaviours.
-
-	function correctUV( uv, vector, azimuth ) {
-
-		if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
-		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
-		return uv.clone();
-
-	}
-
-
-};
-
-THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/DodecahedronGeometry.js
-
-/**
- * @author Abe Pazos / https://hamoid.com
- */
-
-THREE.DodecahedronGeometry = function ( radius, detail ) {
-
-	this.parameters = {
-		radius: radius,
-		detail: detail
-	};
-
-	var t = ( 1 + Math.sqrt( 5 ) ) / 2;
-	var r = 1 / t;
-
-	var vertices = [
-
-		// (±1, ±1, ±1)
-		-1, -1, -1,    -1, -1,  1,
-		-1,  1, -1,    -1,  1,  1,
-		 1, -1, -1,     1, -1,  1,
-		 1,  1, -1,     1,  1,  1,
-
-		// (0, ±1/φ, ±φ)
-		 0, -r, -t,     0, -r,  t,
-		 0,  r, -t,     0,  r,  t,
-
-		// (±1/φ, ±φ, 0)
-		-r, -t,  0,    -r,  t,  0,
-		 r, -t,  0,     r,  t,  0,
-
-		// (±φ, 0, ±1/φ)
-		-t,  0, -r,     t,  0, -r,
-		-t,  0,  r,     t,  0,  r
-	];
-
-	var indices = [
-		 3, 11,  7,      3,  7, 15,      3, 15, 13,
-		 7, 19, 17,      7, 17,  6,      7,  6, 15,
-		17,  4,  8,     17,  8, 10,     17, 10,  6,
-		 8,  0, 16,      8, 16,  2,      8,  2, 10,
-		 0, 12,  1,      0,  1, 18,      0, 18, 16,
-		 6, 10,  2,      6,  2, 13,      6, 13, 15,
-		 2, 16, 18,      2, 18,  3,      2,  3, 13,
-		18,  1,  9,     18,  9, 11,     18, 11,  3,
-		 4, 14, 12,      4, 12,  0,      4,  0,  8,
-		11,  9,  5,     11,  5, 19,     11, 19,  7,
-		19,  5, 14,     19, 14,  4,     19,  4, 17,
-		 1, 12, 14,      1, 14,  5,      1,  5,  9
-	];
-
-	THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
-
-};
-
-THREE.DodecahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/IcosahedronGeometry.js
-
-/**
- * @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 indices = [
-		 0, 11,  5,    0,  5,  1,    0,  1,  7,    0,  7, 10,    0, 10, 11,
-		 1,  5,  9,    5, 11,  4,   11, 10,  2,   10,  7,  6,    7,  1,  8,
-		 3,  9,  4,    3,  4,  2,    3,  2,  6,    3,  6,  8,    3,  8,  9,
-		 4,  9,  5,    2,  4, 11,    6,  2, 10,    8,  6,  7,    9,  8,  1
-	];
-
-	THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
-
-	this.type = 'IcosahedronGeometry';
-
-	this.parameters = {
-		radius: radius,
-		detail: detail
-	};
-};
-
-THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/OctahedronGeometry.js
-
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.OctahedronGeometry = function ( radius, detail ) {
-
-	this.parameters = {
-		radius: radius,
-		detail: detail
-	};
-
-	var vertices = [
-		1, 0, 0,   - 1, 0, 0,    0, 1, 0,    0,- 1, 0,    0, 0, 1,    0, 0,- 1
-	];
-
-	var indices = [
-		0, 2, 4,    0, 4, 3,    0, 3, 5,    0, 5, 2,    1, 2, 5,    1, 5, 3,    1, 3, 4,    1, 4, 2
-	];
-
-	THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
-
-	this.type = 'OctahedronGeometry';
-
-	this.parameters = {
-		radius: radius,
-		detail: detail
-	};
-};
-
-THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/TetrahedronGeometry.js
-
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.TetrahedronGeometry = function ( radius, detail ) {
-
-	var vertices = [
-		 1,  1,  1,   - 1, - 1,  1,   - 1,  1, - 1,    1, - 1, - 1
-	];
-
-	var indices = [
-		 2,  1,  0,    0,  3,  2,    1,  3,  0,    2,  3,  1
-	];
-
-	THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
-
-	this.type = 'TetrahedronGeometry';
-
-	this.parameters = {
-		radius: radius,
-		detail: detail
-	};
-
-};
-
-THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/geometries/ParametricGeometry.js
-
-/**
- * @author zz85 / https://github.com/zz85
- * Parametric Surfaces Geometry
- * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
- *
- * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
- *
- */
-
-THREE.ParametricGeometry = function ( func, slices, stacks ) {
-
-	THREE.Geometry.call( this );
-
-	this.type = 'ParametricGeometry';
-
-	this.parameters = {
-		func: func,
-		slices: slices,
-		stacks: stacks
-	};
-
-	var verts = this.vertices;
-	var faces = this.faces;
-	var uvs = this.faceVertexUvs[ 0 ];
-
-	var i, il, j, p;
-	var u, v;
-
-	var stackCount = stacks + 1;
-	var sliceCount = slices + 1;
-
-	for ( i = 0; i <= stacks; i ++ ) {
-
-		v = i / stacks;
-
-		for ( j = 0; j <= slices; j ++ ) {
-
-			u = j / slices;
-
-			p = func( u, v );
-			verts.push( p );
-
-		}
-	}
-
-	var a, b, c, d;
-	var uva, uvb, uvc, uvd;
-
-	for ( i = 0; i < stacks; i ++ ) {
-
-		for ( j = 0; j < slices; j ++ ) {
-
-			a = i * sliceCount + j;
-			b = i * sliceCount + j + 1;
-			c = (i + 1) * sliceCount + j + 1;
-			d = (i + 1) * sliceCount + j;
-
-			uva = new THREE.Vector2( j / slices, i / stacks );
-			uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
-			uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
-			uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
-
-			faces.push( new THREE.Face3( a, b, d ) );
-			uvs.push( [ uva, uvb, uvd ] );
-
-			faces.push( new THREE.Face3( b, c, d ) );
-			uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
-
-		}
-
-	}
-
-	// console.log(this);
-
-	// magic bullet
-	// var diff = this.mergeVertices();
-	// console.log('removed ', diff, ' vertices by merging');
-
-	this.computeFaceNormals();
-	this.computeVertexNormals();
-
-};
-
-THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
-
-// File:src/extras/helpers/AxisHelper.js
-
-/**
- * @author sroucheray / http://sroucheray.org/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AxisHelper = function ( size ) {
-
-	size = size || 1;
-
-	var vertices = new Float32Array( [
-		0, 0, 0,  size, 0, 0,
-		0, 0, 0,  0, size, 0,
-		0, 0, 0,  0, 0, size
-	] );
-
-	var colors = new Float32Array( [
-		1, 0, 0,  1, 0.6, 0,
-		0, 1, 0,  0.6, 1, 0,
-		0, 0, 1,  0, 0.6, 1
-	] );
-
-	var geometry = new THREE.BufferGeometry();
-	geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
-	geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
-
-	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
-
-	THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
-};
-
-THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
-
-// File:src/extras/helpers/ArrowHelper.js
-
-/**
- * @author WestLangley / http://github.com/WestLangley
- * @author zz85 / http://github.com/zz85
- * @author bhouston / http://exocortex.com
- *
- * Creates an arrow for visualizing directions
- *
- * Parameters:
- *  dir - Vector3
- *  origin - Vector3
- *  length - Number
- *  color - color in hex value
- *  headLength - Number
- *  headWidth - Number
- */
-
-THREE.ArrowHelper = ( function () {
-
-	var lineGeometry = new THREE.Geometry();
-	lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
-
-	var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
-	coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
-
-	return function ( dir, origin, length, color, headLength, headWidth ) {
-
-		// dir is assumed to be normalized
-
-		THREE.Object3D.call( this );
-
-		if ( color === undefined ) color = 0xffff00;
-		if ( length === undefined ) length = 1;
-		if ( headLength === undefined ) headLength = 0.2 * length;
-		if ( headWidth === undefined ) headWidth = 0.2 * headLength;
-
-		this.position.copy( origin );
-
-		this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
-		this.line.matrixAutoUpdate = false;
-		this.add( this.line );
-
-		this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
-		this.cone.matrixAutoUpdate = false;
-		this.add( this.cone );
-
-		this.setDirection( dir );
-		this.setLength( length, headLength, headWidth );
-
-	}
-
-}() );
-
-THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.ArrowHelper.prototype.setDirection = ( function () {
-
-	var axis = new THREE.Vector3();
-	var radians;
-
-	return function ( dir ) {
-
-		// dir is assumed to be normalized
-
-		if ( dir.y > 0.99999 ) {
-
-			this.quaternion.set( 0, 0, 0, 1 );
-
-		} else if ( dir.y < - 0.99999 ) {
-
-			this.quaternion.set( 1, 0, 0, 0 );
-
-		} else {
-
-			axis.set( dir.z, 0, - dir.x ).normalize();
-
-			radians = Math.acos( dir.y );
-
-			this.quaternion.setFromAxisAngle( axis, radians );
-
-		}
-
-	};
-
-}() );
-
-THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
-
-	if ( headLength === undefined ) headLength = 0.2 * length;
-	if ( headWidth === undefined ) headWidth = 0.2 * headLength;
-
-	this.line.scale.set( 1, length, 1 );
-	this.line.updateMatrix();
-
-	this.cone.scale.set( headWidth, headLength, headWidth );
-	this.cone.position.y = length;
-	this.cone.updateMatrix();
-
-};
-
-THREE.ArrowHelper.prototype.setColor = function ( color ) {
-
-	this.line.material.color.set( color );
-	this.cone.material.color.set( color );
-
-};
-
-// File:src/extras/helpers/BoxHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BoxHelper = function ( object ) {
-
-	var geometry = new THREE.BufferGeometry();
-	geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) );
-
-	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
-
-	if ( object !== undefined ) {
-
-		this.update( object );
-
-	}
-
-};
-
-THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.BoxHelper.prototype.update = function ( object ) {
-
-	var geometry = object.geometry;
-
-	if ( geometry.boundingBox === null ) {
-
-		geometry.computeBoundingBox();
-
-	}
-
-	var min = geometry.boundingBox.min;
-	var max = geometry.boundingBox.max;
-
-	/*
-	  5____4
-	1/___0/|
-	| 6__|_7
-	2/___3/
-
-	0: max.x, max.y, max.z
-	1: min.x, max.y, max.z
-	2: min.x, min.y, max.z
-	3: max.x, min.y, max.z
-	4: max.x, max.y, min.z
-	5: min.x, max.y, min.z
-	6: min.x, min.y, min.z
-	7: max.x, min.y, min.z
-	*/
-
-	var vertices = this.geometry.attributes.position.array;
-
-	vertices[  0 ] = max.x; vertices[  1 ] = max.y; vertices[  2 ] = max.z;
-	vertices[  3 ] = min.x; vertices[  4 ] = max.y; vertices[  5 ] = max.z;
-
-	vertices[  6 ] = min.x; vertices[  7 ] = max.y; vertices[  8 ] = max.z;
-	vertices[  9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z;
-
-	vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z;
-	vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z;
-
-	vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z;
-	vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z;
-
-	//
-
-	vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z;
-	vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z;
-
-	vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z;
-	vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z;
-
-	vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z;
-	vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z;
-
-	vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z;
-	vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z;
-
-	//
-
-	vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z;
-	vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z;
-
-	vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z;
-	vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z;
-
-	vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z;
-	vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z;
-
-	vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z;
-	vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z;
-
-	this.geometry.attributes.position.needsUpdate = true;
-
-	this.geometry.computeBoundingSphere();
-
-	this.matrix = object.matrixWorld;
-	this.matrixAutoUpdate = false;
-
-};
-
-// File:src/extras/helpers/BoundingBoxHelper.js
-
-/**
- * @author WestLangley / http://github.com/WestLangley
- */
-
-// a helper to show the world-axis-aligned bounding box for an object
-
-THREE.BoundingBoxHelper = function ( object, hex ) {
-
-	var color = ( hex !== undefined ) ? hex : 0x888888;
-
-	this.object = object;
-
-	this.box = new THREE.Box3();
-
-	THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
-
-};
-
-THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.BoundingBoxHelper.prototype.update = function () {
-
-	this.box.setFromObject( this.object );
-
-	this.box.size( this.scale );
-
-	this.box.center( this.position );
-
-};
-
-// File:src/extras/helpers/CameraHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- *	- shows frustum, line of sight and up of the camera
- *	- suitable for fast updates
- * 	- based on frustum visualization in lightgl.js shadowmap example
- *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
- */
-
-THREE.CameraHelper = function ( camera ) {
-
-	var geometry = new THREE.Geometry();
-	var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
-
-	var pointMap = {};
-
-	// colors
-
-	var hexFrustum = 0xffaa00;
-	var hexCone = 0xff0000;
-	var hexUp = 0x00aaff;
-	var hexTarget = 0xffffff;
-	var hexCross = 0x333333;
-
-	// near
-
-	addLine( "n1", "n2", hexFrustum );
-	addLine( "n2", "n4", hexFrustum );
-	addLine( "n4", "n3", hexFrustum );
-	addLine( "n3", "n1", hexFrustum );
-
-	// far
-
-	addLine( "f1", "f2", hexFrustum );
-	addLine( "f2", "f4", hexFrustum );
-	addLine( "f4", "f3", hexFrustum );
-	addLine( "f3", "f1", hexFrustum );
-
-	// sides
-
-	addLine( "n1", "f1", hexFrustum );
-	addLine( "n2", "f2", hexFrustum );
-	addLine( "n3", "f3", hexFrustum );
-	addLine( "n4", "f4", hexFrustum );
-
-	// cone
-
-	addLine( "p", "n1", hexCone );
-	addLine( "p", "n2", hexCone );
-	addLine( "p", "n3", hexCone );
-	addLine( "p", "n4", hexCone );
-
-	// up
-
-	addLine( "u1", "u2", hexUp );
-	addLine( "u2", "u3", hexUp );
-	addLine( "u3", "u1", hexUp );
-
-	// target
-
-	addLine( "c", "t", hexTarget );
-	addLine( "p", "c", hexCross );
-
-	// cross
-
-	addLine( "cn1", "cn2", hexCross );
-	addLine( "cn3", "cn4", hexCross );
-
-	addLine( "cf1", "cf2", hexCross );
-	addLine( "cf3", "cf4", hexCross );
-
-	function addLine( a, b, hex ) {
-
-		addPoint( a, hex );
-		addPoint( b, hex );
-
-	}
-
-	function addPoint( id, hex ) {
-
-		geometry.vertices.push( new THREE.Vector3() );
-		geometry.colors.push( new THREE.Color( hex ) );
-
-		if ( pointMap[ id ] === undefined ) {
-
-			pointMap[ id ] = [];
-
-		}
-
-		pointMap[ id ].push( geometry.vertices.length - 1 );
-
-	}
-
-	THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
-	this.camera = camera;
-	this.matrix = camera.matrixWorld;
-	this.matrixAutoUpdate = false;
-
-	this.pointMap = pointMap;
-
-	this.update();
-
-};
-
-THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.CameraHelper.prototype.update = function () {
-
-	var geometry, pointMap;
-	
-	var vector = new THREE.Vector3();
-	var camera = new THREE.Camera();
-
-	var setPoint = function ( point, x, y, z ) {
-
-		vector.set( x, y, z ).unproject( camera );
-
-		var points = pointMap[ point ];
-
-		if ( points !== undefined ) {
-
-			for ( var i = 0, il = points.length; i < il; i ++ ) {
-
-				geometry.vertices[ points[ i ] ].copy( vector );
-
-			}
-
-		}
-
-	};
-
-	return function () {
-
-		geometry = this.geometry;
-		pointMap = this.pointMap;
-
-		var w = 1, h = 1;
-
-		// we need just camera projection matrix
-		// world matrix must be identity
-
-		camera.projectionMatrix.copy( this.camera.projectionMatrix );
-
-		// center / target
-
-		setPoint( "c", 0, 0, - 1 );
-		setPoint( "t", 0, 0,  1 );
-
-		// near
-
-		setPoint( "n1", - w, - h, - 1 );
-		setPoint( "n2",   w, - h, - 1 );
-		setPoint( "n3", - w,   h, - 1 );
-		setPoint( "n4",   w,   h, - 1 );
-
-		// far
-
-		setPoint( "f1", - w, - h, 1 );
-		setPoint( "f2",   w, - h, 1 );
-		setPoint( "f3", - w,   h, 1 );
-		setPoint( "f4",   w,   h, 1 );
-
-		// up
-
-		setPoint( "u1",   w * 0.7, h * 1.1, - 1 );
-		setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
-		setPoint( "u3",         0, h * 2,   - 1 );
-
-		// cross
-
-		setPoint( "cf1", - w,   0, 1 );
-		setPoint( "cf2",   w,   0, 1 );
-		setPoint( "cf3",   0, - h, 1 );
-		setPoint( "cf4",   0,   h, 1 );
-
-		setPoint( "cn1", - w,   0, - 1 );
-		setPoint( "cn2",   w,   0, - 1 );
-		setPoint( "cn3",   0, - h, - 1 );
-		setPoint( "cn4",   0,   h, - 1 );
-
-		geometry.verticesNeedUpdate = true;
-
-	};
-
-}();
-
-// File:src/extras/helpers/DirectionalLightHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.DirectionalLightHelper = function ( light, size ) {
-
-	THREE.Object3D.call( this );
-
-	this.light = light;
-	this.light.updateMatrixWorld();
-
-	this.matrix = light.matrixWorld;
-	this.matrixAutoUpdate = false;
-
-	size = size || 1;
-
-	var geometry = new THREE.Geometry();
-	geometry.vertices.push(
-		new THREE.Vector3( - size,   size, 0 ),
-		new THREE.Vector3(   size,   size, 0 ),
-		new THREE.Vector3(   size, - size, 0 ),
-		new THREE.Vector3( - size, - size, 0 ),
-		new THREE.Vector3( - size,   size, 0 )
-	);
-
-	var material = new THREE.LineBasicMaterial( { fog: false } );
-	material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
-	this.lightPlane = new THREE.Line( geometry, material );
-	this.add( this.lightPlane );
-
-	geometry = new THREE.Geometry();
-	geometry.vertices.push(
-		new THREE.Vector3(),
-		new THREE.Vector3()
-	);
-
-	material = new THREE.LineBasicMaterial( { fog: false } );
-	material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
-	this.targetLine = new THREE.Line( geometry, material );
-	this.add( this.targetLine );
-
-	this.update();
-
-};
-
-THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.DirectionalLightHelper.prototype.dispose = function () {
-
-	this.lightPlane.geometry.dispose();
-	this.lightPlane.material.dispose();
-	this.targetLine.geometry.dispose();
-	this.targetLine.material.dispose();
-};
-
-THREE.DirectionalLightHelper.prototype.update = function () {
-
-	var v1 = new THREE.Vector3();
-	var v2 = new THREE.Vector3();
-	var v3 = new THREE.Vector3();
-
-	return function () {
-
-		v1.setFromMatrixPosition( this.light.matrixWorld );
-		v2.setFromMatrixPosition( this.light.target.matrixWorld );
-		v3.subVectors( v2, v1 );
-
-		this.lightPlane.lookAt( v3 );
-		this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
-		this.targetLine.geometry.vertices[ 1 ].copy( v3 );
-		this.targetLine.geometry.verticesNeedUpdate = true;
-		this.targetLine.material.color.copy( this.lightPlane.material.color );
-
-	};
-
-}();
-
-// File:src/extras/helpers/EdgesHelper.js
-
-/**
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.EdgesHelper = function ( object, hex ) {
-
-	var color = ( hex !== undefined ) ? hex : 0xffffff;
-
-	var edge = [ 0, 0 ], hash = {};
-	var sortFunction = function ( a, b ) { return a - b };
-
-	var keys = [ 'a', 'b', 'c' ];
-	var geometry = new THREE.BufferGeometry();
-
-	var geometry2 = object.geometry.clone();
-
-	geometry2.mergeVertices();
-	geometry2.computeFaceNormals();
-
-	var vertices = geometry2.vertices;
-	var faces = geometry2.faces;
-	var numEdges = 0;
-
-	for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
-		var face = faces[ i ];
-
-		for ( var j = 0; j < 3; j ++ ) {
-
-			edge[ 0 ] = face[ keys[ j ] ];
-			edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
-			edge.sort( sortFunction );
-
-			var key = edge.toString();
-
-			if ( hash[ key ] === undefined ) {
-
-				hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
-				numEdges ++;
-
-			} else {
-
-				hash[ key ].face2 = i;
-
-			}
-
-		}
-
-	}
-
-	var coords = new Float32Array( numEdges * 2 * 3 );
-
-	var index = 0;
-
-	for ( var key in hash ) {
-
-		var h = hash[ key ];
-
-		if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK
-
-			var vertex = vertices[ h.vert1 ];
-			coords[ index ++ ] = vertex.x;
-			coords[ index ++ ] = vertex.y;
-			coords[ index ++ ] = vertex.z;
-
-			vertex = vertices[ h.vert2 ];
-			coords[ index ++ ] = vertex.x;
-			coords[ index ++ ] = vertex.y;
-			coords[ index ++ ] = vertex.z;
-
-		}
-
-	}
-
-	geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
-
-	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
-
-	this.matrix = object.matrixWorld;
-	this.matrixAutoUpdate = false;
-
-};
-
-THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
-
-// File:src/extras/helpers/FaceNormalsHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
-
-	this.object = object;
-
-	this.size = ( size !== undefined ) ? size : 1;
-
-	var color = ( hex !== undefined ) ? hex : 0xffff00;
-
-	var width = ( linewidth !== undefined ) ? linewidth : 1;
-
-	var geometry = new THREE.Geometry();
-
-	var faces = this.object.geometry.faces;
-
-	for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
-		geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
-
-	}
-
-	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
-
-	this.matrixAutoUpdate = false;
-
-	this.normalMatrix = new THREE.Matrix3();
-
-	this.update();
-
-};
-
-THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.FaceNormalsHelper.prototype.update = function () {
-
-	var vertices = this.geometry.vertices;
-
-	var object = this.object;
-	var objectVertices = object.geometry.vertices;
-	var objectFaces = object.geometry.faces;
-	var objectWorldMatrix = object.matrixWorld;
-
-	object.updateMatrixWorld( true );
-
-	this.normalMatrix.getNormalMatrix( objectWorldMatrix );
-
-	for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
-
-		var face = objectFaces[ i ];
-
-		vertices[ i2 ].copy( objectVertices[ face.a ] )
-			.add( objectVertices[ face.b ] )
-			.add( objectVertices[ face.c ] )
-			.divideScalar( 3 )
-			.applyMatrix4( objectWorldMatrix );
-
-		vertices[ i2 + 1 ].copy( face.normal )
-			.applyMatrix3( this.normalMatrix )
-			.normalize()
-			.multiplyScalar( this.size )
-			.add( vertices[ i2 ] );
-
-	}
-
-	this.geometry.verticesNeedUpdate = true;
-
-	return this;
-
-};
-
-
-// File:src/extras/helpers/GridHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.GridHelper = function ( size, step ) {
-
-	var geometry = new THREE.Geometry();
-	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
-
-	this.color1 = new THREE.Color( 0x444444 );
-	this.color2 = new THREE.Color( 0x888888 );
-
-	for ( var i = - size; i <= size; i += step ) {
-
-		geometry.vertices.push(
-			new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
-			new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
-		);
-
-		var color = i === 0 ? this.color1 : this.color2;
-
-		geometry.colors.push( color, color, color, color );
-
-	}
-
-	THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
-};
-
-THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
-
-	this.color1.set( colorCenterLine );
-	this.color2.set( colorGrid );
-
-	this.geometry.colorsNeedUpdate = true;
-
-}
-
-// File:src/extras/helpers/HemisphereLightHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
-
-	THREE.Object3D.call( this );
-
-	this.light = light;
-	this.light.updateMatrixWorld();
-
-	this.matrix = light.matrixWorld;
-	this.matrixAutoUpdate = false;
-
-	this.colors = [ new THREE.Color(), new THREE.Color() ];
-
-	var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
-	geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
-
-	for ( var i = 0, il = 8; i < il; i ++ ) {
-
-		geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
-
-	}
-
-	var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
-
-	this.lightSphere = new THREE.Mesh( geometry, material );
-	this.add( this.lightSphere );
-
-	this.update();
-
-};
-
-THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.HemisphereLightHelper.prototype.dispose = function () {
-	this.lightSphere.geometry.dispose();
-	this.lightSphere.material.dispose();
-};
-
-THREE.HemisphereLightHelper.prototype.update = function () {
-
-	var vector = new THREE.Vector3();
-
-	return function () {
-
-		this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
-		this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
-
-		this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
-		this.lightSphere.geometry.colorsNeedUpdate = true;
-
-	}
-
-}();
-
-// File:src/extras/helpers/PointLightHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.PointLightHelper = function ( light, sphereSize ) {
-
-	this.light = light;
-	this.light.updateMatrixWorld();
-
-	var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
-	var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
-	material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
-	THREE.Mesh.call( this, geometry, material );
-
-	this.matrix = this.light.matrixWorld;
-	this.matrixAutoUpdate = false;
-
-	/*
-	var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
-	var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
-
-	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
-	this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
-
-	var d = light.distance;
-
-	if ( d === 0.0 ) {
-
-		this.lightDistance.visible = false;
-
-	} else {
-
-		this.lightDistance.scale.set( d, d, d );
-
-	}
-
-	this.add( this.lightDistance );
-	*/
-
-};
-
-THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
-
-THREE.PointLightHelper.prototype.dispose = function () {
-
-	this.geometry.dispose();
-	this.material.dispose();
-};
-
-THREE.PointLightHelper.prototype.update = function () {
-
-	this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
-	/*
-	var d = this.light.distance;
-
-	if ( d === 0.0 ) {
-
-		this.lightDistance.visible = false;
-
-	} else {
-
-		this.lightDistance.visible = true;
-		this.lightDistance.scale.set( d, d, d );
-
-	}
-	*/
-
-};
-
-// File:src/extras/helpers/SkeletonHelper.js
-
-/**
- * @author Sean Griffin / http://twitter.com/sgrif
- * @author Michael Guerrero / http://realitymeltdown.com
- * @author mrdoob / http://mrdoob.com/
- * @author ikerr / http://verold.com
- */
-
-THREE.SkeletonHelper = function ( object ) {
-
-	this.bones = this.getBoneList( object );
-
-	var geometry = new THREE.Geometry();
-
-	for ( var i = 0; i < this.bones.length; i ++ ) {
-
-		var bone = this.bones[ i ];
-
-		if ( bone.parent instanceof THREE.Bone ) {
-
-			geometry.vertices.push( new THREE.Vector3() );
-			geometry.vertices.push( new THREE.Vector3() );
-			geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
-			geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
-
-		}
-
-	}
-
-	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
-
-	THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
-	this.root = object;
-
-	this.matrix = object.matrixWorld;
-	this.matrixAutoUpdate = false;
-
-	this.update();
-
-};
-
-
-THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
-
-	var boneList = [];
-
-	if ( object instanceof THREE.Bone ) {
-
-		boneList.push( object );
-
-	}
-
-	for ( var i = 0; i < object.children.length; i ++ ) {
-
-		boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
-
-	}
-
-	return boneList;
-
-};
-
-THREE.SkeletonHelper.prototype.update = function () {
-
-	var geometry = this.geometry;
-
-	var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
-
-	var boneMatrix = new THREE.Matrix4();
-
-	var j = 0;
-
-	for ( var i = 0; i < this.bones.length; i ++ ) {
-
-		var bone = this.bones[ i ];
-
-		if ( bone.parent instanceof THREE.Bone ) {
-
-			boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
-			geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
-
-			boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
-			geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
-
-			j += 2;
-
-		}
-
-	}
-
-	geometry.verticesNeedUpdate = true;
-
-	geometry.computeBoundingSphere();
-
-};
-
-// File:src/extras/helpers/SpotLightHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.SpotLightHelper = function ( light ) {
-
-	THREE.Object3D.call( this );
-
-	this.light = light;
-	this.light.updateMatrixWorld();
-
-	this.matrix = light.matrixWorld;
-	this.matrixAutoUpdate = false;
-
-	var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
-
-	geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
-	geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
-
-	var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
-
-	this.cone = new THREE.Mesh( geometry, material );
-	this.add( this.cone );
-
-	this.update();
-
-};
-
-THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-
-THREE.SpotLightHelper.prototype.dispose = function () {
-	this.cone.geometry.dispose();
-	this.cone.material.dispose();
-};
-
-THREE.SpotLightHelper.prototype.update = function () {
-
-	var vector = new THREE.Vector3();
-	var vector2 = new THREE.Vector3();
-
-	return function () {
-
-		var coneLength = this.light.distance ? this.light.distance : 10000;
-		var coneWidth = coneLength * Math.tan( this.light.angle );
-
-		this.cone.scale.set( coneWidth, coneWidth, coneLength );
-
-		vector.setFromMatrixPosition( this.light.matrixWorld );
-		vector2.setFromMatrixPosition( this.light.target.matrixWorld );
-
-		this.cone.lookAt( vector2.sub( vector ) );
-
-		this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
-	};
-
-}();
-
-// File:src/extras/helpers/VertexNormalsHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
-
-	this.object = object;
-
-	this.size = ( size !== undefined ) ? size : 1;
-
-	var color = ( hex !== undefined ) ? hex : 0xff0000;
-
-	var width = ( linewidth !== undefined ) ? linewidth : 1;
-
-	var geometry = new THREE.Geometry();
-
-	var vertices = object.geometry.vertices;
-
-	var faces = object.geometry.faces;
-
-	for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
-		var face = faces[ i ];
-
-		for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
-			geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
-
-		}
-
-	}
-
-	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
-
-	this.matrixAutoUpdate = false;
-
-	this.normalMatrix = new THREE.Matrix3();
-
-	this.update();
-
-};
-
-THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
-
-	var v1 = new THREE.Vector3();
-
-	return function( object ) {
-
-		var keys = [ 'a', 'b', 'c', 'd' ];
-
-		this.object.updateMatrixWorld( true );
-
-		this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
-
-		var vertices = this.geometry.vertices;
-
-		var verts = this.object.geometry.vertices;
-
-		var faces = this.object.geometry.faces;
-
-		var worldMatrix = this.object.matrixWorld;
-
-		var idx = 0;
-
-		for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
-			var face = faces[ i ];
-
-			for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
-				var vertexId = face[ keys[ j ] ];
-				var vertex = verts[ vertexId ];
-
-				var normal = face.vertexNormals[ j ];
-
-				vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
-
-				v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
-
-				v1.add( vertices[ idx ] );
-				idx = idx + 1;
-
-				vertices[ idx ].copy( v1 );
-				idx = idx + 1;
-
-			}
-
-		}
-
-		this.geometry.verticesNeedUpdate = true;
-
-		return this;
-
-	}
-
-}());
-
-// File:src/extras/helpers/VertexTangentsHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
-
-	this.object = object;
-
-	this.size = ( size !== undefined ) ? size : 1;
-
-	var color = ( hex !== undefined ) ? hex : 0x0000ff;
-
-	var width = ( linewidth !== undefined ) ? linewidth : 1;
-
-	var geometry = new THREE.Geometry();
-
-	var vertices = object.geometry.vertices;
-
-	var faces = object.geometry.faces;
-
-	for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
-		var face = faces[ i ];
-
-		for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
-
-			geometry.vertices.push( new THREE.Vector3() );
-			geometry.vertices.push( new THREE.Vector3() );
-
-		}
-
-	}
-
-	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
-
-	this.matrixAutoUpdate = false;
-
-	this.update();
-
-};
-
-THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
-
-THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
-
-	var v1 = new THREE.Vector3();
-
-	return function( object ) {
-
-		var keys = [ 'a', 'b', 'c', 'd' ];
-
-		this.object.updateMatrixWorld( true );
-
-		var vertices = this.geometry.vertices;
-
-		var verts = this.object.geometry.vertices;
-
-		var faces = this.object.geometry.faces;
-
-		var worldMatrix = this.object.matrixWorld;
-
-		var idx = 0;
-
-		for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
-			var face = faces[ i ];
-
-			for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
-
-				var vertexId = face[ keys[ j ] ];
-				var vertex = verts[ vertexId ];
-
-				var tangent = face.vertexTangents[ j ];
-
-				vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
-
-				v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
-
-				v1.add( vertices[ idx ] );
-				idx = idx + 1;
-
-				vertices[ idx ].copy( v1 );
-				idx = idx + 1;
-
-			}
-
-		}
-
-		this.geometry.verticesNeedUpdate = true;
-
-		return this;
-
-	}
-
-}());
-
-// File:src/extras/helpers/WireframeHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.WireframeHelper = function ( object, hex ) {
-
-	var color = ( hex !== undefined ) ? hex : 0xffffff;
-
-	var edge = [ 0, 0 ], hash = {};
-	var sortFunction = function ( a, b ) { return a - b };
-
-	var keys = [ 'a', 'b', 'c' ];
-	var geometry = new THREE.BufferGeometry();
-
-	if ( object.geometry instanceof THREE.Geometry ) {
-
-		var vertices = object.geometry.vertices;
-		var faces = object.geometry.faces;
-		var numEdges = 0;
-
-		// allocate maximal size
-		var edges = new Uint32Array( 6 * faces.length );
-
-		for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
-			var face = faces[ i ];
-
-			for ( var j = 0; j < 3; j ++ ) {
-
-				edge[ 0 ] = face[ keys[ j ] ];
-				edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
-				edge.sort( sortFunction );
-
-				var key = edge.toString();
-
-				if ( hash[ key ] === undefined ) {
-
-					edges[ 2 * numEdges ] = edge[ 0 ];
-					edges[ 2 * numEdges + 1 ] = edge[ 1 ];
-					hash[ key ] = true;
-					numEdges ++;
-
-				}
-
-			}
-
-		}
-
-		var coords = new Float32Array( numEdges * 2 * 3 );
-
-		for ( var i = 0, l = numEdges; i < l; i ++ ) {
-
-			for ( var j = 0; j < 2; j ++ ) {
-
-				var vertex = vertices[ edges [ 2 * i + j] ];
-
-				var index = 6 * i + 3 * j;
-				coords[ index + 0 ] = vertex.x;
-				coords[ index + 1 ] = vertex.y;
-				coords[ index + 2 ] = vertex.z;
-
-			}
-
-		}
-
-		geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
-
-	} else if ( object.geometry instanceof THREE.BufferGeometry ) {
-
-		if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry
-
-			var vertices = object.geometry.attributes.position.array;
-			var indices = object.geometry.attributes.index.array;
-			var drawcalls = object.geometry.drawcalls;
-			var numEdges = 0;
-
-			if ( drawcalls.length === 0 ) {
-
-				drawcalls = [ { count : indices.length, index : 0, start : 0 } ];
-
-			}
-
-			// allocate maximal size
-			var edges = new Uint32Array( 2 * indices.length );
-
-			for ( var o = 0, ol = drawcalls.length; o < ol; ++ o ) {
-
-				var start = drawcalls[ o ].start;
-				var count = drawcalls[ o ].count;
-				var index = drawcalls[ o ].index;
-
-				for ( var i = start, il = start + count; i < il; i += 3 ) {
-
-					for ( var j = 0; j < 3; j ++ ) {
-
-						edge[ 0 ] = index + indices[ i + j ];
-						edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
-						edge.sort( sortFunction );
-
-						var key = edge.toString();
-
-						if ( hash[ key ] === undefined ) {
-
-							edges[ 2 * numEdges ] = edge[ 0 ];
-							edges[ 2 * numEdges + 1 ] = edge[ 1 ];
-							hash[ key ] = true;
-							numEdges ++;
-
-						}
-
-					}
-
-				}
-
-			}
-
-			var coords = new Float32Array( numEdges * 2 * 3 );
-
-			for ( var i = 0, l = numEdges; i < l; i ++ ) {
-
-				for ( var j = 0; j < 2; j ++ ) {
-
-					var index = 6 * i + 3 * j;
-					var index2 = 3 * edges[ 2 * i + j];
-					coords[ index + 0 ] = vertices[ index2 ];
-					coords[ index + 1 ] = vertices[ index2 + 1 ];
-					coords[ index + 2 ] = vertices[ index2 + 2 ];
-
-				}
-
-			}
-
-			geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
-
-		} else { // non-indexed BufferGeometry
-
-			var vertices = object.geometry.attributes.position.array;
-			var numEdges = vertices.length / 3;
-			var numTris = numEdges / 3;
-
-			var coords = new Float32Array( numEdges * 2 * 3 );
-
-			for ( var i = 0, l = numTris; i < l; i ++ ) {
-
-				for ( var j = 0; j < 3; j ++ ) {
-
-					var index = 18 * i + 6 * j;
-
-					var index1 = 9 * i + 3 * j;
-					coords[ index + 0 ] = vertices[ index1 ];
-					coords[ index + 1 ] = vertices[ index1 + 1 ];
-					coords[ index + 2 ] = vertices[ index1 + 2 ];
-
-					var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
-					coords[ index + 3 ] = vertices[ index2 ];
-					coords[ index + 4 ] = vertices[ index2 + 1 ];
-					coords[ index + 5 ] = vertices[ index2 + 2 ];
-
-				}
-
-			}
-
-			geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
-
-		}
-
-	}
-
-	THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
-
-	this.matrix = object.matrixWorld;
-	this.matrixAutoUpdate = false;
-
-};
-
-THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
-
-// File:src/extras/objects/ImmediateRenderObject.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ImmediateRenderObject = function () {
-
-	THREE.Object3D.call( this );
-
-	this.render = function ( renderCallback ) {};
-
-};
-
-THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
-
-// File:src/extras/objects/MorphBlendMesh.js
-
-/**
- * @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;
-
-	}
-
-};
-
diff --git a/creatortemplates/qtcanvas3dthreejs/wizard.xml b/creatortemplates/qtcanvas3dthreejs/wizard.xml
deleted file mode 100644
index 65614d23570f1b593d8193f6c834594a0c9f7da9..0000000000000000000000000000000000000000
--- a/creatortemplates/qtcanvas3dthreejs/wizard.xml
+++ /dev/null
@@ -1,55 +0,0 @@
-<?xml version="1.0" encoding="UTF-8"?>
-<!--
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
--->
-<wizard version="1" kind="project"
-        class="qmakeproject" firstpage="10"
-        id="A.QtCanvas3D Three.js" category="F.Application">
-    <icon>qtcanvas3d.png</icon>
-    <description>Creates a QtCanvas3D qml project with Three.js.</description>
-    <displayname>QtCanvas3D Application with Three.js</displayname>;
-    <displaycategory>Applications</displaycategory>
-    <files>
-        <file source="main.cpp" openeditor="true"/>
-        <file source="main.qml" target="/qml/%ProjectName%/%ProjectName%.qml" openeditor="true"/>
-        <file source="qtcanvas3dthreejs.qrc" target="%ProjectName%.qrc"/>"
-        <file source="materials.js" target="/qml/%ProjectName%/materials.js"/>
-        <file source="three.js" target="/qml/%ProjectName%/three.js"/>
-        <file source="project.pro" target="%ProjectName%.pro" openproject="true"/>
-    </files>
-</wizard>
diff --git a/examples/canvas3d/canvas3d.pro b/examples/canvas3d/canvas3d.pro
index 887eddfaa86dc8743c0cc47ace8f4e15718ef167..ef545b0c1fb6573ee7998f44fadfa3505c7d79fb 100644
--- a/examples/canvas3d/canvas3d.pro
+++ b/examples/canvas3d/canvas3d.pro
@@ -1,11 +1,5 @@
 TEMPLATE = subdirs
-SUBDIRS += canvasswitch \
-           texturedcube \
-           textureandlight \
+SUBDIRS += textureandlight \
            framebuffer \
-           plasmaeffects \
            interaction \
            jsonmodels
-OTHER_FILES += pureqml/* \
-               pureqml/doc/src/* \
-               pureqml/doc/images/*
diff --git a/examples/canvas3d/canvasswitch/canvasswitch.pro b/examples/canvas3d/canvasswitch/canvasswitch.pro
deleted file mode 100644
index 5f0997c7c9760c6c80bab01e1b40cbed0a6ce991..0000000000000000000000000000000000000000
--- a/examples/canvas3d/canvasswitch/canvasswitch.pro
+++ /dev/null
@@ -1,11 +0,0 @@
-!include( ../examples.pri ) {
-    error( "Couldn't find the examples.pri file!" )
-}
-
-SOURCES += main.cpp
-
-OTHER_FILES += qml/canvasswitch/* \
-               doc/src/* \
-               doc/images/*
-
-RESOURCES += canvasswitch.qrc
diff --git a/examples/canvas3d/canvasswitch/canvasswitch.qrc b/examples/canvas3d/canvasswitch/canvasswitch.qrc
deleted file mode 100644
index 468604bd903e5ccbe84cadc64b002ecfb8af2ee2..0000000000000000000000000000000000000000
--- a/examples/canvas3d/canvasswitch/canvasswitch.qrc
+++ /dev/null
@@ -1,8 +0,0 @@
-<RCC>
-    <qresource prefix="/">
-        <file>qml/canvasswitch/glMatrix-0.9.5.min.js</file>
-        <file>qml/canvasswitch/main.qml</file>
-        <file>qml/canvasswitch/triangle.js</file>
-        <file>qml/canvasswitch/cube.js</file>
-    </qresource>
-</RCC>
diff --git a/examples/canvas3d/canvasswitch/doc/images/canvasswitch-example.png b/examples/canvas3d/canvasswitch/doc/images/canvasswitch-example.png
deleted file mode 100644
index 8a5331d4fc8a9d43361abde8a69aff137463d4f3..0000000000000000000000000000000000000000
Binary files a/examples/canvas3d/canvasswitch/doc/images/canvasswitch-example.png and /dev/null differ
diff --git a/examples/canvas3d/canvasswitch/doc/src/canvasswitch.qdoc b/examples/canvas3d/canvasswitch/doc/src/canvasswitch.qdoc
deleted file mode 100644
index d26b031ea8ccb53da704d5b095985cfb5d1a1ed0..0000000000000000000000000000000000000000
--- a/examples/canvas3d/canvasswitch/doc/src/canvasswitch.qdoc
+++ /dev/null
@@ -1,82 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/*!
-    \example canvasswitch
-    \since QtCanvas3D 1.0
-    \title Canvas Switch Example
-    \ingroup qtcanvas3d-examples
-    \brief Switch between canvases on run-time
-
-    The Canvas Switch example shows how to create a Canvas3D dynamically and how to switch between
-    two canvases on run-time.
-
-    \image canvasswitch-example.png
-
-    \section1 Dynamic Canvas Creation
-
-    First we'll add a function call to the \c{Component.onCompleted} of the main component:
-
-    \snippet canvasswitch/qml/canvasswitch/main.qml 0
-
-    The function handles the initial canvas creation:
-
-    \snippet canvasswitch/qml/canvasswitch/main.qml 1
-
-    In the function we create the Canvas3D dynamically:
-
-    \snippet canvasswitch/qml/canvasswitch/main.qml 2
-
-    We also need to anchor it to the layout we have added inside the function, as we'll call the
-    function again when switching canvases.
-
-    \snippet canvasswitch/qml/canvasswitch/main.qml 3
-
-    \section1 Switching Canvas
-
-    First we import the content for both canvases:
-
-    \snippet canvasswitch/qml/canvasswitch/main.qml 4
-
-    Then, we have a button for switching the content we want to show:
-
-    \snippet canvasswitch/qml/canvasswitch/main.qml 5
-
-    The content switching itself is done by destroying the old canvas and
-    creating a new one in the \c{Button}'s \c{onClicked}:
-
-    \snippet canvasswitch/qml/canvasswitch/main.qml 6
- */
diff --git a/examples/canvas3d/canvasswitch/main.cpp b/examples/canvas3d/canvasswitch/main.cpp
deleted file mode 100644
index 5d5fe0fe6228564f47e4910c8f417469e6199a83..0000000000000000000000000000000000000000
--- a/examples/canvas3d/canvasswitch/main.cpp
+++ /dev/null
@@ -1,66 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include <QtGui/QGuiApplication>
-#include <QtCore/QDir>
-#include <QtQuick/QQuickView>
-#include <QtQml/QQmlEngine>
-
-int main(int argc, char *argv[])
-{
-    QGuiApplication app(argc, argv);
-
-    QQuickView viewer;
-
-    // The following are needed to make examples run without having to install the module
-    // in desktop environments.
-#ifdef Q_OS_WIN
-    QString extraImportPath(QStringLiteral("%1/../../../../%2"));
-#else
-    QString extraImportPath(QStringLiteral("%1/../../../%2"));
-#endif
-    viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(),
-                                                       QString::fromLatin1("qml")));
-
-    QObject::connect(viewer.engine(), &QQmlEngine::quit, &viewer, &QWindow::close);
-    viewer.setSource(QUrl("qrc:/qml/canvasswitch/main.qml"));
-
-    viewer.setTitle(QStringLiteral("Canvas Switch"));
-    viewer.setResizeMode(QQuickView::SizeRootObjectToView);
-    viewer.show();
-
-    return app.exec();
-}
diff --git a/examples/canvas3d/canvasswitch/qml/canvasswitch/cube.js b/examples/canvas3d/canvasswitch/qml/canvasswitch/cube.js
deleted file mode 100644
index a2a7b627a3510f0477e7d5944768c8dd34f3620d..0000000000000000000000000000000000000000
--- a/examples/canvas3d/canvasswitch/qml/canvasswitch/cube.js
+++ /dev/null
@@ -1,252 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-Qt.include("glMatrix-0.9.5.min.js")
-
-//
-// Draws a cube that has different colors assigned to the vertices.
-// Each face of the cube has the linear interpolation of the corner colors.
-//
-
-var gl;
-var vertexPositionAttrLoc;
-var shaderProgram;
-var cubeVertexPositionBuffer;
-var cubeVertexIndexBuffer;
-var cubeVertexColorBuffer;
-var vertexShader;
-var fragmentShader;
-var vertexColorAttrLoc;
-var mvMatrix = mat4.create();
-var pMatrix = mat4.create();
-var pMatrixUniformLoc;
-var mvMatrixUniformLoc;
-
-var canvas3d;
-
-function log(message) {
-    if (canvas3d.logAllCalls)
-        console.log(message)
-}
-
-function initGL(canvas) {
-    canvas3d = canvas
-    try {
-        // Get the context object that represents the 3D API
-        gl = canvas.getContext("canvas3d", {depth:true});
-
-        // Setup the OpenGL state
-        gl.enable(gl.DEPTH_TEST);
-        gl.enable(gl.DEPTH_WRITE);
-        gl.depthMask(true);
-        gl.enable(gl.CULL_FACE);
-        gl.cullFace(gl.BACK);
-        gl.clearColor(0.0, 0.0, 0.0, 1.0);
-
-        // Set viewport
-        log("canvas width:"+canvas.width+" height:"+canvas.height+" devicePixelRatio:"+canvas.devicePixelRatio);
-        gl.viewport(0, 0, canvas.width * canvas.devicePixelRatio, canvas.height * canvas.devicePixelRatio);
-
-        // Initialize vertex and color buffers
-        initBuffers();
-
-        // Initialize the shader program
-        initShaders();
-    } catch(e) {
-        console.log("initGL FAILURE!");
-        console.log(""+e);
-        console.log(""+e.message);
-    }
-}
-
-function textureLoadError(textureImage) {
-}
-
-function textureLoaded(textureImage) {
-    log("textureLoaded IGNORED");
-}
-
-function degToRad(degrees) {
-    return degrees * Math.PI / 180;
-}
-
-function renderGL(canvas) {
-    log("Render Enter *******")
-    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-
-    mat4.perspective(pMatrix, degToRad(45), canvas.width / canvas.height, 0.1, 100.0);
-    mat4.identity(mvMatrix);
-    mat4.translate(mvMatrix, mvMatrix, [0.0, 0.0, -20.0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotAnim), [0, 1, 0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotAnim), [1, 0, 0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotAnim), [0, 0, 1]);
-
-    gl.useProgram(shaderProgram);
-
-    gl.uniformMatrix4fv(pMatrixUniformLoc, false, pMatrix);
-    gl.uniformMatrix4fv(mvMatrixUniformLoc, false, mvMatrix);
-
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
-    gl.enableVertexAttribArray(vertexPositionAttrLoc);
-    gl.vertexAttribPointer(vertexPositionAttrLoc, 3, gl.FLOAT, false, 0, 0);
-
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
-    gl.enableVertexAttribArray(vertexColorAttrLoc);
-    gl.vertexAttribPointer(vertexColorAttrLoc, 4, gl.FLOAT, false, 0, 0);
-
-    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
-    gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
-    log("Render Exit *******")
-}
-
-function initBuffers() {
-    // Create a cubeVertexPositionBuffer and put a single clipspace rectangle in
-    // it (2 triangles)
-    cubeVertexPositionBuffer = gl.createBuffer();
-    cubeVertexPositionBuffer.name = "cubeVertexPositionBuffer";
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
-    gl.bufferData(
-                gl.ARRAY_BUFFER,
-                new Float32Array([ // front
-                                        -1.0, -1.0,  1.0,
-                                        1.0, -1.0,  1.0,
-                                        1.0,  1.0,  1.0,
-                                        -1.0,  1.0,  1.0,
-                                        // back
-                                        -1.0, -1.0, -1.0,
-                                        1.0, -1.0, -1.0,
-                                        1.0,  1.0, -1.0,
-                                        -1.0,  1.0, -1.0
-                                       ]),
-                gl.STATIC_DRAW);
-
-    cubeVertexIndexBuffer = gl.createBuffer();
-    cubeVertexIndexBuffer.name = "cubeVertexIndexBuffer";
-    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
-    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
-                  new Uint16Array([// front
-                                         0, 1, 2,
-                                         2, 3, 0,
-                                         // top
-                                         3, 2, 6,
-                                         6, 7, 3,
-                                         // back
-                                         7, 6, 5,
-                                         5, 4, 7,
-                                         // bottom
-                                         4, 5, 1,
-                                         1, 0, 4,
-                                         // left
-                                         4, 0, 3,
-                                         3, 7, 4,
-                                         // right
-                                         1, 5, 6,
-                                         6, 2, 1
-                                        ]),
-                  gl.STATIC_DRAW);
-
-    cubeVertexColorBuffer = gl.createBuffer();
-    cubeVertexColorBuffer.name = "cubeVertexColorBuffer";
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
-    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([// front
-                                                           0.000,  1.000,  0.000,
-                                                           1.000,  0.000,  1.000,
-                                                           1.000,  1.000,  0.000,
-                                                           1.000,  0.000,  0.000,
-                                                           // back
-                                                           0.435,  0.602,  0.223,
-                                                           0.310,  0.747,  0.185,
-                                                           1.000,  1.000,  1.000,
-                                                           0.000,  0.000,  1.000
-                                                          ]), gl.STATIC_DRAW);
-}
-
-function initShaders() {
-    log("    Initializing shaders...");
-
-    vertexShader = getShader(gl, "attribute highp vec3 aVertexPosition; \
-                                  attribute highp vec4 aVertexColor;    \
-                                  uniform highp mat4 uMVMatrix;         \
-                                  uniform highp mat4 uPMatrix;          \
-                                  varying highp vec4 vColor;            \
-                                  void main(void) {                     \
-                                      gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \
-                                      vColor = aVertexColor;            \
-                                  }", gl.VERTEX_SHADER);
-    fragmentShader = getShader(gl, "varying highp vec4 vColor;  \
-                                    void main(void) {           \
-                                        gl_FragColor = vColor;  \
-                                    }", gl.FRAGMENT_SHADER);
-
-    shaderProgram = gl.createProgram();
-    shaderProgram.name = "shaderProgram";
-    gl.attachShader(shaderProgram, vertexShader);
-    gl.attachShader(shaderProgram, fragmentShader);
-    gl.linkProgram(shaderProgram);
-
-    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
-        console.log("Could not initialise shaders");
-        console.log(gl.getProgramInfoLog(shaderProgram));
-    }
-
-    gl.useProgram(shaderProgram);
-
-    // look up where the vertex data needs to go.
-    vertexPositionAttrLoc = gl.getAttribLocation(shaderProgram, "aVertexPosition");
-    gl.enableVertexAttribArray(vertexPositionAttrLoc);
-    vertexColorAttrLoc = gl.getAttribLocation(shaderProgram, "aVertexColor");
-    gl.enableVertexAttribArray(vertexColorAttrLoc);
-
-    pMatrixUniformLoc  = gl.getUniformLocation(shaderProgram, "uPMatrix");
-    pMatrixUniformLoc.name = "pMatrixUniformLoc";
-    mvMatrixUniformLoc = gl.getUniformLocation(shaderProgram, "uMVMatrix");
-    mvMatrixUniformLoc.name = "mvMatrixUniformLoc";
-    log("    ...done")
-}
-
-function getShader(gl, str, type) {
-    var shader = gl.createShader(type);
-    gl.shaderSource(shader, str);
-    gl.compileShader(shader);
-
-    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
-        console.log("JS:Shader compile failed");
-        console.log(gl.getShaderInfoLog(shader));
-        return null;
-    }
-
-    return shader;
-}
diff --git a/examples/canvas3d/canvasswitch/qml/canvasswitch/main.qml b/examples/canvas3d/canvasswitch/qml/canvasswitch/main.qml
deleted file mode 100644
index 4fbcd0de40bbbe67c27d8ecb03e95f859c9bd5ed..0000000000000000000000000000000000000000
--- a/examples/canvas3d/canvasswitch/qml/canvasswitch/main.qml
+++ /dev/null
@@ -1,193 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-import QtQuick 2.2
-import QtCanvas3D 1.0
-import QtQuick.Controls 1.1
-import QtQuick.Layouts 1.1
-
-//! [4]
-import "triangle.js" as GLCodeTriangle
-import "cube.js" as GLCodeCube
-//! [4]
-
-Item {
-    id: mainview
-    width: 1280
-    height: 768
-    visible: true
-
-    property var activeObject: GLCodeTriangle
-    property var canvas3d
-    property double xRotAnim: 0
-    property double yRotAnim: 0
-    property double zRotAnim: 0
-
-    //! [0]
-    Component.onCompleted: {
-        createCanvas()
-    }
-    //! [0]
-
-    SequentialAnimation {
-        id: objAnimationX
-        loops: Animation.Infinite
-        running: true
-        NumberAnimation {
-            target: mainview
-            property: "xRotAnim"
-            from: 0.0
-            to: 120.0
-            duration: 7000
-            easing.type: Easing.InOutQuad
-        }
-        NumberAnimation {
-            target: mainview
-            property: "xRotAnim"
-            from: 120.0
-            to: 0.0
-            duration: 7000
-            easing.type: Easing.InOutQuad
-        }
-    }
-
-    SequentialAnimation {
-        id: objAnimationY
-        loops: Animation.Infinite
-        running: true
-        NumberAnimation {
-            target: mainview
-            property: "yRotAnim"
-            from: 0.0
-            to: 240.0
-            duration: 5000
-            easing.type: Easing.InOutCubic
-        }
-        NumberAnimation {
-            target: mainview
-            property: "yRotAnim"
-            from: 240.0
-            to: 0.0
-            duration: 5000
-            easing.type: Easing.InOutCubic
-        }
-    }
-
-    SequentialAnimation {
-        id: objAnimationZ
-        loops: Animation.Infinite
-        running: true
-        NumberAnimation {
-            target: mainview
-            property: "zRotAnim"
-            from: -100.0
-            to: 100.0
-            duration: 3000
-            easing.type: Easing.InOutSine
-        }
-        NumberAnimation {
-            target: mainview
-            property: "zRotAnim"
-            from: 100.0
-            to: -100.0
-            duration: 3000
-            easing.type: Easing.InOutSine
-        }
-    }
-
-    ColumnLayout {
-        id: layout
-        anchors.fill: parent
-        RowLayout {
-            id: buttonrow
-            anchors.margins: 10
-            anchors.bottom: parent.bottom
-            anchors.horizontalCenter: parent.horizontalCenter
-
-            //! [5]
-            Button {
-                id: toggleButton
-                text: "Toggle Canvas"
-                property bool firstObject: true
-                //! [5]
-                //! [6]
-                onClicked: {
-                    canvas3d.destroy()
-                    firstObject = !firstObject
-                    if (firstObject)
-                        activeObject = GLCodeTriangle
-                    else
-                        activeObject = GLCodeCube
-                    createCanvas()
-                }
-                //! [6]
-            }
-            Button {
-                id: quitButton
-                text: "Quit"
-                onClicked: {
-                    canvas3d.destroy()
-                    Qt.quit()
-                }
-            }
-        }
-    }
-
-    //! [1]
-    function createCanvas() {
-        //! [2]
-        // Create canvas dynamically to allow changing js objects on the fly
-        canvas3d = Qt.createQmlObject("
-        import QtQuick 2.2
-        import QtCanvas3D 1.0
-        Canvas3D {
-            property double xRotAnim: mainview.xRotAnim
-            property double yRotAnim: mainview.yRotAnim
-            property double zRotAnim: mainview.zRotAnim
-            onInitGL: activeObject.initGL(canvas3d)
-            onRenderGL: activeObject.renderGL(canvas3d)
-        }", layout)
-        //! [2]
-        //! [3]
-        canvas3d.anchors.margins = 10
-        canvas3d.anchors.top = layout.top
-        canvas3d.anchors.left = layout.left
-        canvas3d.anchors.right = layout.right
-        canvas3d.anchors.bottom = buttonrow.top
-        //! [3]
-    }
-    //! [1]
-}
diff --git a/examples/canvas3d/canvasswitch/qml/canvasswitch/triangle.js b/examples/canvas3d/canvasswitch/qml/canvasswitch/triangle.js
deleted file mode 100644
index 7142358b445c7669330028f2fad0255a8229d886..0000000000000000000000000000000000000000
--- a/examples/canvas3d/canvasswitch/qml/canvasswitch/triangle.js
+++ /dev/null
@@ -1,147 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-Qt.include("glMatrix-0.9.5.min.js")
-
-//
-// Draws a single blue triangle on black background in clipspace.
-//
-
-var gl;
-var positionLocation;
-var shaderProgram;
-var buffer;
-var vertexShader;
-var fragmentShader;
-
-var canvas3d;
-
-function log(message) {
-    if (canvas3d.logAllCalls)
-        console.log(message)
-}
-
-function initGL(canvas) {
-    canvas3d = canvas
-    log("initGL("+canvas+") BEGIN");
-    try {
-        gl = canvas.getContext("3d");
-
-        // Create a buffer and put a single clipspace rectangle in
-        // it (2 triangles)
-        buffer = gl.createBuffer();
-        gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
-        gl.bufferData(
-                    gl.ARRAY_BUFFER, new Float32Array(
-                        [-1.0, -1.0,
-                         1.0, -1.0,
-                         -1.0,  1.0
-                        ]),
-                    gl.STATIC_DRAW);
-
-
-        if (!initShaders()) {
-            console.log("initGL(): FAILURE!");
-            return;
-        }
-
-        gl.useProgram(shaderProgram);
-
-        // look up where the vertex data needs to go.
-        positionLocation = gl.getAttribLocation(shaderProgram, "a_position");
-        gl.enableVertexAttribArray(positionLocation);
-        gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
-
-        gl.clearColor(0.0, 0.0, 0.0, 1.0);
-
-        gl.viewport(0, 0, canvas.width * canvas.devicePixelRatio, canvas.height * canvas.devicePixelRatio);
-    } catch(e) {
-        console.log("initGL(): FAILURE!");
-        console.log(""+e);
-        console.log(""+e.message);
-    }
-    log("initGL("+canvas+") END");
-}
-
-function renderGL(canvas) {
-    log("renderGL("+canvas+") BEGIN");
-    // Clear background
-    gl.clear(gl.COLOR_BUFFER_BIT);
-
-    // Draw single green triangle
-    gl.drawArrays(gl.TRIANGLES, 0, 3);
-    log("renderGL("+canvas+") END");
-}
-
-function initShaders()
-{
-    // setup a GLSL program
-    vertexShader = compileShader("attribute vec2 a_position;                        \
-                                  void main() {                                     \
-                                      gl_Position = vec4(a_position, 0.0, 1.0);     \
-                                 }", gl.VERTEX_SHADER);
-    fragmentShader = compileShader("void main() {                                   \
-                                        gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);    \
-                                   }", gl.FRAGMENT_SHADER);
-
-    shaderProgram = gl.createProgram();
-    gl.attachShader(shaderProgram, vertexShader);
-    gl.attachShader(shaderProgram, fragmentShader);
-    gl.linkProgram(shaderProgram);
-
-    // Check linking status
-    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
-        console.log("Could not initialise shaders");
-        console.log(gl.getProgramInfoLog(shaderProgram));
-        return false;
-    }
-
-    return true;
-}
-
-function compileShader(str, type) {
-    var shader = gl.createShader(type);
-    gl.shaderSource(shader, str);
-    gl.compileShader(shader);
-
-    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
-        console.log("JS:Shader compile failed");
-        console.log(gl.getShaderInfoLog(shader));
-        return null;
-    }
-
-    return shader;
-}
diff --git a/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc b/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc
index 51f76036b2ee90bd267795dae711a37149d35173..4d24253cd7d58c6a8487cea77638865446c27671 100644
--- a/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc
+++ b/examples/canvas3d/framebuffer/doc/src/framebuffer.qdoc
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/examples/canvas3d/framebuffer/framebuffer.pro b/examples/canvas3d/framebuffer/framebuffer.pro
index 71adfce24e7f19b70e6e81ba6e1c465a0e20946a..fa3f4423223c6e44f67fcfb11a8d19257b325c33 100644
--- a/examples/canvas3d/framebuffer/framebuffer.pro
+++ b/examples/canvas3d/framebuffer/framebuffer.pro
@@ -4,8 +4,9 @@
 
 SOURCES += main.cpp
 
+RESOURCES += framebuffer.qrc
+
 OTHER_FILES += qml/framebuffer/* \
                doc/src/* \
                doc/images/*
 
-RESOURCES += framebuffer.qrc
diff --git a/examples/canvas3d/framebuffer/framebuffer.qrc b/examples/canvas3d/framebuffer/framebuffer.qrc
index 5142cbaa9add9700c7730c134a14fca38f7d4e8b..c685d6e10b9b7e769483e369fc1384e007058a87 100644
--- a/examples/canvas3d/framebuffer/framebuffer.qrc
+++ b/examples/canvas3d/framebuffer/framebuffer.qrc
@@ -1,6 +1,6 @@
 <RCC>
     <qresource prefix="/">
-        <file>qml/framebuffer/glMatrix-0.9.5.min.js</file>
+        <file>../../../3rdparty/gl-matrix.js</file>
         <file>qml/framebuffer/main.qml</file>
         <file>qml/framebuffer/qtlogo.png</file>
         <file>qml/framebuffer/framebuffer.js</file>
diff --git a/examples/canvas3d/framebuffer/main.cpp b/examples/canvas3d/framebuffer/main.cpp
index cfa871afe5d39b59c5f6e6c773752f030c22a0c1..f6aff120f277d6ae0385c4e76779fc0ff09a1175 100644
--- a/examples/canvas3d/framebuffer/main.cpp
+++ b/examples/canvas3d/framebuffer/main.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
@@ -55,7 +55,7 @@ int main(int argc, char *argv[])
     viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(),
                                                        QString::fromLatin1("qml")));
 
-    viewer.setSource(QUrl("qrc:/qml/framebuffer/main.qml"));
+    viewer.setSource(QUrl(QStringLiteral("qrc:///qml/framebuffer/main.qml")));
 
     viewer.setTitle(QStringLiteral("Render into FrameBuffer"));
     viewer.setResizeMode(QQuickView::SizeRootObjectToView);
diff --git a/examples/canvas3d/framebuffer/qml/framebuffer/framebuffer.js b/examples/canvas3d/framebuffer/qml/framebuffer/framebuffer.js
index 5d7c31813310a2826bbbac7d01a0a275c3c9325e..580192a382faad97993933afc0d71825b7791c1e 100644
--- a/examples/canvas3d/framebuffer/qml/framebuffer/framebuffer.js
+++ b/examples/canvas3d/framebuffer/qml/framebuffer/framebuffer.js
@@ -1,24 +1,24 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
@@ -26,7 +26,7 @@
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 2.0 or later as published by the Free
 ** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
@@ -34,7 +34,7 @@
 **
 ****************************************************************************/
 
-Qt.include("glMatrix-0.9.5.min.js")
+Qt.include("../../../3rdparty/gl-matrix.js")
 
 //
 // Draws a cube that has the Qt logo as decal texture on each face in to a texture.
diff --git a/examples/canvas3d/framebuffer/qml/framebuffer/glMatrix-0.9.5.min.js b/examples/canvas3d/framebuffer/qml/framebuffer/glMatrix-0.9.5.min.js
deleted file mode 100644
index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000
--- a/examples/canvas3d/framebuffer/qml/framebuffer/glMatrix-0.9.5.min.js
+++ /dev/null
@@ -1,4128 +0,0 @@
-/**
- * @fileoverview gl-matrix - High performance matrix and vector operations
- * @author Brandon Jones
- * @author Colin MacKenzie IV
- * @version 2.2.0
- */
-
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/*
-(function(_global) {
-  "use strict";
-
-  var shim = {};
-  if (typeof(exports) === 'undefined') {
-    if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) {
-      shim.exports = {};
-      define(function() {
-        return shim.exports;
-      });
-    } else {
-      // gl-matrix lives in a browser, define its namespaces in global
-      shim.exports = typeof(window) !== 'undefined' ? window : _global;
-    }
-  }
-  else {
-    // gl-matrix lives in commonjs, define its namespaces in exports
-    shim.exports = exports;
-  }
-
-  (function(exports) {*/
-    /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-
-if(!GLMAT_EPSILON) {
-    var GLMAT_EPSILON = 0.000001;
-}
-
-if(!GLMAT_ARRAY_TYPE) {
-    var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array;
-}
-
-if(!GLMAT_RANDOM) {
-    var GLMAT_RANDOM = Math.random;
-}
-
-/**
- * @class Common utilities
- * @name glMatrix
- */
-var glMatrix = {};
-
-/**
- * Sets the type of array used when creating new vectors and matricies
- *
- * @param {Type} type Array type, such as Float32Array or Array
- */
-glMatrix.setMatrixArrayType = function(type) {
-    GLMAT_ARRAY_TYPE = type;
-}
-
-/*if(typeof(exports) !== 'undefined') {
-    exports.glMatrix = glMatrix;
-}*/
-
-var degree = Math.PI / 180;
-
-/**
-* Convert Degree To Radian
-*
-* @param {Number} Angle in Degrees
-*/
-glMatrix.toRadian = function(a){
-     return a * degree;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2 Dimensional Vector
- * @name vec2
- */
-
-var vec2 = {};
-
-/**
- * Creates a new, empty vec2
- *
- * @returns {vec2} a new 2D vector
- */
-vec2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = 0;
-    out[1] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with values from an existing vector
- *
- * @param {vec2} a vector to clone
- * @returns {vec2} a new 2D vector
- */
-vec2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} a new 2D vector
- */
-vec2.fromValues = function(x, y) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Copy the values from one vec2 to another
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the source vector
- * @returns {vec2} out
- */
-vec2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Set the components of a vec2 to the given values
- *
- * @param {vec2} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} out
- */
-vec2.set = function(out, x, y) {
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Adds two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.subtract}
- * @function
- */
-vec2.sub = vec2.subtract;
-
-/**
- * Multiplies two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.multiply}
- * @function
- */
-vec2.mul = vec2.multiply;
-
-/**
- * Divides two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.divide}
- * @function
- */
-vec2.div = vec2.divide;
-
-/**
- * Returns the minimum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    return out;
-};
-
-/**
- * Scales a vec2 by a scalar number
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec2} out
- */
-vec2.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    return out;
-};
-
-/**
- * Adds two vec2's after scaling the second operand by a scalar value
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec2} out
- */
-vec2.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} distance between a and b
- */
-vec2.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.distance}
- * @function
- */
-vec2.dist = vec2.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec2.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredDistance}
- * @function
- */
-vec2.sqrDist = vec2.squaredDistance;
-
-/**
- * Calculates the length of a vec2
- *
- * @param {vec2} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec2.length = function (a) {
-    var x = a[0],
-        y = a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.length}
- * @function
- */
-vec2.len = vec2.length;
-
-/**
- * Calculates the squared length of a vec2
- *
- * @param {vec2} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec2.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredLength}
- * @function
- */
-vec2.sqrLen = vec2.squaredLength;
-
-/**
- * Negates the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to negate
- * @returns {vec2} out
- */
-vec2.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    return out;
-};
-
-/**
- * Normalize a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to normalize
- * @returns {vec2} out
- */
-vec2.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1];
-    var len = x*x + y*y;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec2.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1];
-};
-
-/**
- * Computes the cross product of two vec2's
- * Note that the cross product must by definition produce a 3D vector
- *
- * @param {vec3} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec3} out
- */
-vec2.cross = function(out, a, b) {
-    var z = a[0] * b[1] - a[1] * b[0];
-    out[0] = out[1] = 0;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec2} out
- */
-vec2.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec2} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec2} out
- */
-vec2.random = function (out, scale) {
-    scale = scale || 1.0;
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    out[0] = Math.cos(r) * scale;
-    out[1] = Math.sin(r) * scale;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y;
-    out[1] = m[1] * x + m[3] * y;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2d
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2d} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2d = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y + m[4];
-    out[1] = m[1] * x + m[3] * y + m[5];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat3
- * 3rd vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat3} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat3 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[3] * y + m[6];
-    out[1] = m[1] * x + m[4] * y + m[7];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat4
- * 3rd vector component is implicitly '0'
- * 4th vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat4 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[4] * y + m[12];
-    out[1] = m[1] * x + m[5] * y + m[13];
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec2s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec2.forEach = (function() {
-    var vec = vec2.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 2;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec2} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec2.str = function (a) {
-    return 'vec2(' + a[0] + ', ' + a[1] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec2 = vec2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3 Dimensional Vector
- * @name vec3
- */
-
-var vec3 = {};
-
-/**
- * Creates a new, empty vec3
- *
- * @returns {vec3} a new 3D vector
- */
-vec3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with values from an existing vector
- *
- * @param {vec3} a vector to clone
- * @returns {vec3} a new 3D vector
- */
-vec3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} a new 3D vector
- */
-vec3.fromValues = function(x, y, z) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Copy the values from one vec3 to another
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the source vector
- * @returns {vec3} out
- */
-vec3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Set the components of a vec3 to the given values
- *
- * @param {vec3} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} out
- */
-vec3.set = function(out, x, y, z) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Adds two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.subtract}
- * @function
- */
-vec3.sub = vec3.subtract;
-
-/**
- * Multiplies two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.multiply}
- * @function
- */
-vec3.mul = vec3.multiply;
-
-/**
- * Divides two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.divide}
- * @function
- */
-vec3.div = vec3.divide;
-
-/**
- * Returns the minimum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    return out;
-};
-
-/**
- * Scales a vec3 by a scalar number
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec3} out
- */
-vec3.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    return out;
-};
-
-/**
- * Adds two vec3's after scaling the second operand by a scalar value
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec3} out
- */
-vec3.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} distance between a and b
- */
-vec3.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.distance}
- * @function
- */
-vec3.dist = vec3.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec3.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredDistance}
- * @function
- */
-vec3.sqrDist = vec3.squaredDistance;
-
-/**
- * Calculates the length of a vec3
- *
- * @param {vec3} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec3.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.length}
- * @function
- */
-vec3.len = vec3.length;
-
-/**
- * Calculates the squared length of a vec3
- *
- * @param {vec3} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec3.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredLength}
- * @function
- */
-vec3.sqrLen = vec3.squaredLength;
-
-/**
- * Negates the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to negate
- * @returns {vec3} out
- */
-vec3.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    return out;
-};
-
-/**
- * Normalize a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to normalize
- * @returns {vec3} out
- */
-vec3.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    var len = x*x + y*y + z*z;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec3.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
-};
-
-/**
- * Computes the cross product of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.cross = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2],
-        bx = b[0], by = b[1], bz = b[2];
-
-    out[0] = ay * bz - az * by;
-    out[1] = az * bx - ax * bz;
-    out[2] = ax * by - ay * bx;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec3} out
- */
-vec3.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec3} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec3} out
- */
-vec3.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    var z = (GLMAT_RANDOM() * 2.0) - 1.0;
-    var zScale = Math.sqrt(1.0-z*z) * scale;
-
-    out[0] = Math.cos(r) * zScale;
-    out[1] = Math.sin(r) * zScale;
-    out[2] = z * scale;
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat4.
- * 4th vector component is implicitly '1'
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12];
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13];
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat3.
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m the 3x3 matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat3 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = x * m[0] + y * m[3] + z * m[6];
-    out[1] = x * m[1] + y * m[4] + z * m[7];
-    out[2] = x * m[2] + y * m[5] + z * m[8];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a quat
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec3} out
- */
-vec3.transformQuat = function(out, a, q) {
-    // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
-
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec3s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec3.forEach = (function() {
-    var vec = vec3.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 3;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec3} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec3.str = function (a) {
-    return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec3 = vec3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4 Dimensional Vector
- * @name vec4
- */
-
-var vec4 = {};
-
-/**
- * Creates a new, empty vec4
- *
- * @returns {vec4} a new 4D vector
- */
-vec4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with values from an existing vector
- *
- * @param {vec4} a vector to clone
- * @returns {vec4} a new 4D vector
- */
-vec4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} a new 4D vector
- */
-vec4.fromValues = function(x, y, z, w) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Copy the values from one vec4 to another
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the source vector
- * @returns {vec4} out
- */
-vec4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set the components of a vec4 to the given values
- *
- * @param {vec4} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} out
- */
-vec4.set = function(out, x, y, z, w) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Adds two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    out[3] = a[3] + b[3];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    out[3] = a[3] - b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.subtract}
- * @function
- */
-vec4.sub = vec4.subtract;
-
-/**
- * Multiplies two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    out[3] = a[3] * b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.multiply}
- * @function
- */
-vec4.mul = vec4.multiply;
-
-/**
- * Divides two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    out[3] = a[3] / b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.divide}
- * @function
- */
-vec4.div = vec4.divide;
-
-/**
- * Returns the minimum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    out[3] = Math.min(a[3], b[3]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    out[3] = Math.max(a[3], b[3]);
-    return out;
-};
-
-/**
- * Scales a vec4 by a scalar number
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec4} out
- */
-vec4.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    out[3] = a[3] * b;
-    return out;
-};
-
-/**
- * Adds two vec4's after scaling the second operand by a scalar value
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec4} out
- */
-vec4.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    out[3] = a[3] + (b[3] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} distance between a and b
- */
-vec4.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.distance}
- * @function
- */
-vec4.dist = vec4.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec4.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredDistance}
- * @function
- */
-vec4.sqrDist = vec4.squaredDistance;
-
-/**
- * Calculates the length of a vec4
- *
- * @param {vec4} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec4.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.length}
- * @function
- */
-vec4.len = vec4.length;
-
-/**
- * Calculates the squared length of a vec4
- *
- * @param {vec4} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec4.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredLength}
- * @function
- */
-vec4.sqrLen = vec4.squaredLength;
-
-/**
- * Negates the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to negate
- * @returns {vec4} out
- */
-vec4.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = -a[3];
-    return out;
-};
-
-/**
- * Normalize a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to normalize
- * @returns {vec4} out
- */
-vec4.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    var len = x*x + y*y + z*z + w*w;
-    if (len > 0) {
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-        out[3] = a[3] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec4.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
-};
-
-/**
- * Performs a linear interpolation between two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec4} out
- */
-vec4.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2],
-        aw = a[3];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    out[3] = aw + t * (b[3] - aw);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec4} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec4} out
- */
-vec4.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    //TODO: This is a pretty awful way of doing this. Find something better.
-    out[0] = GLMAT_RANDOM();
-    out[1] = GLMAT_RANDOM();
-    out[2] = GLMAT_RANDOM();
-    out[3] = GLMAT_RANDOM();
-    vec4.normalize(out, out);
-    vec4.scale(out, out, scale);
-    return out;
-};
-
-/**
- * Transforms the vec4 with a mat4.
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec4} out
- */
-vec4.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2], w = a[3];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
-    out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
-    return out;
-};
-
-/**
- * Transforms the vec4 with a quat
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec4} out
- */
-vec4.transformQuat = function(out, a, q) {
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec4s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec4.forEach = (function() {
-    var vec = vec4.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 4;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec4} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec4.str = function (a) {
-    return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec4 = vec4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x2 Matrix
- * @name mat2
- */
-
-var mat2 = {};
-
-/**
- * Creates a new identity mat2
- *
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat2 initialized with values from an existing matrix
- *
- * @param {mat2} a matrix to clone
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Copy the values from one mat2 to another
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set a mat2 to the identity matrix
- *
- * @param {mat2} out the receiving matrix
- * @returns {mat2} out
- */
-mat2.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a1 = a[1];
-        out[1] = a[2];
-        out[2] = a1;
-    } else {
-        out[0] = a[0];
-        out[1] = a[2];
-        out[2] = a[1];
-        out[3] = a[3];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-
-        // Calculate the determinant
-        det = a0 * a3 - a2 * a1;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] =  a3 * det;
-    out[1] = -a1 * det;
-    out[2] = -a2 * det;
-    out[3] =  a0 * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.adjoint = function(out, a) {
-    // Caching this value is nessecary if out == a
-    var a0 = a[0];
-    out[0] =  a[3];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] =  a0;
-
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2
- *
- * @param {mat2} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2.determinant = function (a) {
-    return a[0] * a[3] - a[2] * a[1];
-};
-
-/**
- * Multiplies two mat2's
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the first operand
- * @param {mat2} b the second operand
- * @returns {mat2} out
- */
-mat2.multiply = function (out, a, b) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
-    var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = a0 * b0 + a1 * b2;
-    out[1] = a0 * b1 + a1 * b3;
-    out[2] = a2 * b0 + a3 * b2;
-    out[3] = a2 * b1 + a3 * b3;
-    return out;
-};
-
-/**
- * Alias for {@link mat2.multiply}
- * @function
- */
-mat2.mul = mat2.multiply;
-
-/**
- * Rotates a mat2 by the given angle
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2} out
- */
-mat2.rotate = function (out, a, rad) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-    out[0] = a0 *  c + a1 * s;
-    out[1] = a0 * -s + a1 * c;
-    out[2] = a2 *  c + a3 * s;
-    out[3] = a2 * -s + a3 * c;
-    return out;
-};
-
-/**
- * Scales the mat2 by the dimensions in the given vec2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2} out
- **/
-mat2.scale = function(out, a, v) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        v0 = v[0], v1 = v[1];
-    out[0] = a0 * v0;
-    out[1] = a1 * v1;
-    out[2] = a2 * v0;
-    out[3] = a3 * v1;
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2
- *
- * @param {mat2} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2.str = function (a) {
-    return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2 = mat2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x3 Matrix
- * @name mat2d
- *
- * @description
- * A mat2d contains six elements defined as:
- * <pre>
- * [a, b,
- *  c, d,
- *  tx,ty]
- * </pre>
- * This is a short form for the 3x3 matrix:
- * <pre>
- * [a, b, 0
- *  c, d, 0
- *  tx,ty,1]
- * </pre>
- * The last column is ignored so the array is shorter and operations are faster.
- */
-
-var mat2d = {};
-
-/**
- * Creates a new identity mat2d
- *
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Creates a new mat2d initialized with values from an existing matrix
- *
- * @param {mat2d} a matrix to clone
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Copy the values from one mat2d to another
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Set a mat2d to the identity matrix
- *
- * @param {mat2d} out the receiving matrix
- * @returns {mat2d} out
- */
-mat2d.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Inverts a mat2d
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.invert = function(out, a) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5];
-
-    var det = aa * ad - ab * ac;
-    if(!det){
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = ad * det;
-    out[1] = -ab * det;
-    out[2] = -ac * det;
-    out[3] = aa * det;
-    out[4] = (ac * aty - ad * atx) * det;
-    out[5] = (ab * atx - aa * aty) * det;
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2d
- *
- * @param {mat2d} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2d.determinant = function (a) {
-    return a[0] * a[3] - a[1] * a[2];
-};
-
-/**
- * Multiplies two mat2d's
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the first operand
- * @param {mat2d} b the second operand
- * @returns {mat2d} out
- */
-mat2d.multiply = function (out, a, b) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5],
-        ba = b[0], bb = b[1], bc = b[2], bd = b[3],
-        btx = b[4], bty = b[5];
-
-    out[0] = aa*ba + ab*bc;
-    out[1] = aa*bb + ab*bd;
-    out[2] = ac*ba + ad*bc;
-    out[3] = ac*bb + ad*bd;
-    out[4] = ba*atx + bc*aty + btx;
-    out[5] = bb*atx + bd*aty + bty;
-    return out;
-};
-
-/**
- * Alias for {@link mat2d.multiply}
- * @function
- */
-mat2d.mul = mat2d.multiply;
-
-
-/**
- * Rotates a mat2d by the given angle
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2d} out
- */
-mat2d.rotate = function (out, a, rad) {
-    var aa = a[0],
-        ab = a[1],
-        ac = a[2],
-        ad = a[3],
-        atx = a[4],
-        aty = a[5],
-        st = Math.sin(rad),
-        ct = Math.cos(rad);
-
-    out[0] = aa*ct + ab*st;
-    out[1] = -aa*st + ab*ct;
-    out[2] = ac*ct + ad*st;
-    out[3] = -ac*st + ct*ad;
-    out[4] = ct*atx + st*aty;
-    out[5] = ct*aty - st*atx;
-    return out;
-};
-
-/**
- * Scales the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2d} out
- **/
-mat2d.scale = function(out, a, v) {
-    var vx = v[0], vy = v[1];
-    out[0] = a[0] * vx;
-    out[1] = a[1] * vy;
-    out[2] = a[2] * vx;
-    out[3] = a[3] * vy;
-    out[4] = a[4] * vx;
-    out[5] = a[5] * vy;
-    return out;
-};
-
-/**
- * Translates the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to translate the matrix by
- * @returns {mat2d} out
- **/
-mat2d.translate = function(out, a, v) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4] + v[0];
-    out[5] = a[5] + v[1];
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2d
- *
- * @param {mat2d} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2d.str = function (a) {
-    return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2d = mat2d;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3x3 Matrix
- * @name mat3
- */
-
-var mat3 = {};
-
-/**
- * Creates a new identity mat3
- *
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Copies the upper-left 3x3 values into the given mat3.
- *
- * @param {mat3} out the receiving 3x3 matrix
- * @param {mat4} a   the source 4x4 matrix
- * @returns {mat3} out
- */
-mat3.fromMat4 = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[4];
-    out[4] = a[5];
-    out[5] = a[6];
-    out[6] = a[8];
-    out[7] = a[9];
-    out[8] = a[10];
-    return out;
-};
-
-/**
- * Creates a new mat3 initialized with values from an existing matrix
- *
- * @param {mat3} a matrix to clone
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copy the values from one mat3 to another
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Set a mat3 to the identity matrix
- *
- * @param {mat3} out the receiving matrix
- * @returns {mat3} out
- */
-mat3.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a12 = a[5];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a01;
-        out[5] = a[7];
-        out[6] = a02;
-        out[7] = a12;
-    } else {
-        out[0] = a[0];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a[1];
-        out[4] = a[4];
-        out[5] = a[7];
-        out[6] = a[2];
-        out[7] = a[5];
-        out[8] = a[8];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b01 = a22 * a11 - a12 * a21,
-        b11 = -a22 * a10 + a12 * a20,
-        b21 = a21 * a10 - a11 * a20,
-
-        // Calculate the determinant
-        det = a00 * b01 + a01 * b11 + a02 * b21;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = b01 * det;
-    out[1] = (-a22 * a01 + a02 * a21) * det;
-    out[2] = (a12 * a01 - a02 * a11) * det;
-    out[3] = b11 * det;
-    out[4] = (a22 * a00 - a02 * a20) * det;
-    out[5] = (-a12 * a00 + a02 * a10) * det;
-    out[6] = b21 * det;
-    out[7] = (-a21 * a00 + a01 * a20) * det;
-    out[8] = (a11 * a00 - a01 * a10) * det;
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    out[0] = (a11 * a22 - a12 * a21);
-    out[1] = (a02 * a21 - a01 * a22);
-    out[2] = (a01 * a12 - a02 * a11);
-    out[3] = (a12 * a20 - a10 * a22);
-    out[4] = (a00 * a22 - a02 * a20);
-    out[5] = (a02 * a10 - a00 * a12);
-    out[6] = (a10 * a21 - a11 * a20);
-    out[7] = (a01 * a20 - a00 * a21);
-    out[8] = (a00 * a11 - a01 * a10);
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat3
- *
- * @param {mat3} a the source matrix
- * @returns {Number} determinant of a
- */
-mat3.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
-};
-
-/**
- * Multiplies two mat3's
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the first operand
- * @param {mat3} b the second operand
- * @returns {mat3} out
- */
-mat3.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b00 = b[0], b01 = b[1], b02 = b[2],
-        b10 = b[3], b11 = b[4], b12 = b[5],
-        b20 = b[6], b21 = b[7], b22 = b[8];
-
-    out[0] = b00 * a00 + b01 * a10 + b02 * a20;
-    out[1] = b00 * a01 + b01 * a11 + b02 * a21;
-    out[2] = b00 * a02 + b01 * a12 + b02 * a22;
-
-    out[3] = b10 * a00 + b11 * a10 + b12 * a20;
-    out[4] = b10 * a01 + b11 * a11 + b12 * a21;
-    out[5] = b10 * a02 + b11 * a12 + b12 * a22;
-
-    out[6] = b20 * a00 + b21 * a10 + b22 * a20;
-    out[7] = b20 * a01 + b21 * a11 + b22 * a21;
-    out[8] = b20 * a02 + b21 * a12 + b22 * a22;
-    return out;
-};
-
-/**
- * Alias for {@link mat3.multiply}
- * @function
- */
-mat3.mul = mat3.multiply;
-
-/**
- * Translate a mat3 by the given vector
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to translate
- * @param {vec2} v vector to translate by
- * @returns {mat3} out
- */
-mat3.translate = function(out, a, v) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-        x = v[0], y = v[1];
-
-    out[0] = a00;
-    out[1] = a01;
-    out[2] = a02;
-
-    out[3] = a10;
-    out[4] = a11;
-    out[5] = a12;
-
-    out[6] = x * a00 + y * a10 + a20;
-    out[7] = x * a01 + y * a11 + a21;
-    out[8] = x * a02 + y * a12 + a22;
-    return out;
-};
-
-/**
- * Rotates a mat3 by the given angle
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat3} out
- */
-mat3.rotate = function (out, a, rad) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-
-    out[0] = c * a00 + s * a10;
-    out[1] = c * a01 + s * a11;
-    out[2] = c * a02 + s * a12;
-
-    out[3] = c * a10 - s * a00;
-    out[4] = c * a11 - s * a01;
-    out[5] = c * a12 - s * a02;
-
-    out[6] = a20;
-    out[7] = a21;
-    out[8] = a22;
-    return out;
-};
-
-/**
- * Scales the mat3 by the dimensions in the given vec2
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat3} out
- **/
-mat3.scale = function(out, a, v) {
-    var x = v[0], y = v[1];
-
-    out[0] = x * a[0];
-    out[1] = x * a[1];
-    out[2] = x * a[2];
-
-    out[3] = y * a[3];
-    out[4] = y * a[4];
-    out[5] = y * a[5];
-
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copies the values from a mat2d into a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat2d} a the matrix to copy
- * @returns {mat3} out
- **/
-mat3.fromMat2d = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = 0;
-
-    out[3] = a[2];
-    out[4] = a[3];
-    out[5] = 0;
-
-    out[6] = a[4];
-    out[7] = a[5];
-    out[8] = 1;
-    return out;
-};
-
-/**
-* Calculates a 3x3 matrix from the given quaternion
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {quat} q Quaternion to create matrix from
-*
-* @returns {mat3} out
-*/
-mat3.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[3] = yx - wz;
-    out[6] = zx + wy;
-
-    out[1] = yx + wz;
-    out[4] = 1 - xx - zz;
-    out[7] = zy - wx;
-
-    out[2] = zx - wy;
-    out[5] = zy + wx;
-    out[8] = 1 - xx - yy;
-
-    return out;
-};
-
-/**
-* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {mat4} a Mat4 to derive the normal matrix from
-*
-* @returns {mat3} out
-*/
-mat3.normalFromMat4 = function (out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-
-    out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-
-    out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat3
- *
- * @param {mat3} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat3.str = function (a) {
-    return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ', ' +
-                    a[6] + ', ' + a[7] + ', ' + a[8] + ')';
-};
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat3 = mat3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4x4 Matrix
- * @name mat4
- */
-
-var mat4 = {};
-
-/**
- * Creates a new identity mat4
- *
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat4 initialized with values from an existing matrix
- *
- * @param {mat4} a matrix to clone
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Copy the values from one mat4 to another
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Set a mat4 to the identity matrix
- *
- * @param {mat4} out the receiving matrix
- * @returns {mat4} out
- */
-mat4.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a03 = a[3],
-            a12 = a[6], a13 = a[7],
-            a23 = a[11];
-
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a01;
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a02;
-        out[9] = a12;
-        out[11] = a[14];
-        out[12] = a03;
-        out[13] = a13;
-        out[14] = a23;
-    } else {
-        out[0] = a[0];
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a[1];
-        out[5] = a[5];
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a[2];
-        out[9] = a[6];
-        out[10] = a[10];
-        out[11] = a[14];
-        out[12] = a[3];
-        out[13] = a[7];
-        out[14] = a[11];
-        out[15] = a[15];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
-    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
-    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
-    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
-    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
-    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
-    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    out[0]  =  (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
-    out[1]  = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
-    out[2]  =  (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
-    out[3]  = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
-    out[4]  = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
-    out[5]  =  (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
-    out[6]  = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
-    out[7]  =  (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
-    out[8]  =  (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
-    out[9]  = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
-    out[10] =  (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
-    out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
-    out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
-    out[13] =  (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
-    out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
-    out[15] =  (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat4
- *
- * @param {mat4} a the source matrix
- * @returns {Number} determinant of a
- */
-mat4.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32;
-
-    // Calculate the determinant
-    return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-};
-
-/**
- * Multiplies two mat4's
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the first operand
- * @param {mat4} b the second operand
- * @returns {mat4} out
- */
-mat4.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    // Cache only the current line of the second matrix
-    var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
-    out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
-    out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
-    out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-    return out;
-};
-
-/**
- * Alias for {@link mat4.multiply}
- * @function
- */
-mat4.mul = mat4.multiply;
-
-/**
- * Translate a mat4 by the given vector
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to translate
- * @param {vec3} v vector to translate by
- * @returns {mat4} out
- */
-mat4.translate = function (out, a, v) {
-    var x = v[0], y = v[1], z = v[2],
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        a30, a31, a32, a33;
-
-        a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-        a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-        a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-        a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15];
-
-    out[0] = a00 + a03*x;
-    out[1] = a01 + a03*y;
-    out[2] = a02 + a03*z;
-    out[3] = a03;
-
-    out[4] = a10 + a13*x;
-    out[5] = a11 + a13*y;
-    out[6] = a12 + a13*z;
-    out[7] = a13;
-
-    out[8] = a20 + a23*x;
-    out[9] = a21 + a23*y;
-    out[10] = a22 + a23*z;
-    out[11] = a23;
-    out[12] = a30 + a33*x;
-    out[13] = a31 + a33*y;
-    out[14] = a32 + a33*z;
-    out[15] = a33;
-
-    return out;
-};
-/**
- * Scales the mat4 by the dimensions in the given vec3
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to scale
- * @param {vec3} v the vec3 to scale the matrix by
- * @returns {mat4} out
- **/
-mat4.scale = function(out, a, v) {
-    var x = v[0], y = v[1], z = v[2];
-
-    out[0] = a[0] * x;
-    out[1] = a[1] * x;
-    out[2] = a[2] * x;
-    out[3] = a[3] * x;
-    out[4] = a[4] * y;
-    out[5] = a[5] * y;
-    out[6] = a[6] * y;
-    out[7] = a[7] * y;
-    out[8] = a[8] * z;
-    out[9] = a[9] * z;
-    out[10] = a[10] * z;
-    out[11] = a[11] * z;
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Rotates a mat4 by the given angle
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @param {vec3} axis the axis to rotate around
- * @returns {mat4} out
- */
-mat4.rotate = function (out, a, rad, axis) {
-    var x = axis[0], y = axis[1], z = axis[2],
-        len = Math.sqrt(x * x + y * y + z * z),
-        s, c, t,
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        b00, b01, b02,
-        b10, b11, b12,
-        b20, b21, b22;
-
-    if (Math.abs(len) < GLMAT_EPSILON) { return null; }
-
-    len = 1 / len;
-    x *= len;
-    y *= len;
-    z *= len;
-
-    s = Math.sin(rad);
-    c = Math.cos(rad);
-    t = 1 - c;
-
-    a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-    a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-    a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-
-    // Construct the elements of the rotation matrix
-    b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
-    b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
-    b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;
-
-    // Perform rotation-specific matrix multiplication
-    out[0] = a00 * b00 + a10 * b01 + a20 * b02;
-    out[1] = a01 * b00 + a11 * b01 + a21 * b02;
-    out[2] = a02 * b00 + a12 * b01 + a22 * b02;
-    out[3] = a03 * b00 + a13 * b01 + a23 * b02;
-    out[4] = a00 * b10 + a10 * b11 + a20 * b12;
-    out[5] = a01 * b10 + a11 * b11 + a21 * b12;
-    out[6] = a02 * b10 + a12 * b11 + a22 * b12;
-    out[7] = a03 * b10 + a13 * b11 + a23 * b12;
-    out[8] = a00 * b20 + a10 * b21 + a20 * b22;
-    out[9] = a01 * b20 + a11 * b21 + a21 * b22;
-    out[10] = a02 * b20 + a12 * b21 + a22 * b22;
-    out[11] = a03 * b20 + a13 * b21 + a23 * b22;
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the X axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateX = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[0]  = a[0];
-        out[1]  = a[1];
-        out[2]  = a[2];
-        out[3]  = a[3];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[4] = a10 * c + a20 * s;
-    out[5] = a11 * c + a21 * s;
-    out[6] = a12 * c + a22 * s;
-    out[7] = a13 * c + a23 * s;
-    out[8] = a20 * c - a10 * s;
-    out[9] = a21 * c - a11 * s;
-    out[10] = a22 * c - a12 * s;
-    out[11] = a23 * c - a13 * s;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Y axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateY = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[4]  = a[4];
-        out[5]  = a[5];
-        out[6]  = a[6];
-        out[7]  = a[7];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c - a20 * s;
-    out[1] = a01 * c - a21 * s;
-    out[2] = a02 * c - a22 * s;
-    out[3] = a03 * c - a23 * s;
-    out[8] = a00 * s + a20 * c;
-    out[9] = a01 * s + a21 * c;
-    out[10] = a02 * s + a22 * c;
-    out[11] = a03 * s + a23 * c;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Z axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateZ = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[8]  = a[8];
-        out[9]  = a[9];
-        out[10] = a[10];
-        out[11] = a[11];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c + a10 * s;
-    out[1] = a01 * c + a11 * s;
-    out[2] = a02 * c + a12 * s;
-    out[3] = a03 * c + a13 * s;
-    out[4] = a10 * c - a00 * s;
-    out[5] = a11 * c - a01 * s;
-    out[6] = a12 * c - a02 * s;
-    out[7] = a13 * c - a03 * s;
-    return out;
-};
-
-/**
- * Creates a matrix from a quaternion rotation and vector translation
- * This is equivalent to (but much faster than):
- *
- *     mat4.identity(dest);
- *     mat4.translate(dest, vec);
- *     var quatMat = mat4.create();
- *     quat4.toMat4(quat, quatMat);
- *     mat4.multiply(dest, quatMat);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {vec3} v Translation vector
- * @returns {mat4} out
- */
-mat4.fromRotationTranslation = function (out, q, v) {
-    // Quaternion math
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        xy = x * y2,
-        xz = x * z2,
-        yy = y * y2,
-        yz = y * z2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - (yy + zz);
-    out[1] = xy + wz;
-    out[2] = xz - wy;
-    out[3] = 0;
-    out[4] = xy - wz;
-    out[5] = 1 - (xx + zz);
-    out[6] = yz + wx;
-    out[7] = 0;
-    out[8] = xz + wy;
-    out[9] = yz - wx;
-    out[10] = 1 - (xx + yy);
-    out[11] = 0;
-    out[12] = v[0];
-    out[13] = v[1];
-    out[14] = v[2];
-    out[15] = 1;
-
-    return out;
-};
-
-mat4.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[1] = yx + wz;
-    out[2] = zx - wy;
-    out[3] = 0;
-
-    out[4] = yx - wz;
-    out[5] = 1 - xx - zz;
-    out[6] = zy + wx;
-    out[7] = 0;
-
-    out[8] = zx + wy;
-    out[9] = zy - wx;
-    out[10] = 1 - xx - yy;
-    out[11] = 0;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Generates a frustum matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {Number} left Left bound of the frustum
- * @param {Number} right Right bound of the frustum
- * @param {Number} bottom Bottom bound of the frustum
- * @param {Number} top Top bound of the frustum
- * @param {Number} near Near bound of the frustum
- * @param {Number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.frustum = function (out, left, right, bottom, top, near, far) {
-    var rl = 1 / (right - left),
-        tb = 1 / (top - bottom),
-        nf = 1 / (near - far);
-    out[0] = (near * 2) * rl;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = (near * 2) * tb;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = (right + left) * rl;
-    out[9] = (top + bottom) * tb;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (far * near * 2) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a perspective projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} fovy Vertical field of view in radians
- * @param {number} aspect Aspect ratio. typically viewport width/height
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.perspective = function (out, fovy, aspect, near, far) {
-    var f = 1.0 / Math.tan(fovy / 2),
-        nf = 1 / (near - far);
-    out[0] = f / aspect;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-
-    out[4] = 0;
-    out[5] = f;
-    out[6] = 0;
-    out[7] = 0;
-
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (2 * far * near) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a orthogonal projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} left Left bound of the frustum
- * @param {number} right Right bound of the frustum
- * @param {number} bottom Bottom bound of the frustum
- * @param {number} top Top bound of the frustum
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.ortho = function (out, left, right, bottom, top, near, far) {
-    var lr = 1 / (left - right),
-        bt = 1 / (bottom - top),
-        nf = 1 / (near - far);
-    out[0] = -2 * lr;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = -2 * bt;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 2 * nf;
-    out[11] = 0;
-    out[12] = (left + right) * lr;
-    out[13] = (top + bottom) * bt;
-    out[14] = (far + near) * nf;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Generates a look-at matrix with the given eye position, focal point, and up axis
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {vec3} eye Position of the viewer
- * @param {vec3} center Point the viewer is looking at
- * @param {vec3} up vec3 pointing up
- * @returns {mat4} out
- */
-mat4.lookAt = function (out, eye, center, up) {
-    var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
-        eyex = eye[0],
-        eyey = eye[1],
-        eyez = eye[2],
-        upx = up[0],
-        upy = up[1],
-        upz = up[2],
-        centerx = center[0],
-        centery = center[1],
-        centerz = center[2];
-
-    if (Math.abs(eyex - centerx) < GLMAT_EPSILON &&
-        Math.abs(eyey - centery) < GLMAT_EPSILON &&
-        Math.abs(eyez - centerz) < GLMAT_EPSILON) {
-        return mat4.identity(out);
-    }
-
-    z0 = eyex - centerx;
-    z1 = eyey - centery;
-    z2 = eyez - centerz;
-
-    len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
-    z0 *= len;
-    z1 *= len;
-    z2 *= len;
-
-    x0 = upy * z2 - upz * z1;
-    x1 = upz * z0 - upx * z2;
-    x2 = upx * z1 - upy * z0;
-    len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
-    if (!len) {
-        x0 = 0;
-        x1 = 0;
-        x2 = 0;
-    } else {
-        len = 1 / len;
-        x0 *= len;
-        x1 *= len;
-        x2 *= len;
-    }
-
-    y0 = z1 * x2 - z2 * x1;
-    y1 = z2 * x0 - z0 * x2;
-    y2 = z0 * x1 - z1 * x0;
-
-    len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
-    if (!len) {
-        y0 = 0;
-        y1 = 0;
-        y2 = 0;
-    } else {
-        len = 1 / len;
-        y0 *= len;
-        y1 *= len;
-        y2 *= len;
-    }
-
-    out[0] = x0;
-    out[1] = y0;
-    out[2] = z0;
-    out[3] = 0;
-    out[4] = x1;
-    out[5] = y1;
-    out[6] = z1;
-    out[7] = 0;
-    out[8] = x2;
-    out[9] = y2;
-    out[10] = z2;
-    out[11] = 0;
-    out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
-    out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
-    out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat4
- *
- * @param {mat4} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat4.str = function (a) {
-    return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' +
-                    a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' +
-                    a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' +
-                    a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat4 = mat4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class Quaternion
- * @name quat
- */
-
-var quat = {};
-
-/**
- * Creates a new identity quat
- *
- * @returns {quat} a new quaternion
- */
-quat.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quaternion to represent the shortest rotation from one
- * vector to another.
- *
- * Both vectors are assumed to be unit length.
- *
- * @param {quat} out the receiving quaternion.
- * @param {vec3} a the initial vector
- * @param {vec3} b the destination vector
- * @returns {quat} out
- */
-quat.rotationTo = (function() {
-    var tmpvec3 = vec3.create();
-    var xUnitVec3 = vec3.fromValues(1,0,0);
-    var yUnitVec3 = vec3.fromValues(0,1,0);
-
-    return function(out, a, b) {
-        var dot = vec3.dot(a, b);
-        if (dot < -0.999999) {
-            vec3.cross(tmpvec3, xUnitVec3, a);
-            if (vec3.length(tmpvec3) < 0.000001)
-                vec3.cross(tmpvec3, yUnitVec3, a);
-            vec3.normalize(tmpvec3, tmpvec3);
-            quat.setAxisAngle(out, tmpvec3, Math.PI);
-            return out;
-        } else if (dot > 0.999999) {
-            out[0] = 0;
-            out[1] = 0;
-            out[2] = 0;
-            out[3] = 1;
-            return out;
-        } else {
-            vec3.cross(tmpvec3, a, b);
-            out[0] = tmpvec3[0];
-            out[1] = tmpvec3[1];
-            out[2] = tmpvec3[2];
-            out[3] = 1 + dot;
-            return quat.normalize(out, out);
-        }
-    };
-})();
-
-/**
- * Sets the specified quaternion with values corresponding to the given
- * axes. Each axis is a vec3 and is expected to be unit length and
- * perpendicular to all other specified axes.
- *
- * @param {vec3} view  the vector representing the viewing direction
- * @param {vec3} right the vector representing the local "right" direction
- * @param {vec3} up    the vector representing the local "up" direction
- * @returns {quat} out
- */
-quat.setAxes = (function() {
-    var matr = mat3.create();
-
-    return function(out, view, right, up) {
-        matr[0] = right[0];
-        matr[3] = right[1];
-        matr[6] = right[2];
-
-        matr[1] = up[0];
-        matr[4] = up[1];
-        matr[7] = up[2];
-
-        matr[2] = -view[0];
-        matr[5] = -view[1];
-        matr[8] = -view[2];
-
-        return quat.normalize(out, quat.fromMat3(out, matr));
-    };
-})();
-
-/**
- * Creates a new quat initialized with values from an existing quaternion
- *
- * @param {quat} a quaternion to clone
- * @returns {quat} a new quaternion
- * @function
- */
-quat.clone = vec4.clone;
-
-/**
- * Creates a new quat initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} a new quaternion
- * @function
- */
-quat.fromValues = vec4.fromValues;
-
-/**
- * Copy the values from one quat to another
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the source quaternion
- * @returns {quat} out
- * @function
- */
-quat.copy = vec4.copy;
-
-/**
- * Set the components of a quat to the given values
- *
- * @param {quat} out the receiving quaternion
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} out
- * @function
- */
-quat.set = vec4.set;
-
-/**
- * Set a quat to the identity quaternion
- *
- * @param {quat} out the receiving quaternion
- * @returns {quat} out
- */
-quat.identity = function(out) {
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quat from the given angle and rotation axis,
- * then returns it.
- *
- * @param {quat} out the receiving quaternion
- * @param {vec3} axis the axis around which to rotate
- * @param {Number} rad the angle in radians
- * @returns {quat} out
- **/
-quat.setAxisAngle = function(out, axis, rad) {
-    rad = rad * 0.5;
-    var s = Math.sin(rad);
-    out[0] = s * axis[0];
-    out[1] = s * axis[1];
-    out[2] = s * axis[2];
-    out[3] = Math.cos(rad);
-    return out;
-};
-
-/**
- * Adds two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- * @function
- */
-quat.add = vec4.add;
-
-/**
- * Multiplies two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- */
-quat.multiply = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    out[0] = ax * bw + aw * bx + ay * bz - az * by;
-    out[1] = ay * bw + aw * by + az * bx - ax * bz;
-    out[2] = az * bw + aw * bz + ax * by - ay * bx;
-    out[3] = aw * bw - ax * bx - ay * by - az * bz;
-    return out;
-};
-
-/**
- * Alias for {@link quat.multiply}
- * @function
- */
-quat.mul = quat.multiply;
-
-/**
- * Scales a quat by a scalar number
- *
- * @param {quat} out the receiving vector
- * @param {quat} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {quat} out
- * @function
- */
-quat.scale = vec4.scale;
-
-/**
- * Rotates a quaternion by the given angle about the X axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateX = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + aw * bx;
-    out[1] = ay * bw + az * bx;
-    out[2] = az * bw - ay * bx;
-    out[3] = aw * bw - ax * bx;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Y axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateY = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        by = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw - az * by;
-    out[1] = ay * bw + aw * by;
-    out[2] = az * bw + ax * by;
-    out[3] = aw * bw - ay * by;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Z axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateZ = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bz = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + ay * bz;
-    out[1] = ay * bw - ax * bz;
-    out[2] = az * bw + aw * bz;
-    out[3] = aw * bw - az * bz;
-    return out;
-};
-
-/**
- * Calculates the W component of a quat from the X, Y, and Z components.
- * Assumes that quaternion is 1 unit in length.
- * Any existing W component will be ignored.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate W component of
- * @returns {quat} out
- */
-quat.calculateW = function (out, a) {
-    var x = a[0], y = a[1], z = a[2];
-
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
-    return out;
-};
-
-/**
- * Calculates the dot product of two quat's
- *
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {Number} dot product of a and b
- * @function
- */
-quat.dot = vec4.dot;
-
-/**
- * Performs a linear interpolation between two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- * @function
- */
-quat.lerp = vec4.lerp;
-
-/**
- * Performs a spherical linear interpolation between two quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- */
-quat.slerp = function (out, a, b, t) {
-    // benchmarks:
-    //    http://jsperf.com/quaternion-slerp-implementations
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    var        omega, cosom, sinom, scale0, scale1;
-
-    // calc cosine
-    cosom = ax * bx + ay * by + az * bz + aw * bw;
-    // adjust signs (if necessary)
-    if ( cosom < 0.0 ) {
-        cosom = -cosom;
-        bx = - bx;
-        by = - by;
-        bz = - bz;
-        bw = - bw;
-    }
-    // calculate coefficients
-    if ( (1.0 - cosom) > 0.000001 ) {
-        // standard case (slerp)
-        omega  = Math.acos(cosom);
-        sinom  = Math.sin(omega);
-        scale0 = Math.sin((1.0 - t) * omega) / sinom;
-        scale1 = Math.sin(t * omega) / sinom;
-    } else {
-        // "from" and "to" quaternions are very close
-        //  ... so we can do a linear interpolation
-        scale0 = 1.0 - t;
-        scale1 = t;
-    }
-    // calculate final values
-    out[0] = scale0 * ax + scale1 * bx;
-    out[1] = scale0 * ay + scale1 * by;
-    out[2] = scale0 * az + scale1 * bz;
-    out[3] = scale0 * aw + scale1 * bw;
-
-    return out;
-};
-
-/**
- * Calculates the inverse of a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate inverse of
- * @returns {quat} out
- */
-quat.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        dot = a0*a0 + a1*a1 + a2*a2 + a3*a3,
-        invDot = dot ? 1.0/dot : 0;
-
-    // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
-
-    out[0] = -a0*invDot;
-    out[1] = -a1*invDot;
-    out[2] = -a2*invDot;
-    out[3] = a3*invDot;
-    return out;
-};
-
-/**
- * Calculates the conjugate of a quat
- * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate conjugate of
- * @returns {quat} out
- */
-quat.conjugate = function (out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Calculates the length of a quat
- *
- * @param {quat} a vector to calculate length of
- * @returns {Number} length of a
- * @function
- */
-quat.length = vec4.length;
-
-/**
- * Alias for {@link quat.length}
- * @function
- */
-quat.len = quat.length;
-
-/**
- * Calculates the squared length of a quat
- *
- * @param {quat} a vector to calculate squared length of
- * @returns {Number} squared length of a
- * @function
- */
-quat.squaredLength = vec4.squaredLength;
-
-/**
- * Alias for {@link quat.squaredLength}
- * @function
- */
-quat.sqrLen = quat.squaredLength;
-
-/**
- * Normalize a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quaternion to normalize
- * @returns {quat} out
- * @function
- */
-quat.normalize = vec4.normalize;
-
-/**
- * Creates a quaternion from the given 3x3 rotation matrix.
- *
- * NOTE: The resultant quaternion is not normalized, so you should be sure
- * to renormalize the quaternion yourself where necessary.
- *
- * @param {quat} out the receiving quaternion
- * @param {mat3} m rotation matrix
- * @returns {quat} out
- * @function
- */
-quat.fromMat3 = function(out, m) {
-    // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
-    // article "Quaternion Calculus and Fast Animation".
-    var fTrace = m[0] + m[4] + m[8];
-    var fRoot;
-
-    if ( fTrace > 0.0 ) {
-        // |w| > 1/2, may as well choose w > 1/2
-        fRoot = Math.sqrt(fTrace + 1.0);  // 2w
-        out[3] = 0.5 * fRoot;
-        fRoot = 0.5/fRoot;  // 1/(4w)
-        out[0] = (m[7]-m[5])*fRoot;
-        out[1] = (m[2]-m[6])*fRoot;
-        out[2] = (m[3]-m[1])*fRoot;
-    } else {
-        // |w| <= 1/2
-        var i = 0;
-        if ( m[4] > m[0] )
-          i = 1;
-        if ( m[8] > m[i*3+i] )
-          i = 2;
-        var j = (i+1)%3;
-        var k = (i+2)%3;
-
-        fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
-        out[i] = 0.5 * fRoot;
-        fRoot = 0.5 / fRoot;
-        out[3] = (m[k*3+j] - m[j*3+k]) * fRoot;
-        out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
-        out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
-    }
-
-    return out;
-};
-
-/**
- * Returns a string representation of a quatenion
- *
- * @param {quat} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-quat.str = function (a) {
-    return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.quat = quat;
-}
-;*/
-
-
-
-
-
-
-
-
-
-
-
-
-/*
-  })(shim.exports);
-})(this);
-*/
diff --git a/examples/canvas3d/framebuffer/qml/framebuffer/main.qml b/examples/canvas3d/framebuffer/qml/framebuffer/main.qml
index af143dec188891d5da1dbf20a716470571caa0bc..b28600bf6d3a3f5f14e566f9567f4e75ff4530d3 100644
--- a/examples/canvas3d/framebuffer/qml/framebuffer/main.qml
+++ b/examples/canvas3d/framebuffer/qml/framebuffer/main.qml
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/examples/canvas3d/interaction/doc/src/interaction.qdoc b/examples/canvas3d/interaction/doc/src/interaction.qdoc
index ea0dc5bc911453d4b7d4ec15542aaec77d78bb9f..b239fb4787a65cb02e86f2c05457450dfef9a2f2 100644
--- a/examples/canvas3d/interaction/doc/src/interaction.qdoc
+++ b/examples/canvas3d/interaction/doc/src/interaction.qdoc
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/examples/canvas3d/interaction/interaction.qrc b/examples/canvas3d/interaction/interaction.qrc
index 696aa06419f757e07c033f29c26ffa925f8588a9..9e7b3425a67df370767c25e88ed521320fe002e5 100644
--- a/examples/canvas3d/interaction/interaction.qrc
+++ b/examples/canvas3d/interaction/interaction.qrc
@@ -1,10 +1,10 @@
 <RCC>
     <qresource prefix="/">
+        <file>../../../3rdparty/gl-matrix.js</file>
+        <file>../../../3rdparty/ThreeJSLoader.js</file>
         <file>qml/interaction/barrel.jpg</file>
         <file>qml/interaction/barrel.json</file>
-        <file>qml/interaction/glMatrix-0.9.5.min.js</file>
         <file>qml/interaction/interaction.js</file>
         <file>qml/interaction/main.qml</file>
-        <file>qml/interaction/ThreeJSLoader.js</file>
     </qresource>
 </RCC>
diff --git a/examples/canvas3d/interaction/qml/interaction/ThreeJSLoader.js b/examples/canvas3d/interaction/qml/interaction/ThreeJSLoader.js
deleted file mode 100644
index 966ec7442cf99528f95aa793532cd28a709dbb8c..0000000000000000000000000000000000000000
--- a/examples/canvas3d/interaction/qml/interaction/ThreeJSLoader.js
+++ /dev/null
@@ -1,448 +0,0 @@
-/*
- * The MIT License
- * Copyright &copy; 2010-2014 three.js authors
- * Copyright &copy; 2014 Digia Plc and/or its subsidiary(-ies).
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to deal
- * in the Software without restriction, including without limitation the rights
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- * THE SOFTWARE.
- */
-
-function GLModel() {
-    this.vertices = [];
-    this.normals = [];
-    this.texCoords = [];
-    this.indices = [];
-}
-
-function Geometry() {
-    this.vertices = [];
-    this.faceVertexUvs = [];
-    this.faces = [];
-}
-
-function Face3( a, b, c, normal, color, materialIndex ) {
-
-    this.a = a;
-    this.b = b;
-    this.c = c;
-
-    this.normal = normal instanceof Vector3 ? normal : new Vector3();
-    this.vertexNormals = normal instanceof Array ? normal : [ ];
-
-    this.color = color instanceof Array ? color :  [ ];
-    this.vertexColors = color instanceof Array ? color : [];
-
-    this.vertexTangents = [];
-
-    this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
-
-    this.centroid = new Vector3()
-};
-
-function Vector2( x, y) {
-    this.x = x || 0;
-    this.y = y || 0;
-};
-
-function Vector3( x, y, z ) {
-    this.x = x || 0;
-    this.y = y || 0;
-    this.z = z || 0;
-};
-
-Vector3.prototype = {
-
-    constructor: Vector3,
-
-    set: function ( x, y, z ) {
-
-        this.x = x;
-        this.y = y;
-        this.z = z;
-
-        return this;
-    },
-
-    copy: function ( v ) {
-
-        this.x = v.x;
-        this.y = v.y;
-        this.z = v.z;
-
-        return this;
-
-    }
-};
-
-Face3.prototype = {
-
-    constructor: Face3,
-
-    clone: function () {
-
-        var face = new 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;
-    }
-};
-
-function parseJSON3DModel( json, texturePath )
-{
-    var formatVersion = json.metadata.formatVersion;
-
-    if (formatVersion < 4.0 ) {
-        var i, j;
-        var geometry = new Geometry();
-        var scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
-        parseModel( json, geometry, scale );
-
-        // Translate to model we can use from GL
-        var glModel = new GLModel();
-
-        for (i = 0; i < geometry.vertices.length; i++) {
-            glModel.vertices.push(geometry.vertices[i].x);
-            glModel.vertices.push(geometry.vertices[i].y);
-            glModel.vertices.push(geometry.vertices[i].z);
-        }
-
-        glModel.texCoords[0] = [];
-        for (var faceIdx = 0; faceIdx < geometry.faces.length; faceIdx++) {
-            var face = geometry.faces[faceIdx];
-            // Array indices
-            glModel.indices.push(face.a);
-            glModel.indices.push(face.b);
-            glModel.indices.push(face.c);
-
-            // Materials
-            // face.materialIndex
-
-            // Only parse first layer of UVs for this face
-            for(var uvLayer = 0; uvLayer < geometry.faceVertexUvs.length; uvLayer++) {
-                var faceUVs = geometry.faceVertexUvs[uvLayer][faceIdx];
-                var idxUVA = face.a * 2;
-                var idxUVB = face.b * 2;
-                var idxUVC = face.c * 2;
-
-                glModel.texCoords[uvLayer][idxUVA++] = faceUVs[0].x;
-                glModel.texCoords[uvLayer][idxUVA  ] = faceUVs[0].y;
-                glModel.texCoords[uvLayer][idxUVB++] = faceUVs[1].x;
-                glModel.texCoords[uvLayer][idxUVB  ] = faceUVs[1].y;
-                glModel.texCoords[uvLayer][idxUVC++] = faceUVs[2].x;
-                glModel.texCoords[uvLayer][idxUVC  ] = faceUVs[2].y;
-            }
-
-            // Normal
-            if (face.vertexNormals !== undefined) {
-                // Per vertex normals
-                var idxA = face.a * 3;
-                var idxB = face.b * 3;
-                var idxC = face.c * 3;
-                var vrtNormals = face.vertexNormals;
-
-                glModel.normals[idxA++] = vrtNormals[0].x;
-                glModel.normals[idxA++] = vrtNormals[0].y;
-                glModel.normals[idxA  ] = vrtNormals[0].z;
-
-                glModel.normals[idxB++] = vrtNormals[1].x;
-                glModel.normals[idxB++] = vrtNormals[1].y;
-                glModel.normals[idxB  ] = vrtNormals[1].z;
-
-                glModel.normals[idxC++] = vrtNormals[2].x;
-                glModel.normals[idxC++] = vrtNormals[2].y;
-                glModel.normals[idxC  ] = vrtNormals[2].z;
-            } else if (face.normal !== undefined) {
-                // Per face normal
-                glModel.normals[idxA++] = face.normal.x;
-                glModel.normals[idxA++] = face.normal.y;
-                glModel.normals[idxA  ] = face.normal.z;
-
-                glModel.normals[idxB++] = face.normal.x;
-                glModel.normals[idxB++] = face.normal.y;
-                glModel.normals[idxB  ] = face.normal.z;
-
-                glModel.normals[idxC++] = face.normal.x;
-                glModel.normals[idxC++] = face.normal.y;
-                glModel.normals[idxC  ] = face.normal.z;
-            }
-        }
-    }
-
-    return glModel;
-};
-
-function parseModel( json, geometry, scale ) {
-
-    function isBitSet( value, position )
-    {
-        return value & ( 1 << position );
-    }
-
-    var i, j, fi,
-
-            offset, zLength,
-
-            colorIndex, normalIndex, uvIndex, materialIndex,
-
-            type,
-            isQuad,
-            hasMaterial,
-            hasFaceVertexUv,
-            hasFaceNormal, hasFaceVertexNormal,
-            hasFaceColor, hasFaceVertexColor,
-
-            vertex, face, faceA, faceB, color, hex, normal,
-
-            uvLayer, uv, u, v,
-
-            faces = json.faces,
-            vertices = json.vertices,
-            normals = json.normals,
-            colors = json.colors,
-
-            nUvLayers = 0;
-
-    if ( json.uvs !== undefined ) {
-        // disregard empty arrays
-        for ( i = 0; i < json.uvs.length; i++ ) {
-            if ( json.uvs[ i ].length > 0 ) nUvLayers ++;
-        }
-
-        for ( i = 0; i < nUvLayers; i++ ) {
-            geometry.faceVertexUvs[ i ] = [];
-        }
-    }
-
-    offset = 0;
-    zLength = vertices.length;
-
-    while ( offset < zLength ) {
-        vertex = new Vector3();
-
-        vertex.x = vertices[ offset ++ ] * scale;
-        vertex.y = vertices[ offset ++ ] * scale;
-        vertex.z = vertices[ offset ++ ] * scale;
-
-        geometry.vertices.push( vertex );
-    }
-
-    offset = 0;
-    zLength = faces.length;
-
-    while ( offset < zLength ) {
-        type = faces[ offset ++ ];
-
-        isQuad              = isBitSet( type, 0 );
-        hasMaterial         = isBitSet( type, 1 );
-        hasFaceVertexUv     = isBitSet( type, 3 );
-        hasFaceNormal       = isBitSet( type, 4 );
-        hasFaceVertexNormal = isBitSet( type, 5 );
-        hasFaceColor	    = isBitSet( type, 6 );
-        hasFaceVertexColor  = isBitSet( type, 7 );
-
-        // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
-
-        if ( isQuad ) {
-            faceA = new Face3();
-            faceA.a = faces[ offset ];
-            faceA.b = faces[ offset + 1 ];
-            faceA.c = faces[ offset + 3 ];
-
-            faceB = new Face3();
-            faceB.a = faces[ offset + 1 ];
-            faceB.b = faces[ offset + 2 ];
-            faceB.c = faces[ offset + 3 ];
-
-            offset += 4;
-
-            if ( hasMaterial ) {
-                materialIndex = faces[ offset ++ ];
-                faceA.materialIndex = materialIndex;
-                faceB.materialIndex = materialIndex;
-            }
-
-            // to get face <=> uv index correspondence
-            fi = geometry.faces.length;
-
-            if ( hasFaceVertexUv ) {
-                for ( i = 0; i < nUvLayers; i++ ) {
-                    uvLayer = json.uvs[ i ];
-                    geometry.faceVertexUvs[ i ][ fi ] = [];
-                    geometry.faceVertexUvs[ i ][ fi + 1 ] = []
-
-                    for ( j = 0; j < 4; j ++ ) {
-                        uvIndex = faces[ offset ++ ];
-
-                        u = uvLayer[ uvIndex * 2 ];
-                        v = uvLayer[ uvIndex * 2 + 1 ];
-
-                        uv = new Vector2( u, v );
-
-                        if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
-                        if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
-                    }
-                }
-            }
-
-            if ( hasFaceNormal ) {
-                normalIndex = faces[ offset ++ ] * 3;
-                faceA.normal.set(
-                            normals[ normalIndex ++ ],
-                            normals[ normalIndex ++ ],
-                            normals[ normalIndex ]
-                            );
-                faceB.normal.copy( faceA.normal );
-            }
-
-            if ( hasFaceVertexNormal ) {
-                for ( i = 0; i < 4; i++ ) {
-                    normalIndex = faces[ offset ++ ] * 3;
-                    normal = new Vector3(
-                                normals[ normalIndex ++ ],
-                                normals[ normalIndex ++ ],
-                                normals[ normalIndex ]
-                                );
-
-                    if ( i !== 2 ) faceA.vertexNormals.push( normal );
-                    if ( i !== 0 ) faceB.vertexNormals.push( normal );
-                }
-            }
-
-            if ( hasFaceColor ) {
-                colorIndex = faces[ offset ++ ];
-                hex = colors[ colorIndex ];
-                //                    faceA.color.setHex( hex );
-                //                    faceB.color.setHex( hex );
-            }
-
-            if ( hasFaceVertexColor ) {
-                for ( i = 0; i < 4; i++ ) {
-                    colorIndex = faces[ offset ++ ];
-                    hex = colors[ colorIndex ];
-
-                    //                        if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
-                    //                        if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
-                }
-            }
-
-            geometry.faces.push( faceA );
-            geometry.faces.push( faceB );
-
-        } else {
-            face = new Face3();
-            face.a = faces[ offset ++ ];
-            face.b = faces[ offset ++ ];
-            face.c = faces[ offset ++ ];
-
-            if ( hasMaterial ) {
-                materialIndex = faces[ offset ++ ];
-                face.materialIndex = materialIndex;
-            }
-
-            // to get face <=> uv index correspondence
-
-            fi = geometry.faces.length;
-
-            if ( hasFaceVertexUv ) {
-
-                for ( i = 0; i < nUvLayers; i++ ) {
-
-                    uvLayer = json.uvs[ i ];
-
-                    geometry.faceVertexUvs[ i ][ fi ] = [];
-
-                    for ( j = 0; j < 3; j ++ ) {
-
-                        uvIndex = faces[ offset ++ ];
-
-                        u = uvLayer[ uvIndex * 2 ];
-                        v = uvLayer[ uvIndex * 2 + 1 ];
-
-                        uv = new Vector2( u, v );
-
-                        geometry.faceVertexUvs[ i ][ fi ].push( uv );
-
-                    }
-
-                }
-
-            }
-
-            if ( hasFaceNormal ) {
-
-                normalIndex = faces[ offset ++ ] * 3;
-
-                face.normal.set(
-                            normals[ normalIndex ++ ],
-                            normals[ normalIndex ++ ],
-                            normals[ normalIndex ]
-                            );
-
-            }
-
-            if ( hasFaceVertexNormal ) {
-
-                for ( i = 0; i < 3; i++ ) {
-
-                    normalIndex = faces[ offset ++ ] * 3;
-
-                    normal = new Vector3(
-                                normals[ normalIndex ++ ],
-                                normals[ normalIndex ++ ],
-                                normals[ normalIndex ]
-                                );
-
-                    face.vertexNormals.push( normal );
-
-                }
-
-            }
-
-
-            if ( hasFaceColor ) {
-                //                    colorIndex = faces[ offset ];
-                offset++;
-                //                    face.color.setHex( colors[ colorIndex ] );
-            }
-
-
-            if ( hasFaceVertexColor ) {
-
-                for ( i = 0; i < 3; i++ ) {
-
-                    //                        colorIndex = faces[offset];
-                    offset++;
-                    //                        face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
-
-                }
-
-            }
-
-            geometry.faces.push( face );
-
-        }
-
-    }
-};
diff --git a/examples/canvas3d/interaction/qml/interaction/glMatrix-0.9.5.min.js b/examples/canvas3d/interaction/qml/interaction/glMatrix-0.9.5.min.js
deleted file mode 100644
index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000
--- a/examples/canvas3d/interaction/qml/interaction/glMatrix-0.9.5.min.js
+++ /dev/null
@@ -1,4128 +0,0 @@
-/**
- * @fileoverview gl-matrix - High performance matrix and vector operations
- * @author Brandon Jones
- * @author Colin MacKenzie IV
- * @version 2.2.0
- */
-
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/*
-(function(_global) {
-  "use strict";
-
-  var shim = {};
-  if (typeof(exports) === 'undefined') {
-    if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) {
-      shim.exports = {};
-      define(function() {
-        return shim.exports;
-      });
-    } else {
-      // gl-matrix lives in a browser, define its namespaces in global
-      shim.exports = typeof(window) !== 'undefined' ? window : _global;
-    }
-  }
-  else {
-    // gl-matrix lives in commonjs, define its namespaces in exports
-    shim.exports = exports;
-  }
-
-  (function(exports) {*/
-    /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-
-if(!GLMAT_EPSILON) {
-    var GLMAT_EPSILON = 0.000001;
-}
-
-if(!GLMAT_ARRAY_TYPE) {
-    var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array;
-}
-
-if(!GLMAT_RANDOM) {
-    var GLMAT_RANDOM = Math.random;
-}
-
-/**
- * @class Common utilities
- * @name glMatrix
- */
-var glMatrix = {};
-
-/**
- * Sets the type of array used when creating new vectors and matricies
- *
- * @param {Type} type Array type, such as Float32Array or Array
- */
-glMatrix.setMatrixArrayType = function(type) {
-    GLMAT_ARRAY_TYPE = type;
-}
-
-/*if(typeof(exports) !== 'undefined') {
-    exports.glMatrix = glMatrix;
-}*/
-
-var degree = Math.PI / 180;
-
-/**
-* Convert Degree To Radian
-*
-* @param {Number} Angle in Degrees
-*/
-glMatrix.toRadian = function(a){
-     return a * degree;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2 Dimensional Vector
- * @name vec2
- */
-
-var vec2 = {};
-
-/**
- * Creates a new, empty vec2
- *
- * @returns {vec2} a new 2D vector
- */
-vec2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = 0;
-    out[1] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with values from an existing vector
- *
- * @param {vec2} a vector to clone
- * @returns {vec2} a new 2D vector
- */
-vec2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} a new 2D vector
- */
-vec2.fromValues = function(x, y) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Copy the values from one vec2 to another
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the source vector
- * @returns {vec2} out
- */
-vec2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Set the components of a vec2 to the given values
- *
- * @param {vec2} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} out
- */
-vec2.set = function(out, x, y) {
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Adds two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.subtract}
- * @function
- */
-vec2.sub = vec2.subtract;
-
-/**
- * Multiplies two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.multiply}
- * @function
- */
-vec2.mul = vec2.multiply;
-
-/**
- * Divides two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.divide}
- * @function
- */
-vec2.div = vec2.divide;
-
-/**
- * Returns the minimum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    return out;
-};
-
-/**
- * Scales a vec2 by a scalar number
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec2} out
- */
-vec2.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    return out;
-};
-
-/**
- * Adds two vec2's after scaling the second operand by a scalar value
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec2} out
- */
-vec2.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} distance between a and b
- */
-vec2.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.distance}
- * @function
- */
-vec2.dist = vec2.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec2.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredDistance}
- * @function
- */
-vec2.sqrDist = vec2.squaredDistance;
-
-/**
- * Calculates the length of a vec2
- *
- * @param {vec2} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec2.length = function (a) {
-    var x = a[0],
-        y = a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.length}
- * @function
- */
-vec2.len = vec2.length;
-
-/**
- * Calculates the squared length of a vec2
- *
- * @param {vec2} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec2.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredLength}
- * @function
- */
-vec2.sqrLen = vec2.squaredLength;
-
-/**
- * Negates the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to negate
- * @returns {vec2} out
- */
-vec2.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    return out;
-};
-
-/**
- * Normalize a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to normalize
- * @returns {vec2} out
- */
-vec2.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1];
-    var len = x*x + y*y;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec2.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1];
-};
-
-/**
- * Computes the cross product of two vec2's
- * Note that the cross product must by definition produce a 3D vector
- *
- * @param {vec3} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec3} out
- */
-vec2.cross = function(out, a, b) {
-    var z = a[0] * b[1] - a[1] * b[0];
-    out[0] = out[1] = 0;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec2} out
- */
-vec2.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec2} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec2} out
- */
-vec2.random = function (out, scale) {
-    scale = scale || 1.0;
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    out[0] = Math.cos(r) * scale;
-    out[1] = Math.sin(r) * scale;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y;
-    out[1] = m[1] * x + m[3] * y;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2d
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2d} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2d = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y + m[4];
-    out[1] = m[1] * x + m[3] * y + m[5];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat3
- * 3rd vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat3} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat3 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[3] * y + m[6];
-    out[1] = m[1] * x + m[4] * y + m[7];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat4
- * 3rd vector component is implicitly '0'
- * 4th vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat4 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[4] * y + m[12];
-    out[1] = m[1] * x + m[5] * y + m[13];
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec2s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec2.forEach = (function() {
-    var vec = vec2.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 2;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec2} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec2.str = function (a) {
-    return 'vec2(' + a[0] + ', ' + a[1] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec2 = vec2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3 Dimensional Vector
- * @name vec3
- */
-
-var vec3 = {};
-
-/**
- * Creates a new, empty vec3
- *
- * @returns {vec3} a new 3D vector
- */
-vec3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with values from an existing vector
- *
- * @param {vec3} a vector to clone
- * @returns {vec3} a new 3D vector
- */
-vec3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} a new 3D vector
- */
-vec3.fromValues = function(x, y, z) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Copy the values from one vec3 to another
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the source vector
- * @returns {vec3} out
- */
-vec3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Set the components of a vec3 to the given values
- *
- * @param {vec3} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} out
- */
-vec3.set = function(out, x, y, z) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Adds two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.subtract}
- * @function
- */
-vec3.sub = vec3.subtract;
-
-/**
- * Multiplies two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.multiply}
- * @function
- */
-vec3.mul = vec3.multiply;
-
-/**
- * Divides two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.divide}
- * @function
- */
-vec3.div = vec3.divide;
-
-/**
- * Returns the minimum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    return out;
-};
-
-/**
- * Scales a vec3 by a scalar number
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec3} out
- */
-vec3.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    return out;
-};
-
-/**
- * Adds two vec3's after scaling the second operand by a scalar value
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec3} out
- */
-vec3.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} distance between a and b
- */
-vec3.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.distance}
- * @function
- */
-vec3.dist = vec3.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec3.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredDistance}
- * @function
- */
-vec3.sqrDist = vec3.squaredDistance;
-
-/**
- * Calculates the length of a vec3
- *
- * @param {vec3} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec3.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.length}
- * @function
- */
-vec3.len = vec3.length;
-
-/**
- * Calculates the squared length of a vec3
- *
- * @param {vec3} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec3.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredLength}
- * @function
- */
-vec3.sqrLen = vec3.squaredLength;
-
-/**
- * Negates the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to negate
- * @returns {vec3} out
- */
-vec3.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    return out;
-};
-
-/**
- * Normalize a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to normalize
- * @returns {vec3} out
- */
-vec3.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    var len = x*x + y*y + z*z;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec3.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
-};
-
-/**
- * Computes the cross product of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.cross = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2],
-        bx = b[0], by = b[1], bz = b[2];
-
-    out[0] = ay * bz - az * by;
-    out[1] = az * bx - ax * bz;
-    out[2] = ax * by - ay * bx;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec3} out
- */
-vec3.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec3} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec3} out
- */
-vec3.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    var z = (GLMAT_RANDOM() * 2.0) - 1.0;
-    var zScale = Math.sqrt(1.0-z*z) * scale;
-
-    out[0] = Math.cos(r) * zScale;
-    out[1] = Math.sin(r) * zScale;
-    out[2] = z * scale;
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat4.
- * 4th vector component is implicitly '1'
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12];
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13];
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat3.
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m the 3x3 matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat3 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = x * m[0] + y * m[3] + z * m[6];
-    out[1] = x * m[1] + y * m[4] + z * m[7];
-    out[2] = x * m[2] + y * m[5] + z * m[8];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a quat
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec3} out
- */
-vec3.transformQuat = function(out, a, q) {
-    // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
-
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec3s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec3.forEach = (function() {
-    var vec = vec3.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 3;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec3} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec3.str = function (a) {
-    return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec3 = vec3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4 Dimensional Vector
- * @name vec4
- */
-
-var vec4 = {};
-
-/**
- * Creates a new, empty vec4
- *
- * @returns {vec4} a new 4D vector
- */
-vec4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with values from an existing vector
- *
- * @param {vec4} a vector to clone
- * @returns {vec4} a new 4D vector
- */
-vec4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} a new 4D vector
- */
-vec4.fromValues = function(x, y, z, w) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Copy the values from one vec4 to another
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the source vector
- * @returns {vec4} out
- */
-vec4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set the components of a vec4 to the given values
- *
- * @param {vec4} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} out
- */
-vec4.set = function(out, x, y, z, w) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Adds two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    out[3] = a[3] + b[3];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    out[3] = a[3] - b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.subtract}
- * @function
- */
-vec4.sub = vec4.subtract;
-
-/**
- * Multiplies two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    out[3] = a[3] * b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.multiply}
- * @function
- */
-vec4.mul = vec4.multiply;
-
-/**
- * Divides two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    out[3] = a[3] / b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.divide}
- * @function
- */
-vec4.div = vec4.divide;
-
-/**
- * Returns the minimum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    out[3] = Math.min(a[3], b[3]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    out[3] = Math.max(a[3], b[3]);
-    return out;
-};
-
-/**
- * Scales a vec4 by a scalar number
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec4} out
- */
-vec4.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    out[3] = a[3] * b;
-    return out;
-};
-
-/**
- * Adds two vec4's after scaling the second operand by a scalar value
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec4} out
- */
-vec4.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    out[3] = a[3] + (b[3] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} distance between a and b
- */
-vec4.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.distance}
- * @function
- */
-vec4.dist = vec4.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec4.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredDistance}
- * @function
- */
-vec4.sqrDist = vec4.squaredDistance;
-
-/**
- * Calculates the length of a vec4
- *
- * @param {vec4} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec4.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.length}
- * @function
- */
-vec4.len = vec4.length;
-
-/**
- * Calculates the squared length of a vec4
- *
- * @param {vec4} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec4.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredLength}
- * @function
- */
-vec4.sqrLen = vec4.squaredLength;
-
-/**
- * Negates the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to negate
- * @returns {vec4} out
- */
-vec4.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = -a[3];
-    return out;
-};
-
-/**
- * Normalize a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to normalize
- * @returns {vec4} out
- */
-vec4.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    var len = x*x + y*y + z*z + w*w;
-    if (len > 0) {
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-        out[3] = a[3] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec4.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
-};
-
-/**
- * Performs a linear interpolation between two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec4} out
- */
-vec4.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2],
-        aw = a[3];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    out[3] = aw + t * (b[3] - aw);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec4} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec4} out
- */
-vec4.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    //TODO: This is a pretty awful way of doing this. Find something better.
-    out[0] = GLMAT_RANDOM();
-    out[1] = GLMAT_RANDOM();
-    out[2] = GLMAT_RANDOM();
-    out[3] = GLMAT_RANDOM();
-    vec4.normalize(out, out);
-    vec4.scale(out, out, scale);
-    return out;
-};
-
-/**
- * Transforms the vec4 with a mat4.
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec4} out
- */
-vec4.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2], w = a[3];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
-    out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
-    return out;
-};
-
-/**
- * Transforms the vec4 with a quat
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec4} out
- */
-vec4.transformQuat = function(out, a, q) {
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec4s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec4.forEach = (function() {
-    var vec = vec4.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 4;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec4} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec4.str = function (a) {
-    return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec4 = vec4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x2 Matrix
- * @name mat2
- */
-
-var mat2 = {};
-
-/**
- * Creates a new identity mat2
- *
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat2 initialized with values from an existing matrix
- *
- * @param {mat2} a matrix to clone
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Copy the values from one mat2 to another
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set a mat2 to the identity matrix
- *
- * @param {mat2} out the receiving matrix
- * @returns {mat2} out
- */
-mat2.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a1 = a[1];
-        out[1] = a[2];
-        out[2] = a1;
-    } else {
-        out[0] = a[0];
-        out[1] = a[2];
-        out[2] = a[1];
-        out[3] = a[3];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-
-        // Calculate the determinant
-        det = a0 * a3 - a2 * a1;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] =  a3 * det;
-    out[1] = -a1 * det;
-    out[2] = -a2 * det;
-    out[3] =  a0 * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.adjoint = function(out, a) {
-    // Caching this value is nessecary if out == a
-    var a0 = a[0];
-    out[0] =  a[3];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] =  a0;
-
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2
- *
- * @param {mat2} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2.determinant = function (a) {
-    return a[0] * a[3] - a[2] * a[1];
-};
-
-/**
- * Multiplies two mat2's
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the first operand
- * @param {mat2} b the second operand
- * @returns {mat2} out
- */
-mat2.multiply = function (out, a, b) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
-    var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = a0 * b0 + a1 * b2;
-    out[1] = a0 * b1 + a1 * b3;
-    out[2] = a2 * b0 + a3 * b2;
-    out[3] = a2 * b1 + a3 * b3;
-    return out;
-};
-
-/**
- * Alias for {@link mat2.multiply}
- * @function
- */
-mat2.mul = mat2.multiply;
-
-/**
- * Rotates a mat2 by the given angle
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2} out
- */
-mat2.rotate = function (out, a, rad) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-    out[0] = a0 *  c + a1 * s;
-    out[1] = a0 * -s + a1 * c;
-    out[2] = a2 *  c + a3 * s;
-    out[3] = a2 * -s + a3 * c;
-    return out;
-};
-
-/**
- * Scales the mat2 by the dimensions in the given vec2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2} out
- **/
-mat2.scale = function(out, a, v) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        v0 = v[0], v1 = v[1];
-    out[0] = a0 * v0;
-    out[1] = a1 * v1;
-    out[2] = a2 * v0;
-    out[3] = a3 * v1;
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2
- *
- * @param {mat2} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2.str = function (a) {
-    return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2 = mat2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x3 Matrix
- * @name mat2d
- *
- * @description
- * A mat2d contains six elements defined as:
- * <pre>
- * [a, b,
- *  c, d,
- *  tx,ty]
- * </pre>
- * This is a short form for the 3x3 matrix:
- * <pre>
- * [a, b, 0
- *  c, d, 0
- *  tx,ty,1]
- * </pre>
- * The last column is ignored so the array is shorter and operations are faster.
- */
-
-var mat2d = {};
-
-/**
- * Creates a new identity mat2d
- *
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Creates a new mat2d initialized with values from an existing matrix
- *
- * @param {mat2d} a matrix to clone
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Copy the values from one mat2d to another
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Set a mat2d to the identity matrix
- *
- * @param {mat2d} out the receiving matrix
- * @returns {mat2d} out
- */
-mat2d.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Inverts a mat2d
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.invert = function(out, a) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5];
-
-    var det = aa * ad - ab * ac;
-    if(!det){
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = ad * det;
-    out[1] = -ab * det;
-    out[2] = -ac * det;
-    out[3] = aa * det;
-    out[4] = (ac * aty - ad * atx) * det;
-    out[5] = (ab * atx - aa * aty) * det;
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2d
- *
- * @param {mat2d} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2d.determinant = function (a) {
-    return a[0] * a[3] - a[1] * a[2];
-};
-
-/**
- * Multiplies two mat2d's
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the first operand
- * @param {mat2d} b the second operand
- * @returns {mat2d} out
- */
-mat2d.multiply = function (out, a, b) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5],
-        ba = b[0], bb = b[1], bc = b[2], bd = b[3],
-        btx = b[4], bty = b[5];
-
-    out[0] = aa*ba + ab*bc;
-    out[1] = aa*bb + ab*bd;
-    out[2] = ac*ba + ad*bc;
-    out[3] = ac*bb + ad*bd;
-    out[4] = ba*atx + bc*aty + btx;
-    out[5] = bb*atx + bd*aty + bty;
-    return out;
-};
-
-/**
- * Alias for {@link mat2d.multiply}
- * @function
- */
-mat2d.mul = mat2d.multiply;
-
-
-/**
- * Rotates a mat2d by the given angle
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2d} out
- */
-mat2d.rotate = function (out, a, rad) {
-    var aa = a[0],
-        ab = a[1],
-        ac = a[2],
-        ad = a[3],
-        atx = a[4],
-        aty = a[5],
-        st = Math.sin(rad),
-        ct = Math.cos(rad);
-
-    out[0] = aa*ct + ab*st;
-    out[1] = -aa*st + ab*ct;
-    out[2] = ac*ct + ad*st;
-    out[3] = -ac*st + ct*ad;
-    out[4] = ct*atx + st*aty;
-    out[5] = ct*aty - st*atx;
-    return out;
-};
-
-/**
- * Scales the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2d} out
- **/
-mat2d.scale = function(out, a, v) {
-    var vx = v[0], vy = v[1];
-    out[0] = a[0] * vx;
-    out[1] = a[1] * vy;
-    out[2] = a[2] * vx;
-    out[3] = a[3] * vy;
-    out[4] = a[4] * vx;
-    out[5] = a[5] * vy;
-    return out;
-};
-
-/**
- * Translates the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to translate the matrix by
- * @returns {mat2d} out
- **/
-mat2d.translate = function(out, a, v) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4] + v[0];
-    out[5] = a[5] + v[1];
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2d
- *
- * @param {mat2d} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2d.str = function (a) {
-    return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2d = mat2d;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3x3 Matrix
- * @name mat3
- */
-
-var mat3 = {};
-
-/**
- * Creates a new identity mat3
- *
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Copies the upper-left 3x3 values into the given mat3.
- *
- * @param {mat3} out the receiving 3x3 matrix
- * @param {mat4} a   the source 4x4 matrix
- * @returns {mat3} out
- */
-mat3.fromMat4 = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[4];
-    out[4] = a[5];
-    out[5] = a[6];
-    out[6] = a[8];
-    out[7] = a[9];
-    out[8] = a[10];
-    return out;
-};
-
-/**
- * Creates a new mat3 initialized with values from an existing matrix
- *
- * @param {mat3} a matrix to clone
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copy the values from one mat3 to another
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Set a mat3 to the identity matrix
- *
- * @param {mat3} out the receiving matrix
- * @returns {mat3} out
- */
-mat3.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a12 = a[5];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a01;
-        out[5] = a[7];
-        out[6] = a02;
-        out[7] = a12;
-    } else {
-        out[0] = a[0];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a[1];
-        out[4] = a[4];
-        out[5] = a[7];
-        out[6] = a[2];
-        out[7] = a[5];
-        out[8] = a[8];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b01 = a22 * a11 - a12 * a21,
-        b11 = -a22 * a10 + a12 * a20,
-        b21 = a21 * a10 - a11 * a20,
-
-        // Calculate the determinant
-        det = a00 * b01 + a01 * b11 + a02 * b21;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = b01 * det;
-    out[1] = (-a22 * a01 + a02 * a21) * det;
-    out[2] = (a12 * a01 - a02 * a11) * det;
-    out[3] = b11 * det;
-    out[4] = (a22 * a00 - a02 * a20) * det;
-    out[5] = (-a12 * a00 + a02 * a10) * det;
-    out[6] = b21 * det;
-    out[7] = (-a21 * a00 + a01 * a20) * det;
-    out[8] = (a11 * a00 - a01 * a10) * det;
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    out[0] = (a11 * a22 - a12 * a21);
-    out[1] = (a02 * a21 - a01 * a22);
-    out[2] = (a01 * a12 - a02 * a11);
-    out[3] = (a12 * a20 - a10 * a22);
-    out[4] = (a00 * a22 - a02 * a20);
-    out[5] = (a02 * a10 - a00 * a12);
-    out[6] = (a10 * a21 - a11 * a20);
-    out[7] = (a01 * a20 - a00 * a21);
-    out[8] = (a00 * a11 - a01 * a10);
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat3
- *
- * @param {mat3} a the source matrix
- * @returns {Number} determinant of a
- */
-mat3.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
-};
-
-/**
- * Multiplies two mat3's
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the first operand
- * @param {mat3} b the second operand
- * @returns {mat3} out
- */
-mat3.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b00 = b[0], b01 = b[1], b02 = b[2],
-        b10 = b[3], b11 = b[4], b12 = b[5],
-        b20 = b[6], b21 = b[7], b22 = b[8];
-
-    out[0] = b00 * a00 + b01 * a10 + b02 * a20;
-    out[1] = b00 * a01 + b01 * a11 + b02 * a21;
-    out[2] = b00 * a02 + b01 * a12 + b02 * a22;
-
-    out[3] = b10 * a00 + b11 * a10 + b12 * a20;
-    out[4] = b10 * a01 + b11 * a11 + b12 * a21;
-    out[5] = b10 * a02 + b11 * a12 + b12 * a22;
-
-    out[6] = b20 * a00 + b21 * a10 + b22 * a20;
-    out[7] = b20 * a01 + b21 * a11 + b22 * a21;
-    out[8] = b20 * a02 + b21 * a12 + b22 * a22;
-    return out;
-};
-
-/**
- * Alias for {@link mat3.multiply}
- * @function
- */
-mat3.mul = mat3.multiply;
-
-/**
- * Translate a mat3 by the given vector
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to translate
- * @param {vec2} v vector to translate by
- * @returns {mat3} out
- */
-mat3.translate = function(out, a, v) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-        x = v[0], y = v[1];
-
-    out[0] = a00;
-    out[1] = a01;
-    out[2] = a02;
-
-    out[3] = a10;
-    out[4] = a11;
-    out[5] = a12;
-
-    out[6] = x * a00 + y * a10 + a20;
-    out[7] = x * a01 + y * a11 + a21;
-    out[8] = x * a02 + y * a12 + a22;
-    return out;
-};
-
-/**
- * Rotates a mat3 by the given angle
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat3} out
- */
-mat3.rotate = function (out, a, rad) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-
-    out[0] = c * a00 + s * a10;
-    out[1] = c * a01 + s * a11;
-    out[2] = c * a02 + s * a12;
-
-    out[3] = c * a10 - s * a00;
-    out[4] = c * a11 - s * a01;
-    out[5] = c * a12 - s * a02;
-
-    out[6] = a20;
-    out[7] = a21;
-    out[8] = a22;
-    return out;
-};
-
-/**
- * Scales the mat3 by the dimensions in the given vec2
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat3} out
- **/
-mat3.scale = function(out, a, v) {
-    var x = v[0], y = v[1];
-
-    out[0] = x * a[0];
-    out[1] = x * a[1];
-    out[2] = x * a[2];
-
-    out[3] = y * a[3];
-    out[4] = y * a[4];
-    out[5] = y * a[5];
-
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copies the values from a mat2d into a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat2d} a the matrix to copy
- * @returns {mat3} out
- **/
-mat3.fromMat2d = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = 0;
-
-    out[3] = a[2];
-    out[4] = a[3];
-    out[5] = 0;
-
-    out[6] = a[4];
-    out[7] = a[5];
-    out[8] = 1;
-    return out;
-};
-
-/**
-* Calculates a 3x3 matrix from the given quaternion
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {quat} q Quaternion to create matrix from
-*
-* @returns {mat3} out
-*/
-mat3.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[3] = yx - wz;
-    out[6] = zx + wy;
-
-    out[1] = yx + wz;
-    out[4] = 1 - xx - zz;
-    out[7] = zy - wx;
-
-    out[2] = zx - wy;
-    out[5] = zy + wx;
-    out[8] = 1 - xx - yy;
-
-    return out;
-};
-
-/**
-* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {mat4} a Mat4 to derive the normal matrix from
-*
-* @returns {mat3} out
-*/
-mat3.normalFromMat4 = function (out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-
-    out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-
-    out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat3
- *
- * @param {mat3} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat3.str = function (a) {
-    return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ', ' +
-                    a[6] + ', ' + a[7] + ', ' + a[8] + ')';
-};
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat3 = mat3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4x4 Matrix
- * @name mat4
- */
-
-var mat4 = {};
-
-/**
- * Creates a new identity mat4
- *
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat4 initialized with values from an existing matrix
- *
- * @param {mat4} a matrix to clone
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Copy the values from one mat4 to another
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Set a mat4 to the identity matrix
- *
- * @param {mat4} out the receiving matrix
- * @returns {mat4} out
- */
-mat4.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a03 = a[3],
-            a12 = a[6], a13 = a[7],
-            a23 = a[11];
-
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a01;
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a02;
-        out[9] = a12;
-        out[11] = a[14];
-        out[12] = a03;
-        out[13] = a13;
-        out[14] = a23;
-    } else {
-        out[0] = a[0];
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a[1];
-        out[5] = a[5];
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a[2];
-        out[9] = a[6];
-        out[10] = a[10];
-        out[11] = a[14];
-        out[12] = a[3];
-        out[13] = a[7];
-        out[14] = a[11];
-        out[15] = a[15];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
-    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
-    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
-    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
-    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
-    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
-    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    out[0]  =  (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
-    out[1]  = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
-    out[2]  =  (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
-    out[3]  = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
-    out[4]  = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
-    out[5]  =  (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
-    out[6]  = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
-    out[7]  =  (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
-    out[8]  =  (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
-    out[9]  = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
-    out[10] =  (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
-    out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
-    out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
-    out[13] =  (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
-    out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
-    out[15] =  (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat4
- *
- * @param {mat4} a the source matrix
- * @returns {Number} determinant of a
- */
-mat4.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32;
-
-    // Calculate the determinant
-    return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-};
-
-/**
- * Multiplies two mat4's
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the first operand
- * @param {mat4} b the second operand
- * @returns {mat4} out
- */
-mat4.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    // Cache only the current line of the second matrix
-    var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
-    out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
-    out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
-    out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-    return out;
-};
-
-/**
- * Alias for {@link mat4.multiply}
- * @function
- */
-mat4.mul = mat4.multiply;
-
-/**
- * Translate a mat4 by the given vector
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to translate
- * @param {vec3} v vector to translate by
- * @returns {mat4} out
- */
-mat4.translate = function (out, a, v) {
-    var x = v[0], y = v[1], z = v[2],
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        a30, a31, a32, a33;
-
-        a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-        a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-        a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-        a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15];
-
-    out[0] = a00 + a03*x;
-    out[1] = a01 + a03*y;
-    out[2] = a02 + a03*z;
-    out[3] = a03;
-
-    out[4] = a10 + a13*x;
-    out[5] = a11 + a13*y;
-    out[6] = a12 + a13*z;
-    out[7] = a13;
-
-    out[8] = a20 + a23*x;
-    out[9] = a21 + a23*y;
-    out[10] = a22 + a23*z;
-    out[11] = a23;
-    out[12] = a30 + a33*x;
-    out[13] = a31 + a33*y;
-    out[14] = a32 + a33*z;
-    out[15] = a33;
-
-    return out;
-};
-/**
- * Scales the mat4 by the dimensions in the given vec3
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to scale
- * @param {vec3} v the vec3 to scale the matrix by
- * @returns {mat4} out
- **/
-mat4.scale = function(out, a, v) {
-    var x = v[0], y = v[1], z = v[2];
-
-    out[0] = a[0] * x;
-    out[1] = a[1] * x;
-    out[2] = a[2] * x;
-    out[3] = a[3] * x;
-    out[4] = a[4] * y;
-    out[5] = a[5] * y;
-    out[6] = a[6] * y;
-    out[7] = a[7] * y;
-    out[8] = a[8] * z;
-    out[9] = a[9] * z;
-    out[10] = a[10] * z;
-    out[11] = a[11] * z;
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Rotates a mat4 by the given angle
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @param {vec3} axis the axis to rotate around
- * @returns {mat4} out
- */
-mat4.rotate = function (out, a, rad, axis) {
-    var x = axis[0], y = axis[1], z = axis[2],
-        len = Math.sqrt(x * x + y * y + z * z),
-        s, c, t,
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        b00, b01, b02,
-        b10, b11, b12,
-        b20, b21, b22;
-
-    if (Math.abs(len) < GLMAT_EPSILON) { return null; }
-
-    len = 1 / len;
-    x *= len;
-    y *= len;
-    z *= len;
-
-    s = Math.sin(rad);
-    c = Math.cos(rad);
-    t = 1 - c;
-
-    a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-    a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-    a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-
-    // Construct the elements of the rotation matrix
-    b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
-    b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
-    b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;
-
-    // Perform rotation-specific matrix multiplication
-    out[0] = a00 * b00 + a10 * b01 + a20 * b02;
-    out[1] = a01 * b00 + a11 * b01 + a21 * b02;
-    out[2] = a02 * b00 + a12 * b01 + a22 * b02;
-    out[3] = a03 * b00 + a13 * b01 + a23 * b02;
-    out[4] = a00 * b10 + a10 * b11 + a20 * b12;
-    out[5] = a01 * b10 + a11 * b11 + a21 * b12;
-    out[6] = a02 * b10 + a12 * b11 + a22 * b12;
-    out[7] = a03 * b10 + a13 * b11 + a23 * b12;
-    out[8] = a00 * b20 + a10 * b21 + a20 * b22;
-    out[9] = a01 * b20 + a11 * b21 + a21 * b22;
-    out[10] = a02 * b20 + a12 * b21 + a22 * b22;
-    out[11] = a03 * b20 + a13 * b21 + a23 * b22;
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the X axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateX = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[0]  = a[0];
-        out[1]  = a[1];
-        out[2]  = a[2];
-        out[3]  = a[3];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[4] = a10 * c + a20 * s;
-    out[5] = a11 * c + a21 * s;
-    out[6] = a12 * c + a22 * s;
-    out[7] = a13 * c + a23 * s;
-    out[8] = a20 * c - a10 * s;
-    out[9] = a21 * c - a11 * s;
-    out[10] = a22 * c - a12 * s;
-    out[11] = a23 * c - a13 * s;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Y axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateY = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[4]  = a[4];
-        out[5]  = a[5];
-        out[6]  = a[6];
-        out[7]  = a[7];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c - a20 * s;
-    out[1] = a01 * c - a21 * s;
-    out[2] = a02 * c - a22 * s;
-    out[3] = a03 * c - a23 * s;
-    out[8] = a00 * s + a20 * c;
-    out[9] = a01 * s + a21 * c;
-    out[10] = a02 * s + a22 * c;
-    out[11] = a03 * s + a23 * c;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Z axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateZ = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[8]  = a[8];
-        out[9]  = a[9];
-        out[10] = a[10];
-        out[11] = a[11];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c + a10 * s;
-    out[1] = a01 * c + a11 * s;
-    out[2] = a02 * c + a12 * s;
-    out[3] = a03 * c + a13 * s;
-    out[4] = a10 * c - a00 * s;
-    out[5] = a11 * c - a01 * s;
-    out[6] = a12 * c - a02 * s;
-    out[7] = a13 * c - a03 * s;
-    return out;
-};
-
-/**
- * Creates a matrix from a quaternion rotation and vector translation
- * This is equivalent to (but much faster than):
- *
- *     mat4.identity(dest);
- *     mat4.translate(dest, vec);
- *     var quatMat = mat4.create();
- *     quat4.toMat4(quat, quatMat);
- *     mat4.multiply(dest, quatMat);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {vec3} v Translation vector
- * @returns {mat4} out
- */
-mat4.fromRotationTranslation = function (out, q, v) {
-    // Quaternion math
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        xy = x * y2,
-        xz = x * z2,
-        yy = y * y2,
-        yz = y * z2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - (yy + zz);
-    out[1] = xy + wz;
-    out[2] = xz - wy;
-    out[3] = 0;
-    out[4] = xy - wz;
-    out[5] = 1 - (xx + zz);
-    out[6] = yz + wx;
-    out[7] = 0;
-    out[8] = xz + wy;
-    out[9] = yz - wx;
-    out[10] = 1 - (xx + yy);
-    out[11] = 0;
-    out[12] = v[0];
-    out[13] = v[1];
-    out[14] = v[2];
-    out[15] = 1;
-
-    return out;
-};
-
-mat4.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[1] = yx + wz;
-    out[2] = zx - wy;
-    out[3] = 0;
-
-    out[4] = yx - wz;
-    out[5] = 1 - xx - zz;
-    out[6] = zy + wx;
-    out[7] = 0;
-
-    out[8] = zx + wy;
-    out[9] = zy - wx;
-    out[10] = 1 - xx - yy;
-    out[11] = 0;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Generates a frustum matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {Number} left Left bound of the frustum
- * @param {Number} right Right bound of the frustum
- * @param {Number} bottom Bottom bound of the frustum
- * @param {Number} top Top bound of the frustum
- * @param {Number} near Near bound of the frustum
- * @param {Number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.frustum = function (out, left, right, bottom, top, near, far) {
-    var rl = 1 / (right - left),
-        tb = 1 / (top - bottom),
-        nf = 1 / (near - far);
-    out[0] = (near * 2) * rl;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = (near * 2) * tb;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = (right + left) * rl;
-    out[9] = (top + bottom) * tb;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (far * near * 2) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a perspective projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} fovy Vertical field of view in radians
- * @param {number} aspect Aspect ratio. typically viewport width/height
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.perspective = function (out, fovy, aspect, near, far) {
-    var f = 1.0 / Math.tan(fovy / 2),
-        nf = 1 / (near - far);
-    out[0] = f / aspect;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-
-    out[4] = 0;
-    out[5] = f;
-    out[6] = 0;
-    out[7] = 0;
-
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (2 * far * near) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a orthogonal projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} left Left bound of the frustum
- * @param {number} right Right bound of the frustum
- * @param {number} bottom Bottom bound of the frustum
- * @param {number} top Top bound of the frustum
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.ortho = function (out, left, right, bottom, top, near, far) {
-    var lr = 1 / (left - right),
-        bt = 1 / (bottom - top),
-        nf = 1 / (near - far);
-    out[0] = -2 * lr;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = -2 * bt;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 2 * nf;
-    out[11] = 0;
-    out[12] = (left + right) * lr;
-    out[13] = (top + bottom) * bt;
-    out[14] = (far + near) * nf;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Generates a look-at matrix with the given eye position, focal point, and up axis
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {vec3} eye Position of the viewer
- * @param {vec3} center Point the viewer is looking at
- * @param {vec3} up vec3 pointing up
- * @returns {mat4} out
- */
-mat4.lookAt = function (out, eye, center, up) {
-    var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
-        eyex = eye[0],
-        eyey = eye[1],
-        eyez = eye[2],
-        upx = up[0],
-        upy = up[1],
-        upz = up[2],
-        centerx = center[0],
-        centery = center[1],
-        centerz = center[2];
-
-    if (Math.abs(eyex - centerx) < GLMAT_EPSILON &&
-        Math.abs(eyey - centery) < GLMAT_EPSILON &&
-        Math.abs(eyez - centerz) < GLMAT_EPSILON) {
-        return mat4.identity(out);
-    }
-
-    z0 = eyex - centerx;
-    z1 = eyey - centery;
-    z2 = eyez - centerz;
-
-    len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
-    z0 *= len;
-    z1 *= len;
-    z2 *= len;
-
-    x0 = upy * z2 - upz * z1;
-    x1 = upz * z0 - upx * z2;
-    x2 = upx * z1 - upy * z0;
-    len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
-    if (!len) {
-        x0 = 0;
-        x1 = 0;
-        x2 = 0;
-    } else {
-        len = 1 / len;
-        x0 *= len;
-        x1 *= len;
-        x2 *= len;
-    }
-
-    y0 = z1 * x2 - z2 * x1;
-    y1 = z2 * x0 - z0 * x2;
-    y2 = z0 * x1 - z1 * x0;
-
-    len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
-    if (!len) {
-        y0 = 0;
-        y1 = 0;
-        y2 = 0;
-    } else {
-        len = 1 / len;
-        y0 *= len;
-        y1 *= len;
-        y2 *= len;
-    }
-
-    out[0] = x0;
-    out[1] = y0;
-    out[2] = z0;
-    out[3] = 0;
-    out[4] = x1;
-    out[5] = y1;
-    out[6] = z1;
-    out[7] = 0;
-    out[8] = x2;
-    out[9] = y2;
-    out[10] = z2;
-    out[11] = 0;
-    out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
-    out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
-    out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat4
- *
- * @param {mat4} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat4.str = function (a) {
-    return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' +
-                    a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' +
-                    a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' +
-                    a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat4 = mat4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class Quaternion
- * @name quat
- */
-
-var quat = {};
-
-/**
- * Creates a new identity quat
- *
- * @returns {quat} a new quaternion
- */
-quat.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quaternion to represent the shortest rotation from one
- * vector to another.
- *
- * Both vectors are assumed to be unit length.
- *
- * @param {quat} out the receiving quaternion.
- * @param {vec3} a the initial vector
- * @param {vec3} b the destination vector
- * @returns {quat} out
- */
-quat.rotationTo = (function() {
-    var tmpvec3 = vec3.create();
-    var xUnitVec3 = vec3.fromValues(1,0,0);
-    var yUnitVec3 = vec3.fromValues(0,1,0);
-
-    return function(out, a, b) {
-        var dot = vec3.dot(a, b);
-        if (dot < -0.999999) {
-            vec3.cross(tmpvec3, xUnitVec3, a);
-            if (vec3.length(tmpvec3) < 0.000001)
-                vec3.cross(tmpvec3, yUnitVec3, a);
-            vec3.normalize(tmpvec3, tmpvec3);
-            quat.setAxisAngle(out, tmpvec3, Math.PI);
-            return out;
-        } else if (dot > 0.999999) {
-            out[0] = 0;
-            out[1] = 0;
-            out[2] = 0;
-            out[3] = 1;
-            return out;
-        } else {
-            vec3.cross(tmpvec3, a, b);
-            out[0] = tmpvec3[0];
-            out[1] = tmpvec3[1];
-            out[2] = tmpvec3[2];
-            out[3] = 1 + dot;
-            return quat.normalize(out, out);
-        }
-    };
-})();
-
-/**
- * Sets the specified quaternion with values corresponding to the given
- * axes. Each axis is a vec3 and is expected to be unit length and
- * perpendicular to all other specified axes.
- *
- * @param {vec3} view  the vector representing the viewing direction
- * @param {vec3} right the vector representing the local "right" direction
- * @param {vec3} up    the vector representing the local "up" direction
- * @returns {quat} out
- */
-quat.setAxes = (function() {
-    var matr = mat3.create();
-
-    return function(out, view, right, up) {
-        matr[0] = right[0];
-        matr[3] = right[1];
-        matr[6] = right[2];
-
-        matr[1] = up[0];
-        matr[4] = up[1];
-        matr[7] = up[2];
-
-        matr[2] = -view[0];
-        matr[5] = -view[1];
-        matr[8] = -view[2];
-
-        return quat.normalize(out, quat.fromMat3(out, matr));
-    };
-})();
-
-/**
- * Creates a new quat initialized with values from an existing quaternion
- *
- * @param {quat} a quaternion to clone
- * @returns {quat} a new quaternion
- * @function
- */
-quat.clone = vec4.clone;
-
-/**
- * Creates a new quat initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} a new quaternion
- * @function
- */
-quat.fromValues = vec4.fromValues;
-
-/**
- * Copy the values from one quat to another
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the source quaternion
- * @returns {quat} out
- * @function
- */
-quat.copy = vec4.copy;
-
-/**
- * Set the components of a quat to the given values
- *
- * @param {quat} out the receiving quaternion
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} out
- * @function
- */
-quat.set = vec4.set;
-
-/**
- * Set a quat to the identity quaternion
- *
- * @param {quat} out the receiving quaternion
- * @returns {quat} out
- */
-quat.identity = function(out) {
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quat from the given angle and rotation axis,
- * then returns it.
- *
- * @param {quat} out the receiving quaternion
- * @param {vec3} axis the axis around which to rotate
- * @param {Number} rad the angle in radians
- * @returns {quat} out
- **/
-quat.setAxisAngle = function(out, axis, rad) {
-    rad = rad * 0.5;
-    var s = Math.sin(rad);
-    out[0] = s * axis[0];
-    out[1] = s * axis[1];
-    out[2] = s * axis[2];
-    out[3] = Math.cos(rad);
-    return out;
-};
-
-/**
- * Adds two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- * @function
- */
-quat.add = vec4.add;
-
-/**
- * Multiplies two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- */
-quat.multiply = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    out[0] = ax * bw + aw * bx + ay * bz - az * by;
-    out[1] = ay * bw + aw * by + az * bx - ax * bz;
-    out[2] = az * bw + aw * bz + ax * by - ay * bx;
-    out[3] = aw * bw - ax * bx - ay * by - az * bz;
-    return out;
-};
-
-/**
- * Alias for {@link quat.multiply}
- * @function
- */
-quat.mul = quat.multiply;
-
-/**
- * Scales a quat by a scalar number
- *
- * @param {quat} out the receiving vector
- * @param {quat} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {quat} out
- * @function
- */
-quat.scale = vec4.scale;
-
-/**
- * Rotates a quaternion by the given angle about the X axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateX = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + aw * bx;
-    out[1] = ay * bw + az * bx;
-    out[2] = az * bw - ay * bx;
-    out[3] = aw * bw - ax * bx;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Y axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateY = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        by = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw - az * by;
-    out[1] = ay * bw + aw * by;
-    out[2] = az * bw + ax * by;
-    out[3] = aw * bw - ay * by;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Z axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateZ = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bz = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + ay * bz;
-    out[1] = ay * bw - ax * bz;
-    out[2] = az * bw + aw * bz;
-    out[3] = aw * bw - az * bz;
-    return out;
-};
-
-/**
- * Calculates the W component of a quat from the X, Y, and Z components.
- * Assumes that quaternion is 1 unit in length.
- * Any existing W component will be ignored.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate W component of
- * @returns {quat} out
- */
-quat.calculateW = function (out, a) {
-    var x = a[0], y = a[1], z = a[2];
-
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
-    return out;
-};
-
-/**
- * Calculates the dot product of two quat's
- *
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {Number} dot product of a and b
- * @function
- */
-quat.dot = vec4.dot;
-
-/**
- * Performs a linear interpolation between two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- * @function
- */
-quat.lerp = vec4.lerp;
-
-/**
- * Performs a spherical linear interpolation between two quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- */
-quat.slerp = function (out, a, b, t) {
-    // benchmarks:
-    //    http://jsperf.com/quaternion-slerp-implementations
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    var        omega, cosom, sinom, scale0, scale1;
-
-    // calc cosine
-    cosom = ax * bx + ay * by + az * bz + aw * bw;
-    // adjust signs (if necessary)
-    if ( cosom < 0.0 ) {
-        cosom = -cosom;
-        bx = - bx;
-        by = - by;
-        bz = - bz;
-        bw = - bw;
-    }
-    // calculate coefficients
-    if ( (1.0 - cosom) > 0.000001 ) {
-        // standard case (slerp)
-        omega  = Math.acos(cosom);
-        sinom  = Math.sin(omega);
-        scale0 = Math.sin((1.0 - t) * omega) / sinom;
-        scale1 = Math.sin(t * omega) / sinom;
-    } else {
-        // "from" and "to" quaternions are very close
-        //  ... so we can do a linear interpolation
-        scale0 = 1.0 - t;
-        scale1 = t;
-    }
-    // calculate final values
-    out[0] = scale0 * ax + scale1 * bx;
-    out[1] = scale0 * ay + scale1 * by;
-    out[2] = scale0 * az + scale1 * bz;
-    out[3] = scale0 * aw + scale1 * bw;
-
-    return out;
-};
-
-/**
- * Calculates the inverse of a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate inverse of
- * @returns {quat} out
- */
-quat.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        dot = a0*a0 + a1*a1 + a2*a2 + a3*a3,
-        invDot = dot ? 1.0/dot : 0;
-
-    // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
-
-    out[0] = -a0*invDot;
-    out[1] = -a1*invDot;
-    out[2] = -a2*invDot;
-    out[3] = a3*invDot;
-    return out;
-};
-
-/**
- * Calculates the conjugate of a quat
- * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate conjugate of
- * @returns {quat} out
- */
-quat.conjugate = function (out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Calculates the length of a quat
- *
- * @param {quat} a vector to calculate length of
- * @returns {Number} length of a
- * @function
- */
-quat.length = vec4.length;
-
-/**
- * Alias for {@link quat.length}
- * @function
- */
-quat.len = quat.length;
-
-/**
- * Calculates the squared length of a quat
- *
- * @param {quat} a vector to calculate squared length of
- * @returns {Number} squared length of a
- * @function
- */
-quat.squaredLength = vec4.squaredLength;
-
-/**
- * Alias for {@link quat.squaredLength}
- * @function
- */
-quat.sqrLen = quat.squaredLength;
-
-/**
- * Normalize a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quaternion to normalize
- * @returns {quat} out
- * @function
- */
-quat.normalize = vec4.normalize;
-
-/**
- * Creates a quaternion from the given 3x3 rotation matrix.
- *
- * NOTE: The resultant quaternion is not normalized, so you should be sure
- * to renormalize the quaternion yourself where necessary.
- *
- * @param {quat} out the receiving quaternion
- * @param {mat3} m rotation matrix
- * @returns {quat} out
- * @function
- */
-quat.fromMat3 = function(out, m) {
-    // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
-    // article "Quaternion Calculus and Fast Animation".
-    var fTrace = m[0] + m[4] + m[8];
-    var fRoot;
-
-    if ( fTrace > 0.0 ) {
-        // |w| > 1/2, may as well choose w > 1/2
-        fRoot = Math.sqrt(fTrace + 1.0);  // 2w
-        out[3] = 0.5 * fRoot;
-        fRoot = 0.5/fRoot;  // 1/(4w)
-        out[0] = (m[7]-m[5])*fRoot;
-        out[1] = (m[2]-m[6])*fRoot;
-        out[2] = (m[3]-m[1])*fRoot;
-    } else {
-        // |w| <= 1/2
-        var i = 0;
-        if ( m[4] > m[0] )
-          i = 1;
-        if ( m[8] > m[i*3+i] )
-          i = 2;
-        var j = (i+1)%3;
-        var k = (i+2)%3;
-
-        fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
-        out[i] = 0.5 * fRoot;
-        fRoot = 0.5 / fRoot;
-        out[3] = (m[k*3+j] - m[j*3+k]) * fRoot;
-        out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
-        out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
-    }
-
-    return out;
-};
-
-/**
- * Returns a string representation of a quatenion
- *
- * @param {quat} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-quat.str = function (a) {
-    return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.quat = quat;
-}
-;*/
-
-
-
-
-
-
-
-
-
-
-
-
-/*
-  })(shim.exports);
-})(this);
-*/
diff --git a/examples/canvas3d/interaction/qml/interaction/interaction.js b/examples/canvas3d/interaction/qml/interaction/interaction.js
index d1aa9e689e9530a31bc5ceece1c5e114e19c0838..217ec023fcf1d513a1801de3378c9c9b384855b2 100644
--- a/examples/canvas3d/interaction/qml/interaction/interaction.js
+++ b/examples/canvas3d/interaction/qml/interaction/interaction.js
@@ -1,24 +1,24 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
@@ -26,7 +26,7 @@
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 2.0 or later as published by the Free
 ** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
@@ -34,8 +34,8 @@
 **
 ****************************************************************************/
 
-Qt.include("glMatrix-0.9.5.min.js")
-Qt.include("ThreeJSLoader.js")
+Qt.include("../../../3rdparty/gl-matrix.js")
+Qt.include("../../../3rdparty/ThreeJSLoader.js")
 
 var gl;
 
diff --git a/examples/canvas3d/interaction/qml/interaction/main.qml b/examples/canvas3d/interaction/qml/interaction/main.qml
index 8947fac96719fa6c1575c875fc16ff281deda825..01f30f3c9ca55b444e2007e8e063f37b5dfdc533 100644
--- a/examples/canvas3d/interaction/qml/interaction/main.qml
+++ b/examples/canvas3d/interaction/qml/interaction/main.qml
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/examples/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc b/examples/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc
index 86deacfb9e274d3edfb926191644a793930f0b27..c70ea2bff5ab9cbbfff5b522ac47a60dd101c54a 100644
--- a/examples/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc
+++ b/examples/canvas3d/jsonmodels/doc/src/jsonmodels.qdoc
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/examples/canvas3d/jsonmodels/glMatrix-0.9.5.min.js b/examples/canvas3d/jsonmodels/glMatrix-0.9.5.min.js
deleted file mode 100644
index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000
--- a/examples/canvas3d/jsonmodels/glMatrix-0.9.5.min.js
+++ /dev/null
@@ -1,4128 +0,0 @@
-/**
- * @fileoverview gl-matrix - High performance matrix and vector operations
- * @author Brandon Jones
- * @author Colin MacKenzie IV
- * @version 2.2.0
- */
-
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/*
-(function(_global) {
-  "use strict";
-
-  var shim = {};
-  if (typeof(exports) === 'undefined') {
-    if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) {
-      shim.exports = {};
-      define(function() {
-        return shim.exports;
-      });
-    } else {
-      // gl-matrix lives in a browser, define its namespaces in global
-      shim.exports = typeof(window) !== 'undefined' ? window : _global;
-    }
-  }
-  else {
-    // gl-matrix lives in commonjs, define its namespaces in exports
-    shim.exports = exports;
-  }
-
-  (function(exports) {*/
-    /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-
-if(!GLMAT_EPSILON) {
-    var GLMAT_EPSILON = 0.000001;
-}
-
-if(!GLMAT_ARRAY_TYPE) {
-    var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array;
-}
-
-if(!GLMAT_RANDOM) {
-    var GLMAT_RANDOM = Math.random;
-}
-
-/**
- * @class Common utilities
- * @name glMatrix
- */
-var glMatrix = {};
-
-/**
- * Sets the type of array used when creating new vectors and matricies
- *
- * @param {Type} type Array type, such as Float32Array or Array
- */
-glMatrix.setMatrixArrayType = function(type) {
-    GLMAT_ARRAY_TYPE = type;
-}
-
-/*if(typeof(exports) !== 'undefined') {
-    exports.glMatrix = glMatrix;
-}*/
-
-var degree = Math.PI / 180;
-
-/**
-* Convert Degree To Radian
-*
-* @param {Number} Angle in Degrees
-*/
-glMatrix.toRadian = function(a){
-     return a * degree;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2 Dimensional Vector
- * @name vec2
- */
-
-var vec2 = {};
-
-/**
- * Creates a new, empty vec2
- *
- * @returns {vec2} a new 2D vector
- */
-vec2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = 0;
-    out[1] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with values from an existing vector
- *
- * @param {vec2} a vector to clone
- * @returns {vec2} a new 2D vector
- */
-vec2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} a new 2D vector
- */
-vec2.fromValues = function(x, y) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Copy the values from one vec2 to another
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the source vector
- * @returns {vec2} out
- */
-vec2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Set the components of a vec2 to the given values
- *
- * @param {vec2} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} out
- */
-vec2.set = function(out, x, y) {
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Adds two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.subtract}
- * @function
- */
-vec2.sub = vec2.subtract;
-
-/**
- * Multiplies two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.multiply}
- * @function
- */
-vec2.mul = vec2.multiply;
-
-/**
- * Divides two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.divide}
- * @function
- */
-vec2.div = vec2.divide;
-
-/**
- * Returns the minimum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    return out;
-};
-
-/**
- * Scales a vec2 by a scalar number
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec2} out
- */
-vec2.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    return out;
-};
-
-/**
- * Adds two vec2's after scaling the second operand by a scalar value
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec2} out
- */
-vec2.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} distance between a and b
- */
-vec2.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.distance}
- * @function
- */
-vec2.dist = vec2.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec2.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredDistance}
- * @function
- */
-vec2.sqrDist = vec2.squaredDistance;
-
-/**
- * Calculates the length of a vec2
- *
- * @param {vec2} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec2.length = function (a) {
-    var x = a[0],
-        y = a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.length}
- * @function
- */
-vec2.len = vec2.length;
-
-/**
- * Calculates the squared length of a vec2
- *
- * @param {vec2} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec2.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredLength}
- * @function
- */
-vec2.sqrLen = vec2.squaredLength;
-
-/**
- * Negates the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to negate
- * @returns {vec2} out
- */
-vec2.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    return out;
-};
-
-/**
- * Normalize a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to normalize
- * @returns {vec2} out
- */
-vec2.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1];
-    var len = x*x + y*y;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec2.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1];
-};
-
-/**
- * Computes the cross product of two vec2's
- * Note that the cross product must by definition produce a 3D vector
- *
- * @param {vec3} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec3} out
- */
-vec2.cross = function(out, a, b) {
-    var z = a[0] * b[1] - a[1] * b[0];
-    out[0] = out[1] = 0;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec2} out
- */
-vec2.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec2} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec2} out
- */
-vec2.random = function (out, scale) {
-    scale = scale || 1.0;
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    out[0] = Math.cos(r) * scale;
-    out[1] = Math.sin(r) * scale;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y;
-    out[1] = m[1] * x + m[3] * y;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2d
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2d} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2d = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y + m[4];
-    out[1] = m[1] * x + m[3] * y + m[5];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat3
- * 3rd vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat3} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat3 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[3] * y + m[6];
-    out[1] = m[1] * x + m[4] * y + m[7];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat4
- * 3rd vector component is implicitly '0'
- * 4th vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat4 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[4] * y + m[12];
-    out[1] = m[1] * x + m[5] * y + m[13];
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec2s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec2.forEach = (function() {
-    var vec = vec2.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 2;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec2} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec2.str = function (a) {
-    return 'vec2(' + a[0] + ', ' + a[1] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec2 = vec2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3 Dimensional Vector
- * @name vec3
- */
-
-var vec3 = {};
-
-/**
- * Creates a new, empty vec3
- *
- * @returns {vec3} a new 3D vector
- */
-vec3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with values from an existing vector
- *
- * @param {vec3} a vector to clone
- * @returns {vec3} a new 3D vector
- */
-vec3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} a new 3D vector
- */
-vec3.fromValues = function(x, y, z) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Copy the values from one vec3 to another
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the source vector
- * @returns {vec3} out
- */
-vec3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Set the components of a vec3 to the given values
- *
- * @param {vec3} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} out
- */
-vec3.set = function(out, x, y, z) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Adds two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.subtract}
- * @function
- */
-vec3.sub = vec3.subtract;
-
-/**
- * Multiplies two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.multiply}
- * @function
- */
-vec3.mul = vec3.multiply;
-
-/**
- * Divides two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.divide}
- * @function
- */
-vec3.div = vec3.divide;
-
-/**
- * Returns the minimum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    return out;
-};
-
-/**
- * Scales a vec3 by a scalar number
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec3} out
- */
-vec3.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    return out;
-};
-
-/**
- * Adds two vec3's after scaling the second operand by a scalar value
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec3} out
- */
-vec3.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} distance between a and b
- */
-vec3.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.distance}
- * @function
- */
-vec3.dist = vec3.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec3.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredDistance}
- * @function
- */
-vec3.sqrDist = vec3.squaredDistance;
-
-/**
- * Calculates the length of a vec3
- *
- * @param {vec3} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec3.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.length}
- * @function
- */
-vec3.len = vec3.length;
-
-/**
- * Calculates the squared length of a vec3
- *
- * @param {vec3} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec3.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredLength}
- * @function
- */
-vec3.sqrLen = vec3.squaredLength;
-
-/**
- * Negates the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to negate
- * @returns {vec3} out
- */
-vec3.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    return out;
-};
-
-/**
- * Normalize a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to normalize
- * @returns {vec3} out
- */
-vec3.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    var len = x*x + y*y + z*z;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec3.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
-};
-
-/**
- * Computes the cross product of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.cross = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2],
-        bx = b[0], by = b[1], bz = b[2];
-
-    out[0] = ay * bz - az * by;
-    out[1] = az * bx - ax * bz;
-    out[2] = ax * by - ay * bx;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec3} out
- */
-vec3.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec3} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec3} out
- */
-vec3.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    var z = (GLMAT_RANDOM() * 2.0) - 1.0;
-    var zScale = Math.sqrt(1.0-z*z) * scale;
-
-    out[0] = Math.cos(r) * zScale;
-    out[1] = Math.sin(r) * zScale;
-    out[2] = z * scale;
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat4.
- * 4th vector component is implicitly '1'
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12];
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13];
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat3.
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m the 3x3 matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat3 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = x * m[0] + y * m[3] + z * m[6];
-    out[1] = x * m[1] + y * m[4] + z * m[7];
-    out[2] = x * m[2] + y * m[5] + z * m[8];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a quat
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec3} out
- */
-vec3.transformQuat = function(out, a, q) {
-    // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
-
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec3s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec3.forEach = (function() {
-    var vec = vec3.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 3;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec3} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec3.str = function (a) {
-    return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec3 = vec3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4 Dimensional Vector
- * @name vec4
- */
-
-var vec4 = {};
-
-/**
- * Creates a new, empty vec4
- *
- * @returns {vec4} a new 4D vector
- */
-vec4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with values from an existing vector
- *
- * @param {vec4} a vector to clone
- * @returns {vec4} a new 4D vector
- */
-vec4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} a new 4D vector
- */
-vec4.fromValues = function(x, y, z, w) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Copy the values from one vec4 to another
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the source vector
- * @returns {vec4} out
- */
-vec4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set the components of a vec4 to the given values
- *
- * @param {vec4} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} out
- */
-vec4.set = function(out, x, y, z, w) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Adds two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    out[3] = a[3] + b[3];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    out[3] = a[3] - b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.subtract}
- * @function
- */
-vec4.sub = vec4.subtract;
-
-/**
- * Multiplies two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    out[3] = a[3] * b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.multiply}
- * @function
- */
-vec4.mul = vec4.multiply;
-
-/**
- * Divides two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    out[3] = a[3] / b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.divide}
- * @function
- */
-vec4.div = vec4.divide;
-
-/**
- * Returns the minimum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    out[3] = Math.min(a[3], b[3]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    out[3] = Math.max(a[3], b[3]);
-    return out;
-};
-
-/**
- * Scales a vec4 by a scalar number
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec4} out
- */
-vec4.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    out[3] = a[3] * b;
-    return out;
-};
-
-/**
- * Adds two vec4's after scaling the second operand by a scalar value
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec4} out
- */
-vec4.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    out[3] = a[3] + (b[3] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} distance between a and b
- */
-vec4.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.distance}
- * @function
- */
-vec4.dist = vec4.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec4.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredDistance}
- * @function
- */
-vec4.sqrDist = vec4.squaredDistance;
-
-/**
- * Calculates the length of a vec4
- *
- * @param {vec4} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec4.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.length}
- * @function
- */
-vec4.len = vec4.length;
-
-/**
- * Calculates the squared length of a vec4
- *
- * @param {vec4} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec4.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredLength}
- * @function
- */
-vec4.sqrLen = vec4.squaredLength;
-
-/**
- * Negates the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to negate
- * @returns {vec4} out
- */
-vec4.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = -a[3];
-    return out;
-};
-
-/**
- * Normalize a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to normalize
- * @returns {vec4} out
- */
-vec4.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    var len = x*x + y*y + z*z + w*w;
-    if (len > 0) {
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-        out[3] = a[3] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec4.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
-};
-
-/**
- * Performs a linear interpolation between two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec4} out
- */
-vec4.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2],
-        aw = a[3];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    out[3] = aw + t * (b[3] - aw);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec4} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec4} out
- */
-vec4.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    //TODO: This is a pretty awful way of doing this. Find something better.
-    out[0] = GLMAT_RANDOM();
-    out[1] = GLMAT_RANDOM();
-    out[2] = GLMAT_RANDOM();
-    out[3] = GLMAT_RANDOM();
-    vec4.normalize(out, out);
-    vec4.scale(out, out, scale);
-    return out;
-};
-
-/**
- * Transforms the vec4 with a mat4.
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec4} out
- */
-vec4.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2], w = a[3];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
-    out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
-    return out;
-};
-
-/**
- * Transforms the vec4 with a quat
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec4} out
- */
-vec4.transformQuat = function(out, a, q) {
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec4s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec4.forEach = (function() {
-    var vec = vec4.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 4;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec4} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec4.str = function (a) {
-    return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec4 = vec4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x2 Matrix
- * @name mat2
- */
-
-var mat2 = {};
-
-/**
- * Creates a new identity mat2
- *
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat2 initialized with values from an existing matrix
- *
- * @param {mat2} a matrix to clone
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Copy the values from one mat2 to another
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set a mat2 to the identity matrix
- *
- * @param {mat2} out the receiving matrix
- * @returns {mat2} out
- */
-mat2.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a1 = a[1];
-        out[1] = a[2];
-        out[2] = a1;
-    } else {
-        out[0] = a[0];
-        out[1] = a[2];
-        out[2] = a[1];
-        out[3] = a[3];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-
-        // Calculate the determinant
-        det = a0 * a3 - a2 * a1;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] =  a3 * det;
-    out[1] = -a1 * det;
-    out[2] = -a2 * det;
-    out[3] =  a0 * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.adjoint = function(out, a) {
-    // Caching this value is nessecary if out == a
-    var a0 = a[0];
-    out[0] =  a[3];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] =  a0;
-
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2
- *
- * @param {mat2} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2.determinant = function (a) {
-    return a[0] * a[3] - a[2] * a[1];
-};
-
-/**
- * Multiplies two mat2's
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the first operand
- * @param {mat2} b the second operand
- * @returns {mat2} out
- */
-mat2.multiply = function (out, a, b) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
-    var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = a0 * b0 + a1 * b2;
-    out[1] = a0 * b1 + a1 * b3;
-    out[2] = a2 * b0 + a3 * b2;
-    out[3] = a2 * b1 + a3 * b3;
-    return out;
-};
-
-/**
- * Alias for {@link mat2.multiply}
- * @function
- */
-mat2.mul = mat2.multiply;
-
-/**
- * Rotates a mat2 by the given angle
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2} out
- */
-mat2.rotate = function (out, a, rad) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-    out[0] = a0 *  c + a1 * s;
-    out[1] = a0 * -s + a1 * c;
-    out[2] = a2 *  c + a3 * s;
-    out[3] = a2 * -s + a3 * c;
-    return out;
-};
-
-/**
- * Scales the mat2 by the dimensions in the given vec2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2} out
- **/
-mat2.scale = function(out, a, v) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        v0 = v[0], v1 = v[1];
-    out[0] = a0 * v0;
-    out[1] = a1 * v1;
-    out[2] = a2 * v0;
-    out[3] = a3 * v1;
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2
- *
- * @param {mat2} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2.str = function (a) {
-    return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2 = mat2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x3 Matrix
- * @name mat2d
- *
- * @description
- * A mat2d contains six elements defined as:
- * <pre>
- * [a, b,
- *  c, d,
- *  tx,ty]
- * </pre>
- * This is a short form for the 3x3 matrix:
- * <pre>
- * [a, b, 0
- *  c, d, 0
- *  tx,ty,1]
- * </pre>
- * The last column is ignored so the array is shorter and operations are faster.
- */
-
-var mat2d = {};
-
-/**
- * Creates a new identity mat2d
- *
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Creates a new mat2d initialized with values from an existing matrix
- *
- * @param {mat2d} a matrix to clone
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Copy the values from one mat2d to another
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Set a mat2d to the identity matrix
- *
- * @param {mat2d} out the receiving matrix
- * @returns {mat2d} out
- */
-mat2d.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Inverts a mat2d
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.invert = function(out, a) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5];
-
-    var det = aa * ad - ab * ac;
-    if(!det){
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = ad * det;
-    out[1] = -ab * det;
-    out[2] = -ac * det;
-    out[3] = aa * det;
-    out[4] = (ac * aty - ad * atx) * det;
-    out[5] = (ab * atx - aa * aty) * det;
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2d
- *
- * @param {mat2d} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2d.determinant = function (a) {
-    return a[0] * a[3] - a[1] * a[2];
-};
-
-/**
- * Multiplies two mat2d's
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the first operand
- * @param {mat2d} b the second operand
- * @returns {mat2d} out
- */
-mat2d.multiply = function (out, a, b) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5],
-        ba = b[0], bb = b[1], bc = b[2], bd = b[3],
-        btx = b[4], bty = b[5];
-
-    out[0] = aa*ba + ab*bc;
-    out[1] = aa*bb + ab*bd;
-    out[2] = ac*ba + ad*bc;
-    out[3] = ac*bb + ad*bd;
-    out[4] = ba*atx + bc*aty + btx;
-    out[5] = bb*atx + bd*aty + bty;
-    return out;
-};
-
-/**
- * Alias for {@link mat2d.multiply}
- * @function
- */
-mat2d.mul = mat2d.multiply;
-
-
-/**
- * Rotates a mat2d by the given angle
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2d} out
- */
-mat2d.rotate = function (out, a, rad) {
-    var aa = a[0],
-        ab = a[1],
-        ac = a[2],
-        ad = a[3],
-        atx = a[4],
-        aty = a[5],
-        st = Math.sin(rad),
-        ct = Math.cos(rad);
-
-    out[0] = aa*ct + ab*st;
-    out[1] = -aa*st + ab*ct;
-    out[2] = ac*ct + ad*st;
-    out[3] = -ac*st + ct*ad;
-    out[4] = ct*atx + st*aty;
-    out[5] = ct*aty - st*atx;
-    return out;
-};
-
-/**
- * Scales the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2d} out
- **/
-mat2d.scale = function(out, a, v) {
-    var vx = v[0], vy = v[1];
-    out[0] = a[0] * vx;
-    out[1] = a[1] * vy;
-    out[2] = a[2] * vx;
-    out[3] = a[3] * vy;
-    out[4] = a[4] * vx;
-    out[5] = a[5] * vy;
-    return out;
-};
-
-/**
- * Translates the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to translate the matrix by
- * @returns {mat2d} out
- **/
-mat2d.translate = function(out, a, v) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4] + v[0];
-    out[5] = a[5] + v[1];
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2d
- *
- * @param {mat2d} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2d.str = function (a) {
-    return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2d = mat2d;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3x3 Matrix
- * @name mat3
- */
-
-var mat3 = {};
-
-/**
- * Creates a new identity mat3
- *
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Copies the upper-left 3x3 values into the given mat3.
- *
- * @param {mat3} out the receiving 3x3 matrix
- * @param {mat4} a   the source 4x4 matrix
- * @returns {mat3} out
- */
-mat3.fromMat4 = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[4];
-    out[4] = a[5];
-    out[5] = a[6];
-    out[6] = a[8];
-    out[7] = a[9];
-    out[8] = a[10];
-    return out;
-};
-
-/**
- * Creates a new mat3 initialized with values from an existing matrix
- *
- * @param {mat3} a matrix to clone
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copy the values from one mat3 to another
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Set a mat3 to the identity matrix
- *
- * @param {mat3} out the receiving matrix
- * @returns {mat3} out
- */
-mat3.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a12 = a[5];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a01;
-        out[5] = a[7];
-        out[6] = a02;
-        out[7] = a12;
-    } else {
-        out[0] = a[0];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a[1];
-        out[4] = a[4];
-        out[5] = a[7];
-        out[6] = a[2];
-        out[7] = a[5];
-        out[8] = a[8];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b01 = a22 * a11 - a12 * a21,
-        b11 = -a22 * a10 + a12 * a20,
-        b21 = a21 * a10 - a11 * a20,
-
-        // Calculate the determinant
-        det = a00 * b01 + a01 * b11 + a02 * b21;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = b01 * det;
-    out[1] = (-a22 * a01 + a02 * a21) * det;
-    out[2] = (a12 * a01 - a02 * a11) * det;
-    out[3] = b11 * det;
-    out[4] = (a22 * a00 - a02 * a20) * det;
-    out[5] = (-a12 * a00 + a02 * a10) * det;
-    out[6] = b21 * det;
-    out[7] = (-a21 * a00 + a01 * a20) * det;
-    out[8] = (a11 * a00 - a01 * a10) * det;
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    out[0] = (a11 * a22 - a12 * a21);
-    out[1] = (a02 * a21 - a01 * a22);
-    out[2] = (a01 * a12 - a02 * a11);
-    out[3] = (a12 * a20 - a10 * a22);
-    out[4] = (a00 * a22 - a02 * a20);
-    out[5] = (a02 * a10 - a00 * a12);
-    out[6] = (a10 * a21 - a11 * a20);
-    out[7] = (a01 * a20 - a00 * a21);
-    out[8] = (a00 * a11 - a01 * a10);
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat3
- *
- * @param {mat3} a the source matrix
- * @returns {Number} determinant of a
- */
-mat3.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
-};
-
-/**
- * Multiplies two mat3's
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the first operand
- * @param {mat3} b the second operand
- * @returns {mat3} out
- */
-mat3.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b00 = b[0], b01 = b[1], b02 = b[2],
-        b10 = b[3], b11 = b[4], b12 = b[5],
-        b20 = b[6], b21 = b[7], b22 = b[8];
-
-    out[0] = b00 * a00 + b01 * a10 + b02 * a20;
-    out[1] = b00 * a01 + b01 * a11 + b02 * a21;
-    out[2] = b00 * a02 + b01 * a12 + b02 * a22;
-
-    out[3] = b10 * a00 + b11 * a10 + b12 * a20;
-    out[4] = b10 * a01 + b11 * a11 + b12 * a21;
-    out[5] = b10 * a02 + b11 * a12 + b12 * a22;
-
-    out[6] = b20 * a00 + b21 * a10 + b22 * a20;
-    out[7] = b20 * a01 + b21 * a11 + b22 * a21;
-    out[8] = b20 * a02 + b21 * a12 + b22 * a22;
-    return out;
-};
-
-/**
- * Alias for {@link mat3.multiply}
- * @function
- */
-mat3.mul = mat3.multiply;
-
-/**
- * Translate a mat3 by the given vector
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to translate
- * @param {vec2} v vector to translate by
- * @returns {mat3} out
- */
-mat3.translate = function(out, a, v) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-        x = v[0], y = v[1];
-
-    out[0] = a00;
-    out[1] = a01;
-    out[2] = a02;
-
-    out[3] = a10;
-    out[4] = a11;
-    out[5] = a12;
-
-    out[6] = x * a00 + y * a10 + a20;
-    out[7] = x * a01 + y * a11 + a21;
-    out[8] = x * a02 + y * a12 + a22;
-    return out;
-};
-
-/**
- * Rotates a mat3 by the given angle
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat3} out
- */
-mat3.rotate = function (out, a, rad) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-
-    out[0] = c * a00 + s * a10;
-    out[1] = c * a01 + s * a11;
-    out[2] = c * a02 + s * a12;
-
-    out[3] = c * a10 - s * a00;
-    out[4] = c * a11 - s * a01;
-    out[5] = c * a12 - s * a02;
-
-    out[6] = a20;
-    out[7] = a21;
-    out[8] = a22;
-    return out;
-};
-
-/**
- * Scales the mat3 by the dimensions in the given vec2
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat3} out
- **/
-mat3.scale = function(out, a, v) {
-    var x = v[0], y = v[1];
-
-    out[0] = x * a[0];
-    out[1] = x * a[1];
-    out[2] = x * a[2];
-
-    out[3] = y * a[3];
-    out[4] = y * a[4];
-    out[5] = y * a[5];
-
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copies the values from a mat2d into a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat2d} a the matrix to copy
- * @returns {mat3} out
- **/
-mat3.fromMat2d = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = 0;
-
-    out[3] = a[2];
-    out[4] = a[3];
-    out[5] = 0;
-
-    out[6] = a[4];
-    out[7] = a[5];
-    out[8] = 1;
-    return out;
-};
-
-/**
-* Calculates a 3x3 matrix from the given quaternion
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {quat} q Quaternion to create matrix from
-*
-* @returns {mat3} out
-*/
-mat3.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[3] = yx - wz;
-    out[6] = zx + wy;
-
-    out[1] = yx + wz;
-    out[4] = 1 - xx - zz;
-    out[7] = zy - wx;
-
-    out[2] = zx - wy;
-    out[5] = zy + wx;
-    out[8] = 1 - xx - yy;
-
-    return out;
-};
-
-/**
-* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {mat4} a Mat4 to derive the normal matrix from
-*
-* @returns {mat3} out
-*/
-mat3.normalFromMat4 = function (out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-
-    out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-
-    out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat3
- *
- * @param {mat3} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat3.str = function (a) {
-    return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ', ' +
-                    a[6] + ', ' + a[7] + ', ' + a[8] + ')';
-};
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat3 = mat3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4x4 Matrix
- * @name mat4
- */
-
-var mat4 = {};
-
-/**
- * Creates a new identity mat4
- *
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat4 initialized with values from an existing matrix
- *
- * @param {mat4} a matrix to clone
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Copy the values from one mat4 to another
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Set a mat4 to the identity matrix
- *
- * @param {mat4} out the receiving matrix
- * @returns {mat4} out
- */
-mat4.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a03 = a[3],
-            a12 = a[6], a13 = a[7],
-            a23 = a[11];
-
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a01;
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a02;
-        out[9] = a12;
-        out[11] = a[14];
-        out[12] = a03;
-        out[13] = a13;
-        out[14] = a23;
-    } else {
-        out[0] = a[0];
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a[1];
-        out[5] = a[5];
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a[2];
-        out[9] = a[6];
-        out[10] = a[10];
-        out[11] = a[14];
-        out[12] = a[3];
-        out[13] = a[7];
-        out[14] = a[11];
-        out[15] = a[15];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
-    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
-    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
-    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
-    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
-    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
-    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    out[0]  =  (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
-    out[1]  = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
-    out[2]  =  (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
-    out[3]  = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
-    out[4]  = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
-    out[5]  =  (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
-    out[6]  = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
-    out[7]  =  (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
-    out[8]  =  (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
-    out[9]  = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
-    out[10] =  (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
-    out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
-    out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
-    out[13] =  (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
-    out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
-    out[15] =  (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat4
- *
- * @param {mat4} a the source matrix
- * @returns {Number} determinant of a
- */
-mat4.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32;
-
-    // Calculate the determinant
-    return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-};
-
-/**
- * Multiplies two mat4's
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the first operand
- * @param {mat4} b the second operand
- * @returns {mat4} out
- */
-mat4.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    // Cache only the current line of the second matrix
-    var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
-    out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
-    out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
-    out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-    return out;
-};
-
-/**
- * Alias for {@link mat4.multiply}
- * @function
- */
-mat4.mul = mat4.multiply;
-
-/**
- * Translate a mat4 by the given vector
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to translate
- * @param {vec3} v vector to translate by
- * @returns {mat4} out
- */
-mat4.translate = function (out, a, v) {
-    var x = v[0], y = v[1], z = v[2],
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        a30, a31, a32, a33;
-
-        a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-        a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-        a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-        a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15];
-
-    out[0] = a00 + a03*x;
-    out[1] = a01 + a03*y;
-    out[2] = a02 + a03*z;
-    out[3] = a03;
-
-    out[4] = a10 + a13*x;
-    out[5] = a11 + a13*y;
-    out[6] = a12 + a13*z;
-    out[7] = a13;
-
-    out[8] = a20 + a23*x;
-    out[9] = a21 + a23*y;
-    out[10] = a22 + a23*z;
-    out[11] = a23;
-    out[12] = a30 + a33*x;
-    out[13] = a31 + a33*y;
-    out[14] = a32 + a33*z;
-    out[15] = a33;
-
-    return out;
-};
-/**
- * Scales the mat4 by the dimensions in the given vec3
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to scale
- * @param {vec3} v the vec3 to scale the matrix by
- * @returns {mat4} out
- **/
-mat4.scale = function(out, a, v) {
-    var x = v[0], y = v[1], z = v[2];
-
-    out[0] = a[0] * x;
-    out[1] = a[1] * x;
-    out[2] = a[2] * x;
-    out[3] = a[3] * x;
-    out[4] = a[4] * y;
-    out[5] = a[5] * y;
-    out[6] = a[6] * y;
-    out[7] = a[7] * y;
-    out[8] = a[8] * z;
-    out[9] = a[9] * z;
-    out[10] = a[10] * z;
-    out[11] = a[11] * z;
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Rotates a mat4 by the given angle
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @param {vec3} axis the axis to rotate around
- * @returns {mat4} out
- */
-mat4.rotate = function (out, a, rad, axis) {
-    var x = axis[0], y = axis[1], z = axis[2],
-        len = Math.sqrt(x * x + y * y + z * z),
-        s, c, t,
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        b00, b01, b02,
-        b10, b11, b12,
-        b20, b21, b22;
-
-    if (Math.abs(len) < GLMAT_EPSILON) { return null; }
-
-    len = 1 / len;
-    x *= len;
-    y *= len;
-    z *= len;
-
-    s = Math.sin(rad);
-    c = Math.cos(rad);
-    t = 1 - c;
-
-    a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-    a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-    a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-
-    // Construct the elements of the rotation matrix
-    b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
-    b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
-    b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;
-
-    // Perform rotation-specific matrix multiplication
-    out[0] = a00 * b00 + a10 * b01 + a20 * b02;
-    out[1] = a01 * b00 + a11 * b01 + a21 * b02;
-    out[2] = a02 * b00 + a12 * b01 + a22 * b02;
-    out[3] = a03 * b00 + a13 * b01 + a23 * b02;
-    out[4] = a00 * b10 + a10 * b11 + a20 * b12;
-    out[5] = a01 * b10 + a11 * b11 + a21 * b12;
-    out[6] = a02 * b10 + a12 * b11 + a22 * b12;
-    out[7] = a03 * b10 + a13 * b11 + a23 * b12;
-    out[8] = a00 * b20 + a10 * b21 + a20 * b22;
-    out[9] = a01 * b20 + a11 * b21 + a21 * b22;
-    out[10] = a02 * b20 + a12 * b21 + a22 * b22;
-    out[11] = a03 * b20 + a13 * b21 + a23 * b22;
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the X axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateX = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[0]  = a[0];
-        out[1]  = a[1];
-        out[2]  = a[2];
-        out[3]  = a[3];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[4] = a10 * c + a20 * s;
-    out[5] = a11 * c + a21 * s;
-    out[6] = a12 * c + a22 * s;
-    out[7] = a13 * c + a23 * s;
-    out[8] = a20 * c - a10 * s;
-    out[9] = a21 * c - a11 * s;
-    out[10] = a22 * c - a12 * s;
-    out[11] = a23 * c - a13 * s;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Y axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateY = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[4]  = a[4];
-        out[5]  = a[5];
-        out[6]  = a[6];
-        out[7]  = a[7];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c - a20 * s;
-    out[1] = a01 * c - a21 * s;
-    out[2] = a02 * c - a22 * s;
-    out[3] = a03 * c - a23 * s;
-    out[8] = a00 * s + a20 * c;
-    out[9] = a01 * s + a21 * c;
-    out[10] = a02 * s + a22 * c;
-    out[11] = a03 * s + a23 * c;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Z axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateZ = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[8]  = a[8];
-        out[9]  = a[9];
-        out[10] = a[10];
-        out[11] = a[11];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c + a10 * s;
-    out[1] = a01 * c + a11 * s;
-    out[2] = a02 * c + a12 * s;
-    out[3] = a03 * c + a13 * s;
-    out[4] = a10 * c - a00 * s;
-    out[5] = a11 * c - a01 * s;
-    out[6] = a12 * c - a02 * s;
-    out[7] = a13 * c - a03 * s;
-    return out;
-};
-
-/**
- * Creates a matrix from a quaternion rotation and vector translation
- * This is equivalent to (but much faster than):
- *
- *     mat4.identity(dest);
- *     mat4.translate(dest, vec);
- *     var quatMat = mat4.create();
- *     quat4.toMat4(quat, quatMat);
- *     mat4.multiply(dest, quatMat);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {vec3} v Translation vector
- * @returns {mat4} out
- */
-mat4.fromRotationTranslation = function (out, q, v) {
-    // Quaternion math
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        xy = x * y2,
-        xz = x * z2,
-        yy = y * y2,
-        yz = y * z2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - (yy + zz);
-    out[1] = xy + wz;
-    out[2] = xz - wy;
-    out[3] = 0;
-    out[4] = xy - wz;
-    out[5] = 1 - (xx + zz);
-    out[6] = yz + wx;
-    out[7] = 0;
-    out[8] = xz + wy;
-    out[9] = yz - wx;
-    out[10] = 1 - (xx + yy);
-    out[11] = 0;
-    out[12] = v[0];
-    out[13] = v[1];
-    out[14] = v[2];
-    out[15] = 1;
-
-    return out;
-};
-
-mat4.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[1] = yx + wz;
-    out[2] = zx - wy;
-    out[3] = 0;
-
-    out[4] = yx - wz;
-    out[5] = 1 - xx - zz;
-    out[6] = zy + wx;
-    out[7] = 0;
-
-    out[8] = zx + wy;
-    out[9] = zy - wx;
-    out[10] = 1 - xx - yy;
-    out[11] = 0;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Generates a frustum matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {Number} left Left bound of the frustum
- * @param {Number} right Right bound of the frustum
- * @param {Number} bottom Bottom bound of the frustum
- * @param {Number} top Top bound of the frustum
- * @param {Number} near Near bound of the frustum
- * @param {Number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.frustum = function (out, left, right, bottom, top, near, far) {
-    var rl = 1 / (right - left),
-        tb = 1 / (top - bottom),
-        nf = 1 / (near - far);
-    out[0] = (near * 2) * rl;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = (near * 2) * tb;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = (right + left) * rl;
-    out[9] = (top + bottom) * tb;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (far * near * 2) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a perspective projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} fovy Vertical field of view in radians
- * @param {number} aspect Aspect ratio. typically viewport width/height
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.perspective = function (out, fovy, aspect, near, far) {
-    var f = 1.0 / Math.tan(fovy / 2),
-        nf = 1 / (near - far);
-    out[0] = f / aspect;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-
-    out[4] = 0;
-    out[5] = f;
-    out[6] = 0;
-    out[7] = 0;
-
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (2 * far * near) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a orthogonal projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} left Left bound of the frustum
- * @param {number} right Right bound of the frustum
- * @param {number} bottom Bottom bound of the frustum
- * @param {number} top Top bound of the frustum
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.ortho = function (out, left, right, bottom, top, near, far) {
-    var lr = 1 / (left - right),
-        bt = 1 / (bottom - top),
-        nf = 1 / (near - far);
-    out[0] = -2 * lr;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = -2 * bt;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 2 * nf;
-    out[11] = 0;
-    out[12] = (left + right) * lr;
-    out[13] = (top + bottom) * bt;
-    out[14] = (far + near) * nf;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Generates a look-at matrix with the given eye position, focal point, and up axis
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {vec3} eye Position of the viewer
- * @param {vec3} center Point the viewer is looking at
- * @param {vec3} up vec3 pointing up
- * @returns {mat4} out
- */
-mat4.lookAt = function (out, eye, center, up) {
-    var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
-        eyex = eye[0],
-        eyey = eye[1],
-        eyez = eye[2],
-        upx = up[0],
-        upy = up[1],
-        upz = up[2],
-        centerx = center[0],
-        centery = center[1],
-        centerz = center[2];
-
-    if (Math.abs(eyex - centerx) < GLMAT_EPSILON &&
-        Math.abs(eyey - centery) < GLMAT_EPSILON &&
-        Math.abs(eyez - centerz) < GLMAT_EPSILON) {
-        return mat4.identity(out);
-    }
-
-    z0 = eyex - centerx;
-    z1 = eyey - centery;
-    z2 = eyez - centerz;
-
-    len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
-    z0 *= len;
-    z1 *= len;
-    z2 *= len;
-
-    x0 = upy * z2 - upz * z1;
-    x1 = upz * z0 - upx * z2;
-    x2 = upx * z1 - upy * z0;
-    len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
-    if (!len) {
-        x0 = 0;
-        x1 = 0;
-        x2 = 0;
-    } else {
-        len = 1 / len;
-        x0 *= len;
-        x1 *= len;
-        x2 *= len;
-    }
-
-    y0 = z1 * x2 - z2 * x1;
-    y1 = z2 * x0 - z0 * x2;
-    y2 = z0 * x1 - z1 * x0;
-
-    len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
-    if (!len) {
-        y0 = 0;
-        y1 = 0;
-        y2 = 0;
-    } else {
-        len = 1 / len;
-        y0 *= len;
-        y1 *= len;
-        y2 *= len;
-    }
-
-    out[0] = x0;
-    out[1] = y0;
-    out[2] = z0;
-    out[3] = 0;
-    out[4] = x1;
-    out[5] = y1;
-    out[6] = z1;
-    out[7] = 0;
-    out[8] = x2;
-    out[9] = y2;
-    out[10] = z2;
-    out[11] = 0;
-    out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
-    out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
-    out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat4
- *
- * @param {mat4} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat4.str = function (a) {
-    return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' +
-                    a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' +
-                    a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' +
-                    a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat4 = mat4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class Quaternion
- * @name quat
- */
-
-var quat = {};
-
-/**
- * Creates a new identity quat
- *
- * @returns {quat} a new quaternion
- */
-quat.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quaternion to represent the shortest rotation from one
- * vector to another.
- *
- * Both vectors are assumed to be unit length.
- *
- * @param {quat} out the receiving quaternion.
- * @param {vec3} a the initial vector
- * @param {vec3} b the destination vector
- * @returns {quat} out
- */
-quat.rotationTo = (function() {
-    var tmpvec3 = vec3.create();
-    var xUnitVec3 = vec3.fromValues(1,0,0);
-    var yUnitVec3 = vec3.fromValues(0,1,0);
-
-    return function(out, a, b) {
-        var dot = vec3.dot(a, b);
-        if (dot < -0.999999) {
-            vec3.cross(tmpvec3, xUnitVec3, a);
-            if (vec3.length(tmpvec3) < 0.000001)
-                vec3.cross(tmpvec3, yUnitVec3, a);
-            vec3.normalize(tmpvec3, tmpvec3);
-            quat.setAxisAngle(out, tmpvec3, Math.PI);
-            return out;
-        } else if (dot > 0.999999) {
-            out[0] = 0;
-            out[1] = 0;
-            out[2] = 0;
-            out[3] = 1;
-            return out;
-        } else {
-            vec3.cross(tmpvec3, a, b);
-            out[0] = tmpvec3[0];
-            out[1] = tmpvec3[1];
-            out[2] = tmpvec3[2];
-            out[3] = 1 + dot;
-            return quat.normalize(out, out);
-        }
-    };
-})();
-
-/**
- * Sets the specified quaternion with values corresponding to the given
- * axes. Each axis is a vec3 and is expected to be unit length and
- * perpendicular to all other specified axes.
- *
- * @param {vec3} view  the vector representing the viewing direction
- * @param {vec3} right the vector representing the local "right" direction
- * @param {vec3} up    the vector representing the local "up" direction
- * @returns {quat} out
- */
-quat.setAxes = (function() {
-    var matr = mat3.create();
-
-    return function(out, view, right, up) {
-        matr[0] = right[0];
-        matr[3] = right[1];
-        matr[6] = right[2];
-
-        matr[1] = up[0];
-        matr[4] = up[1];
-        matr[7] = up[2];
-
-        matr[2] = -view[0];
-        matr[5] = -view[1];
-        matr[8] = -view[2];
-
-        return quat.normalize(out, quat.fromMat3(out, matr));
-    };
-})();
-
-/**
- * Creates a new quat initialized with values from an existing quaternion
- *
- * @param {quat} a quaternion to clone
- * @returns {quat} a new quaternion
- * @function
- */
-quat.clone = vec4.clone;
-
-/**
- * Creates a new quat initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} a new quaternion
- * @function
- */
-quat.fromValues = vec4.fromValues;
-
-/**
- * Copy the values from one quat to another
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the source quaternion
- * @returns {quat} out
- * @function
- */
-quat.copy = vec4.copy;
-
-/**
- * Set the components of a quat to the given values
- *
- * @param {quat} out the receiving quaternion
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} out
- * @function
- */
-quat.set = vec4.set;
-
-/**
- * Set a quat to the identity quaternion
- *
- * @param {quat} out the receiving quaternion
- * @returns {quat} out
- */
-quat.identity = function(out) {
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quat from the given angle and rotation axis,
- * then returns it.
- *
- * @param {quat} out the receiving quaternion
- * @param {vec3} axis the axis around which to rotate
- * @param {Number} rad the angle in radians
- * @returns {quat} out
- **/
-quat.setAxisAngle = function(out, axis, rad) {
-    rad = rad * 0.5;
-    var s = Math.sin(rad);
-    out[0] = s * axis[0];
-    out[1] = s * axis[1];
-    out[2] = s * axis[2];
-    out[3] = Math.cos(rad);
-    return out;
-};
-
-/**
- * Adds two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- * @function
- */
-quat.add = vec4.add;
-
-/**
- * Multiplies two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- */
-quat.multiply = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    out[0] = ax * bw + aw * bx + ay * bz - az * by;
-    out[1] = ay * bw + aw * by + az * bx - ax * bz;
-    out[2] = az * bw + aw * bz + ax * by - ay * bx;
-    out[3] = aw * bw - ax * bx - ay * by - az * bz;
-    return out;
-};
-
-/**
- * Alias for {@link quat.multiply}
- * @function
- */
-quat.mul = quat.multiply;
-
-/**
- * Scales a quat by a scalar number
- *
- * @param {quat} out the receiving vector
- * @param {quat} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {quat} out
- * @function
- */
-quat.scale = vec4.scale;
-
-/**
- * Rotates a quaternion by the given angle about the X axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateX = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + aw * bx;
-    out[1] = ay * bw + az * bx;
-    out[2] = az * bw - ay * bx;
-    out[3] = aw * bw - ax * bx;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Y axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateY = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        by = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw - az * by;
-    out[1] = ay * bw + aw * by;
-    out[2] = az * bw + ax * by;
-    out[3] = aw * bw - ay * by;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Z axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateZ = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bz = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + ay * bz;
-    out[1] = ay * bw - ax * bz;
-    out[2] = az * bw + aw * bz;
-    out[3] = aw * bw - az * bz;
-    return out;
-};
-
-/**
- * Calculates the W component of a quat from the X, Y, and Z components.
- * Assumes that quaternion is 1 unit in length.
- * Any existing W component will be ignored.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate W component of
- * @returns {quat} out
- */
-quat.calculateW = function (out, a) {
-    var x = a[0], y = a[1], z = a[2];
-
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
-    return out;
-};
-
-/**
- * Calculates the dot product of two quat's
- *
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {Number} dot product of a and b
- * @function
- */
-quat.dot = vec4.dot;
-
-/**
- * Performs a linear interpolation between two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- * @function
- */
-quat.lerp = vec4.lerp;
-
-/**
- * Performs a spherical linear interpolation between two quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- */
-quat.slerp = function (out, a, b, t) {
-    // benchmarks:
-    //    http://jsperf.com/quaternion-slerp-implementations
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    var        omega, cosom, sinom, scale0, scale1;
-
-    // calc cosine
-    cosom = ax * bx + ay * by + az * bz + aw * bw;
-    // adjust signs (if necessary)
-    if ( cosom < 0.0 ) {
-        cosom = -cosom;
-        bx = - bx;
-        by = - by;
-        bz = - bz;
-        bw = - bw;
-    }
-    // calculate coefficients
-    if ( (1.0 - cosom) > 0.000001 ) {
-        // standard case (slerp)
-        omega  = Math.acos(cosom);
-        sinom  = Math.sin(omega);
-        scale0 = Math.sin((1.0 - t) * omega) / sinom;
-        scale1 = Math.sin(t * omega) / sinom;
-    } else {
-        // "from" and "to" quaternions are very close
-        //  ... so we can do a linear interpolation
-        scale0 = 1.0 - t;
-        scale1 = t;
-    }
-    // calculate final values
-    out[0] = scale0 * ax + scale1 * bx;
-    out[1] = scale0 * ay + scale1 * by;
-    out[2] = scale0 * az + scale1 * bz;
-    out[3] = scale0 * aw + scale1 * bw;
-
-    return out;
-};
-
-/**
- * Calculates the inverse of a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate inverse of
- * @returns {quat} out
- */
-quat.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        dot = a0*a0 + a1*a1 + a2*a2 + a3*a3,
-        invDot = dot ? 1.0/dot : 0;
-
-    // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
-
-    out[0] = -a0*invDot;
-    out[1] = -a1*invDot;
-    out[2] = -a2*invDot;
-    out[3] = a3*invDot;
-    return out;
-};
-
-/**
- * Calculates the conjugate of a quat
- * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate conjugate of
- * @returns {quat} out
- */
-quat.conjugate = function (out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Calculates the length of a quat
- *
- * @param {quat} a vector to calculate length of
- * @returns {Number} length of a
- * @function
- */
-quat.length = vec4.length;
-
-/**
- * Alias for {@link quat.length}
- * @function
- */
-quat.len = quat.length;
-
-/**
- * Calculates the squared length of a quat
- *
- * @param {quat} a vector to calculate squared length of
- * @returns {Number} squared length of a
- * @function
- */
-quat.squaredLength = vec4.squaredLength;
-
-/**
- * Alias for {@link quat.squaredLength}
- * @function
- */
-quat.sqrLen = quat.squaredLength;
-
-/**
- * Normalize a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quaternion to normalize
- * @returns {quat} out
- * @function
- */
-quat.normalize = vec4.normalize;
-
-/**
- * Creates a quaternion from the given 3x3 rotation matrix.
- *
- * NOTE: The resultant quaternion is not normalized, so you should be sure
- * to renormalize the quaternion yourself where necessary.
- *
- * @param {quat} out the receiving quaternion
- * @param {mat3} m rotation matrix
- * @returns {quat} out
- * @function
- */
-quat.fromMat3 = function(out, m) {
-    // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
-    // article "Quaternion Calculus and Fast Animation".
-    var fTrace = m[0] + m[4] + m[8];
-    var fRoot;
-
-    if ( fTrace > 0.0 ) {
-        // |w| > 1/2, may as well choose w > 1/2
-        fRoot = Math.sqrt(fTrace + 1.0);  // 2w
-        out[3] = 0.5 * fRoot;
-        fRoot = 0.5/fRoot;  // 1/(4w)
-        out[0] = (m[7]-m[5])*fRoot;
-        out[1] = (m[2]-m[6])*fRoot;
-        out[2] = (m[3]-m[1])*fRoot;
-    } else {
-        // |w| <= 1/2
-        var i = 0;
-        if ( m[4] > m[0] )
-          i = 1;
-        if ( m[8] > m[i*3+i] )
-          i = 2;
-        var j = (i+1)%3;
-        var k = (i+2)%3;
-
-        fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
-        out[i] = 0.5 * fRoot;
-        fRoot = 0.5 / fRoot;
-        out[3] = (m[k*3+j] - m[j*3+k]) * fRoot;
-        out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
-        out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
-    }
-
-    return out;
-};
-
-/**
- * Returns a string representation of a quatenion
- *
- * @param {quat} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-quat.str = function (a) {
-    return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.quat = quat;
-}
-;*/
-
-
-
-
-
-
-
-
-
-
-
-
-/*
-  })(shim.exports);
-})(this);
-*/
diff --git a/examples/canvas3d/jsonmodels/jsonmodels.js b/examples/canvas3d/jsonmodels/jsonmodels.js
index 919c327e55624d5c067f5c3468657661c3fd0773..49447254edcc3a44ac6455639c8bdebf5e627390 100644
--- a/examples/canvas3d/jsonmodels/jsonmodels.js
+++ b/examples/canvas3d/jsonmodels/jsonmodels.js
@@ -1,24 +1,24 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
@@ -26,7 +26,7 @@
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 2.0 or later as published by the Free
 ** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
@@ -34,7 +34,8 @@
 **
 ****************************************************************************/
 
-Qt.include("glMatrix-0.9.5.min.js")
+Qt.include("gl-matrix.js")
+
 //! [0]
 Qt.include("ThreeJSLoader.js")
 //! [0]
diff --git a/examples/canvas3d/jsonmodels/main.cpp b/examples/canvas3d/jsonmodels/main.cpp
index 64e98514e384ba2d045bec20a1c806e45604c5d9..06ab9cc86333b59561c70c7d1692814a5af48586 100644
--- a/examples/canvas3d/jsonmodels/main.cpp
+++ b/examples/canvas3d/jsonmodels/main.cpp
@@ -1,3 +1,39 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
 #define NO_ENTERPRISE
 
 #include <QGuiApplication>
diff --git a/examples/canvas3d/jsonmodels/qml.qrc b/examples/canvas3d/jsonmodels/qml.qrc
index 9a3a9577253cd4f71a17678fb73b28471ad8becc..a048c3dc5cd8edb75135ec6ea1c596038f3167f5 100644
--- a/examples/canvas3d/jsonmodels/qml.qrc
+++ b/examples/canvas3d/jsonmodels/qml.qrc
@@ -1,8 +1,8 @@
 <RCC>
     <qresource prefix="/">
-        <file>glMatrix-0.9.5.min.js</file>
+        <file alias="gl-matrix.js">../../../3rdparty/gl-matrix.js</file>
+        <file alias="ThreeJSLoader.js">../../../3rdparty/ThreeJSLoader.js</file>
         <file>gold.json</file>
-        <file>ThreeJSLoader.js</file>
         <file>woodbox.json</file>
         <file>bush.json</file>
         <file>pallet.json</file>
diff --git a/examples/canvas3d/plasmaeffects/doc/images/plasmaeffects-example.png b/examples/canvas3d/plasmaeffects/doc/images/plasmaeffects-example.png
deleted file mode 100644
index 2ba5d6b34cbb9cb4b9c9b14ac00741fbcfade00f..0000000000000000000000000000000000000000
Binary files a/examples/canvas3d/plasmaeffects/doc/images/plasmaeffects-example.png and /dev/null differ
diff --git a/examples/canvas3d/plasmaeffects/doc/src/plasmaeffects.qdoc b/examples/canvas3d/plasmaeffects/doc/src/plasmaeffects.qdoc
deleted file mode 100644
index 44d92eff1171ff117fbc44aeaf0a8c298ab04aa3..0000000000000000000000000000000000000000
--- a/examples/canvas3d/plasmaeffects/doc/src/plasmaeffects.qdoc
+++ /dev/null
@@ -1,80 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/*!
-    \example plasmaeffects
-    \since QtCanvas3D 1.0
-    \title Plasma Effects Example
-    \ingroup qtcanvas3d-examples
-    \brief Apply oldsk00l plasma effects into a canvas
-
-    The Plasma Effects Example concentrates on showing how to use different shaders in Canvas3D.
-    These shaders are of "old school graphics demo" variety that achieve their effects with raw
-    computations based on combining output of trigonometrical functions in various ways. But they
-    demonstrate how you can hand over high intensity calculations to the Graphics Processing Unit
-    (GPU) when using QtCanvas3D.
-
-    For a more thorough look into the QML side see the \l {Textured Cube Example} and
-    for a more thorough look into the JavaScript side see the \l {Lit and Textured Cube Example}.
-
-    \image plasmaeffects-example.png
-
-    \section1 Initialization
-
-    During \c{initGL}'s shader initialization, we'll create two separate shader programs.
-
-    First for the cubes:
-
-    \snippet plasmaeffects/qml/plasmaeffects/plasmaeffects.js 0
-
-    Then for the background:
-
-    \snippet plasmaeffects/qml/plasmaeffects/plasmaeffects.js 1
-
-    We'll need to use them one by one to get the uniform locations:
-
-    \snippet plasmaeffects/qml/plasmaeffects/plasmaeffects.js 2
-    \dots 0
-    \snippet plasmaeffects/qml/plasmaeffects/plasmaeffects.js 3
-
-    \section1 Usage
-
-    To use the shaders, simply take the right one into use before drawing in \c{renderGL}:
-
-    \snippet plasmaeffects/qml/plasmaeffects/plasmaeffects.js 4
-    \dots 0
-    \snippet plasmaeffects/qml/plasmaeffects/plasmaeffects.js 5
- */
diff --git a/examples/canvas3d/plasmaeffects/main.cpp b/examples/canvas3d/plasmaeffects/main.cpp
deleted file mode 100644
index ffc445d5b43f067c97be5f50a90db85999a9732b..0000000000000000000000000000000000000000
--- a/examples/canvas3d/plasmaeffects/main.cpp
+++ /dev/null
@@ -1,65 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include <QtGui/QGuiApplication>
-#include <QtCore/QDir>
-#include <QtQuick/QQuickView>
-#include <QtQml/QQmlEngine>
-
-int main(int argc, char *argv[])
-{
-    QGuiApplication app(argc, argv);
-
-    QQuickView viewer;
-
-    // The following are needed to make examples run without having to install the module
-    // in desktop environments.
-#ifdef Q_OS_WIN
-    QString extraImportPath(QStringLiteral("%1/../../../../%2"));
-#else
-    QString extraImportPath(QStringLiteral("%1/../../../%2"));
-#endif
-    viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(),
-                                                       QString::fromLatin1("qml")));
-
-    viewer.setSource(QUrl("qrc:/qml/plasmaeffects/main.qml"));
-
-    viewer.setTitle(QStringLiteral("Olds00l Plasma"));
-    viewer.setResizeMode(QQuickView::SizeRootObjectToView);
-    viewer.show();
-
-    return app.exec();
-}
diff --git a/examples/canvas3d/plasmaeffects/plasmaeffects.pro b/examples/canvas3d/plasmaeffects/plasmaeffects.pro
deleted file mode 100644
index dde84d05948d214e19ded670101ac9b410620d14..0000000000000000000000000000000000000000
--- a/examples/canvas3d/plasmaeffects/plasmaeffects.pro
+++ /dev/null
@@ -1,11 +0,0 @@
-!include( ../examples.pri ) {
-    error( "Couldn't find the examples.pri file!" )
-}
-
-SOURCES += main.cpp
-
-OTHER_FILES += qml/plasmaeffects/* \
-               doc/src/* \
-               doc/images/*
-
-RESOURCES += plasmaeffects.qrc
diff --git a/examples/canvas3d/plasmaeffects/plasmaeffects.qrc b/examples/canvas3d/plasmaeffects/plasmaeffects.qrc
deleted file mode 100644
index e6026818e81ed6b928f3c1b33e057b28cfbb7ba8..0000000000000000000000000000000000000000
--- a/examples/canvas3d/plasmaeffects/plasmaeffects.qrc
+++ /dev/null
@@ -1,8 +0,0 @@
-<RCC>
-    <qresource prefix="/">
-        <file>qml/plasmaeffects/glMatrix-0.9.5.min.js</file>
-        <file>qml/plasmaeffects/main.qml</file>
-        <file>qml/plasmaeffects/plasmaeffects.js</file>
-        <file>qml/plasmaeffects/qtlogo_gray.png</file>
-    </qresource>
-</RCC>
diff --git a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/glMatrix-0.9.5.min.js b/examples/canvas3d/plasmaeffects/qml/plasmaeffects/glMatrix-0.9.5.min.js
deleted file mode 100644
index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000
--- a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/glMatrix-0.9.5.min.js
+++ /dev/null
@@ -1,4128 +0,0 @@
-/**
- * @fileoverview gl-matrix - High performance matrix and vector operations
- * @author Brandon Jones
- * @author Colin MacKenzie IV
- * @version 2.2.0
- */
-
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/*
-(function(_global) {
-  "use strict";
-
-  var shim = {};
-  if (typeof(exports) === 'undefined') {
-    if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) {
-      shim.exports = {};
-      define(function() {
-        return shim.exports;
-      });
-    } else {
-      // gl-matrix lives in a browser, define its namespaces in global
-      shim.exports = typeof(window) !== 'undefined' ? window : _global;
-    }
-  }
-  else {
-    // gl-matrix lives in commonjs, define its namespaces in exports
-    shim.exports = exports;
-  }
-
-  (function(exports) {*/
-    /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-
-if(!GLMAT_EPSILON) {
-    var GLMAT_EPSILON = 0.000001;
-}
-
-if(!GLMAT_ARRAY_TYPE) {
-    var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array;
-}
-
-if(!GLMAT_RANDOM) {
-    var GLMAT_RANDOM = Math.random;
-}
-
-/**
- * @class Common utilities
- * @name glMatrix
- */
-var glMatrix = {};
-
-/**
- * Sets the type of array used when creating new vectors and matricies
- *
- * @param {Type} type Array type, such as Float32Array or Array
- */
-glMatrix.setMatrixArrayType = function(type) {
-    GLMAT_ARRAY_TYPE = type;
-}
-
-/*if(typeof(exports) !== 'undefined') {
-    exports.glMatrix = glMatrix;
-}*/
-
-var degree = Math.PI / 180;
-
-/**
-* Convert Degree To Radian
-*
-* @param {Number} Angle in Degrees
-*/
-glMatrix.toRadian = function(a){
-     return a * degree;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2 Dimensional Vector
- * @name vec2
- */
-
-var vec2 = {};
-
-/**
- * Creates a new, empty vec2
- *
- * @returns {vec2} a new 2D vector
- */
-vec2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = 0;
-    out[1] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with values from an existing vector
- *
- * @param {vec2} a vector to clone
- * @returns {vec2} a new 2D vector
- */
-vec2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} a new 2D vector
- */
-vec2.fromValues = function(x, y) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Copy the values from one vec2 to another
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the source vector
- * @returns {vec2} out
- */
-vec2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Set the components of a vec2 to the given values
- *
- * @param {vec2} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} out
- */
-vec2.set = function(out, x, y) {
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Adds two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.subtract}
- * @function
- */
-vec2.sub = vec2.subtract;
-
-/**
- * Multiplies two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.multiply}
- * @function
- */
-vec2.mul = vec2.multiply;
-
-/**
- * Divides two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.divide}
- * @function
- */
-vec2.div = vec2.divide;
-
-/**
- * Returns the minimum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    return out;
-};
-
-/**
- * Scales a vec2 by a scalar number
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec2} out
- */
-vec2.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    return out;
-};
-
-/**
- * Adds two vec2's after scaling the second operand by a scalar value
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec2} out
- */
-vec2.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} distance between a and b
- */
-vec2.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.distance}
- * @function
- */
-vec2.dist = vec2.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec2.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredDistance}
- * @function
- */
-vec2.sqrDist = vec2.squaredDistance;
-
-/**
- * Calculates the length of a vec2
- *
- * @param {vec2} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec2.length = function (a) {
-    var x = a[0],
-        y = a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.length}
- * @function
- */
-vec2.len = vec2.length;
-
-/**
- * Calculates the squared length of a vec2
- *
- * @param {vec2} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec2.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredLength}
- * @function
- */
-vec2.sqrLen = vec2.squaredLength;
-
-/**
- * Negates the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to negate
- * @returns {vec2} out
- */
-vec2.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    return out;
-};
-
-/**
- * Normalize a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to normalize
- * @returns {vec2} out
- */
-vec2.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1];
-    var len = x*x + y*y;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec2.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1];
-};
-
-/**
- * Computes the cross product of two vec2's
- * Note that the cross product must by definition produce a 3D vector
- *
- * @param {vec3} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec3} out
- */
-vec2.cross = function(out, a, b) {
-    var z = a[0] * b[1] - a[1] * b[0];
-    out[0] = out[1] = 0;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec2} out
- */
-vec2.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec2} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec2} out
- */
-vec2.random = function (out, scale) {
-    scale = scale || 1.0;
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    out[0] = Math.cos(r) * scale;
-    out[1] = Math.sin(r) * scale;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y;
-    out[1] = m[1] * x + m[3] * y;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2d
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2d} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2d = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y + m[4];
-    out[1] = m[1] * x + m[3] * y + m[5];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat3
- * 3rd vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat3} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat3 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[3] * y + m[6];
-    out[1] = m[1] * x + m[4] * y + m[7];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat4
- * 3rd vector component is implicitly '0'
- * 4th vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat4 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[4] * y + m[12];
-    out[1] = m[1] * x + m[5] * y + m[13];
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec2s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec2.forEach = (function() {
-    var vec = vec2.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 2;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec2} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec2.str = function (a) {
-    return 'vec2(' + a[0] + ', ' + a[1] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec2 = vec2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3 Dimensional Vector
- * @name vec3
- */
-
-var vec3 = {};
-
-/**
- * Creates a new, empty vec3
- *
- * @returns {vec3} a new 3D vector
- */
-vec3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with values from an existing vector
- *
- * @param {vec3} a vector to clone
- * @returns {vec3} a new 3D vector
- */
-vec3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} a new 3D vector
- */
-vec3.fromValues = function(x, y, z) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Copy the values from one vec3 to another
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the source vector
- * @returns {vec3} out
- */
-vec3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Set the components of a vec3 to the given values
- *
- * @param {vec3} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} out
- */
-vec3.set = function(out, x, y, z) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Adds two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.subtract}
- * @function
- */
-vec3.sub = vec3.subtract;
-
-/**
- * Multiplies two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.multiply}
- * @function
- */
-vec3.mul = vec3.multiply;
-
-/**
- * Divides two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.divide}
- * @function
- */
-vec3.div = vec3.divide;
-
-/**
- * Returns the minimum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    return out;
-};
-
-/**
- * Scales a vec3 by a scalar number
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec3} out
- */
-vec3.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    return out;
-};
-
-/**
- * Adds two vec3's after scaling the second operand by a scalar value
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec3} out
- */
-vec3.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} distance between a and b
- */
-vec3.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.distance}
- * @function
- */
-vec3.dist = vec3.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec3.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredDistance}
- * @function
- */
-vec3.sqrDist = vec3.squaredDistance;
-
-/**
- * Calculates the length of a vec3
- *
- * @param {vec3} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec3.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.length}
- * @function
- */
-vec3.len = vec3.length;
-
-/**
- * Calculates the squared length of a vec3
- *
- * @param {vec3} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec3.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredLength}
- * @function
- */
-vec3.sqrLen = vec3.squaredLength;
-
-/**
- * Negates the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to negate
- * @returns {vec3} out
- */
-vec3.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    return out;
-};
-
-/**
- * Normalize a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to normalize
- * @returns {vec3} out
- */
-vec3.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    var len = x*x + y*y + z*z;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec3.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
-};
-
-/**
- * Computes the cross product of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.cross = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2],
-        bx = b[0], by = b[1], bz = b[2];
-
-    out[0] = ay * bz - az * by;
-    out[1] = az * bx - ax * bz;
-    out[2] = ax * by - ay * bx;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec3} out
- */
-vec3.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec3} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec3} out
- */
-vec3.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    var z = (GLMAT_RANDOM() * 2.0) - 1.0;
-    var zScale = Math.sqrt(1.0-z*z) * scale;
-
-    out[0] = Math.cos(r) * zScale;
-    out[1] = Math.sin(r) * zScale;
-    out[2] = z * scale;
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat4.
- * 4th vector component is implicitly '1'
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12];
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13];
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat3.
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m the 3x3 matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat3 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = x * m[0] + y * m[3] + z * m[6];
-    out[1] = x * m[1] + y * m[4] + z * m[7];
-    out[2] = x * m[2] + y * m[5] + z * m[8];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a quat
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec3} out
- */
-vec3.transformQuat = function(out, a, q) {
-    // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
-
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec3s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec3.forEach = (function() {
-    var vec = vec3.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 3;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec3} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec3.str = function (a) {
-    return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec3 = vec3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4 Dimensional Vector
- * @name vec4
- */
-
-var vec4 = {};
-
-/**
- * Creates a new, empty vec4
- *
- * @returns {vec4} a new 4D vector
- */
-vec4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with values from an existing vector
- *
- * @param {vec4} a vector to clone
- * @returns {vec4} a new 4D vector
- */
-vec4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} a new 4D vector
- */
-vec4.fromValues = function(x, y, z, w) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Copy the values from one vec4 to another
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the source vector
- * @returns {vec4} out
- */
-vec4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set the components of a vec4 to the given values
- *
- * @param {vec4} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} out
- */
-vec4.set = function(out, x, y, z, w) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Adds two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    out[3] = a[3] + b[3];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    out[3] = a[3] - b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.subtract}
- * @function
- */
-vec4.sub = vec4.subtract;
-
-/**
- * Multiplies two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    out[3] = a[3] * b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.multiply}
- * @function
- */
-vec4.mul = vec4.multiply;
-
-/**
- * Divides two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    out[3] = a[3] / b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.divide}
- * @function
- */
-vec4.div = vec4.divide;
-
-/**
- * Returns the minimum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    out[3] = Math.min(a[3], b[3]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    out[3] = Math.max(a[3], b[3]);
-    return out;
-};
-
-/**
- * Scales a vec4 by a scalar number
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec4} out
- */
-vec4.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    out[3] = a[3] * b;
-    return out;
-};
-
-/**
- * Adds two vec4's after scaling the second operand by a scalar value
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec4} out
- */
-vec4.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    out[3] = a[3] + (b[3] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} distance between a and b
- */
-vec4.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.distance}
- * @function
- */
-vec4.dist = vec4.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec4.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredDistance}
- * @function
- */
-vec4.sqrDist = vec4.squaredDistance;
-
-/**
- * Calculates the length of a vec4
- *
- * @param {vec4} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec4.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.length}
- * @function
- */
-vec4.len = vec4.length;
-
-/**
- * Calculates the squared length of a vec4
- *
- * @param {vec4} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec4.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredLength}
- * @function
- */
-vec4.sqrLen = vec4.squaredLength;
-
-/**
- * Negates the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to negate
- * @returns {vec4} out
- */
-vec4.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = -a[3];
-    return out;
-};
-
-/**
- * Normalize a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to normalize
- * @returns {vec4} out
- */
-vec4.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    var len = x*x + y*y + z*z + w*w;
-    if (len > 0) {
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-        out[3] = a[3] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec4.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
-};
-
-/**
- * Performs a linear interpolation between two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec4} out
- */
-vec4.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2],
-        aw = a[3];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    out[3] = aw + t * (b[3] - aw);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec4} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec4} out
- */
-vec4.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    //TODO: This is a pretty awful way of doing this. Find something better.
-    out[0] = GLMAT_RANDOM();
-    out[1] = GLMAT_RANDOM();
-    out[2] = GLMAT_RANDOM();
-    out[3] = GLMAT_RANDOM();
-    vec4.normalize(out, out);
-    vec4.scale(out, out, scale);
-    return out;
-};
-
-/**
- * Transforms the vec4 with a mat4.
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec4} out
- */
-vec4.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2], w = a[3];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
-    out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
-    return out;
-};
-
-/**
- * Transforms the vec4 with a quat
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec4} out
- */
-vec4.transformQuat = function(out, a, q) {
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec4s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec4.forEach = (function() {
-    var vec = vec4.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 4;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec4} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec4.str = function (a) {
-    return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec4 = vec4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x2 Matrix
- * @name mat2
- */
-
-var mat2 = {};
-
-/**
- * Creates a new identity mat2
- *
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat2 initialized with values from an existing matrix
- *
- * @param {mat2} a matrix to clone
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Copy the values from one mat2 to another
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set a mat2 to the identity matrix
- *
- * @param {mat2} out the receiving matrix
- * @returns {mat2} out
- */
-mat2.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a1 = a[1];
-        out[1] = a[2];
-        out[2] = a1;
-    } else {
-        out[0] = a[0];
-        out[1] = a[2];
-        out[2] = a[1];
-        out[3] = a[3];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-
-        // Calculate the determinant
-        det = a0 * a3 - a2 * a1;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] =  a3 * det;
-    out[1] = -a1 * det;
-    out[2] = -a2 * det;
-    out[3] =  a0 * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.adjoint = function(out, a) {
-    // Caching this value is nessecary if out == a
-    var a0 = a[0];
-    out[0] =  a[3];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] =  a0;
-
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2
- *
- * @param {mat2} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2.determinant = function (a) {
-    return a[0] * a[3] - a[2] * a[1];
-};
-
-/**
- * Multiplies two mat2's
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the first operand
- * @param {mat2} b the second operand
- * @returns {mat2} out
- */
-mat2.multiply = function (out, a, b) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
-    var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = a0 * b0 + a1 * b2;
-    out[1] = a0 * b1 + a1 * b3;
-    out[2] = a2 * b0 + a3 * b2;
-    out[3] = a2 * b1 + a3 * b3;
-    return out;
-};
-
-/**
- * Alias for {@link mat2.multiply}
- * @function
- */
-mat2.mul = mat2.multiply;
-
-/**
- * Rotates a mat2 by the given angle
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2} out
- */
-mat2.rotate = function (out, a, rad) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-    out[0] = a0 *  c + a1 * s;
-    out[1] = a0 * -s + a1 * c;
-    out[2] = a2 *  c + a3 * s;
-    out[3] = a2 * -s + a3 * c;
-    return out;
-};
-
-/**
- * Scales the mat2 by the dimensions in the given vec2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2} out
- **/
-mat2.scale = function(out, a, v) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        v0 = v[0], v1 = v[1];
-    out[0] = a0 * v0;
-    out[1] = a1 * v1;
-    out[2] = a2 * v0;
-    out[3] = a3 * v1;
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2
- *
- * @param {mat2} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2.str = function (a) {
-    return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2 = mat2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x3 Matrix
- * @name mat2d
- *
- * @description
- * A mat2d contains six elements defined as:
- * <pre>
- * [a, b,
- *  c, d,
- *  tx,ty]
- * </pre>
- * This is a short form for the 3x3 matrix:
- * <pre>
- * [a, b, 0
- *  c, d, 0
- *  tx,ty,1]
- * </pre>
- * The last column is ignored so the array is shorter and operations are faster.
- */
-
-var mat2d = {};
-
-/**
- * Creates a new identity mat2d
- *
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Creates a new mat2d initialized with values from an existing matrix
- *
- * @param {mat2d} a matrix to clone
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Copy the values from one mat2d to another
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Set a mat2d to the identity matrix
- *
- * @param {mat2d} out the receiving matrix
- * @returns {mat2d} out
- */
-mat2d.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Inverts a mat2d
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.invert = function(out, a) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5];
-
-    var det = aa * ad - ab * ac;
-    if(!det){
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = ad * det;
-    out[1] = -ab * det;
-    out[2] = -ac * det;
-    out[3] = aa * det;
-    out[4] = (ac * aty - ad * atx) * det;
-    out[5] = (ab * atx - aa * aty) * det;
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2d
- *
- * @param {mat2d} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2d.determinant = function (a) {
-    return a[0] * a[3] - a[1] * a[2];
-};
-
-/**
- * Multiplies two mat2d's
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the first operand
- * @param {mat2d} b the second operand
- * @returns {mat2d} out
- */
-mat2d.multiply = function (out, a, b) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5],
-        ba = b[0], bb = b[1], bc = b[2], bd = b[3],
-        btx = b[4], bty = b[5];
-
-    out[0] = aa*ba + ab*bc;
-    out[1] = aa*bb + ab*bd;
-    out[2] = ac*ba + ad*bc;
-    out[3] = ac*bb + ad*bd;
-    out[4] = ba*atx + bc*aty + btx;
-    out[5] = bb*atx + bd*aty + bty;
-    return out;
-};
-
-/**
- * Alias for {@link mat2d.multiply}
- * @function
- */
-mat2d.mul = mat2d.multiply;
-
-
-/**
- * Rotates a mat2d by the given angle
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2d} out
- */
-mat2d.rotate = function (out, a, rad) {
-    var aa = a[0],
-        ab = a[1],
-        ac = a[2],
-        ad = a[3],
-        atx = a[4],
-        aty = a[5],
-        st = Math.sin(rad),
-        ct = Math.cos(rad);
-
-    out[0] = aa*ct + ab*st;
-    out[1] = -aa*st + ab*ct;
-    out[2] = ac*ct + ad*st;
-    out[3] = -ac*st + ct*ad;
-    out[4] = ct*atx + st*aty;
-    out[5] = ct*aty - st*atx;
-    return out;
-};
-
-/**
- * Scales the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2d} out
- **/
-mat2d.scale = function(out, a, v) {
-    var vx = v[0], vy = v[1];
-    out[0] = a[0] * vx;
-    out[1] = a[1] * vy;
-    out[2] = a[2] * vx;
-    out[3] = a[3] * vy;
-    out[4] = a[4] * vx;
-    out[5] = a[5] * vy;
-    return out;
-};
-
-/**
- * Translates the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to translate the matrix by
- * @returns {mat2d} out
- **/
-mat2d.translate = function(out, a, v) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4] + v[0];
-    out[5] = a[5] + v[1];
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2d
- *
- * @param {mat2d} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2d.str = function (a) {
-    return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2d = mat2d;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3x3 Matrix
- * @name mat3
- */
-
-var mat3 = {};
-
-/**
- * Creates a new identity mat3
- *
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Copies the upper-left 3x3 values into the given mat3.
- *
- * @param {mat3} out the receiving 3x3 matrix
- * @param {mat4} a   the source 4x4 matrix
- * @returns {mat3} out
- */
-mat3.fromMat4 = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[4];
-    out[4] = a[5];
-    out[5] = a[6];
-    out[6] = a[8];
-    out[7] = a[9];
-    out[8] = a[10];
-    return out;
-};
-
-/**
- * Creates a new mat3 initialized with values from an existing matrix
- *
- * @param {mat3} a matrix to clone
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copy the values from one mat3 to another
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Set a mat3 to the identity matrix
- *
- * @param {mat3} out the receiving matrix
- * @returns {mat3} out
- */
-mat3.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a12 = a[5];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a01;
-        out[5] = a[7];
-        out[6] = a02;
-        out[7] = a12;
-    } else {
-        out[0] = a[0];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a[1];
-        out[4] = a[4];
-        out[5] = a[7];
-        out[6] = a[2];
-        out[7] = a[5];
-        out[8] = a[8];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b01 = a22 * a11 - a12 * a21,
-        b11 = -a22 * a10 + a12 * a20,
-        b21 = a21 * a10 - a11 * a20,
-
-        // Calculate the determinant
-        det = a00 * b01 + a01 * b11 + a02 * b21;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = b01 * det;
-    out[1] = (-a22 * a01 + a02 * a21) * det;
-    out[2] = (a12 * a01 - a02 * a11) * det;
-    out[3] = b11 * det;
-    out[4] = (a22 * a00 - a02 * a20) * det;
-    out[5] = (-a12 * a00 + a02 * a10) * det;
-    out[6] = b21 * det;
-    out[7] = (-a21 * a00 + a01 * a20) * det;
-    out[8] = (a11 * a00 - a01 * a10) * det;
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    out[0] = (a11 * a22 - a12 * a21);
-    out[1] = (a02 * a21 - a01 * a22);
-    out[2] = (a01 * a12 - a02 * a11);
-    out[3] = (a12 * a20 - a10 * a22);
-    out[4] = (a00 * a22 - a02 * a20);
-    out[5] = (a02 * a10 - a00 * a12);
-    out[6] = (a10 * a21 - a11 * a20);
-    out[7] = (a01 * a20 - a00 * a21);
-    out[8] = (a00 * a11 - a01 * a10);
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat3
- *
- * @param {mat3} a the source matrix
- * @returns {Number} determinant of a
- */
-mat3.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
-};
-
-/**
- * Multiplies two mat3's
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the first operand
- * @param {mat3} b the second operand
- * @returns {mat3} out
- */
-mat3.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b00 = b[0], b01 = b[1], b02 = b[2],
-        b10 = b[3], b11 = b[4], b12 = b[5],
-        b20 = b[6], b21 = b[7], b22 = b[8];
-
-    out[0] = b00 * a00 + b01 * a10 + b02 * a20;
-    out[1] = b00 * a01 + b01 * a11 + b02 * a21;
-    out[2] = b00 * a02 + b01 * a12 + b02 * a22;
-
-    out[3] = b10 * a00 + b11 * a10 + b12 * a20;
-    out[4] = b10 * a01 + b11 * a11 + b12 * a21;
-    out[5] = b10 * a02 + b11 * a12 + b12 * a22;
-
-    out[6] = b20 * a00 + b21 * a10 + b22 * a20;
-    out[7] = b20 * a01 + b21 * a11 + b22 * a21;
-    out[8] = b20 * a02 + b21 * a12 + b22 * a22;
-    return out;
-};
-
-/**
- * Alias for {@link mat3.multiply}
- * @function
- */
-mat3.mul = mat3.multiply;
-
-/**
- * Translate a mat3 by the given vector
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to translate
- * @param {vec2} v vector to translate by
- * @returns {mat3} out
- */
-mat3.translate = function(out, a, v) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-        x = v[0], y = v[1];
-
-    out[0] = a00;
-    out[1] = a01;
-    out[2] = a02;
-
-    out[3] = a10;
-    out[4] = a11;
-    out[5] = a12;
-
-    out[6] = x * a00 + y * a10 + a20;
-    out[7] = x * a01 + y * a11 + a21;
-    out[8] = x * a02 + y * a12 + a22;
-    return out;
-};
-
-/**
- * Rotates a mat3 by the given angle
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat3} out
- */
-mat3.rotate = function (out, a, rad) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-
-    out[0] = c * a00 + s * a10;
-    out[1] = c * a01 + s * a11;
-    out[2] = c * a02 + s * a12;
-
-    out[3] = c * a10 - s * a00;
-    out[4] = c * a11 - s * a01;
-    out[5] = c * a12 - s * a02;
-
-    out[6] = a20;
-    out[7] = a21;
-    out[8] = a22;
-    return out;
-};
-
-/**
- * Scales the mat3 by the dimensions in the given vec2
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat3} out
- **/
-mat3.scale = function(out, a, v) {
-    var x = v[0], y = v[1];
-
-    out[0] = x * a[0];
-    out[1] = x * a[1];
-    out[2] = x * a[2];
-
-    out[3] = y * a[3];
-    out[4] = y * a[4];
-    out[5] = y * a[5];
-
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copies the values from a mat2d into a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat2d} a the matrix to copy
- * @returns {mat3} out
- **/
-mat3.fromMat2d = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = 0;
-
-    out[3] = a[2];
-    out[4] = a[3];
-    out[5] = 0;
-
-    out[6] = a[4];
-    out[7] = a[5];
-    out[8] = 1;
-    return out;
-};
-
-/**
-* Calculates a 3x3 matrix from the given quaternion
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {quat} q Quaternion to create matrix from
-*
-* @returns {mat3} out
-*/
-mat3.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[3] = yx - wz;
-    out[6] = zx + wy;
-
-    out[1] = yx + wz;
-    out[4] = 1 - xx - zz;
-    out[7] = zy - wx;
-
-    out[2] = zx - wy;
-    out[5] = zy + wx;
-    out[8] = 1 - xx - yy;
-
-    return out;
-};
-
-/**
-* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {mat4} a Mat4 to derive the normal matrix from
-*
-* @returns {mat3} out
-*/
-mat3.normalFromMat4 = function (out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-
-    out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-
-    out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat3
- *
- * @param {mat3} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat3.str = function (a) {
-    return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ', ' +
-                    a[6] + ', ' + a[7] + ', ' + a[8] + ')';
-};
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat3 = mat3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4x4 Matrix
- * @name mat4
- */
-
-var mat4 = {};
-
-/**
- * Creates a new identity mat4
- *
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat4 initialized with values from an existing matrix
- *
- * @param {mat4} a matrix to clone
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Copy the values from one mat4 to another
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Set a mat4 to the identity matrix
- *
- * @param {mat4} out the receiving matrix
- * @returns {mat4} out
- */
-mat4.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a03 = a[3],
-            a12 = a[6], a13 = a[7],
-            a23 = a[11];
-
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a01;
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a02;
-        out[9] = a12;
-        out[11] = a[14];
-        out[12] = a03;
-        out[13] = a13;
-        out[14] = a23;
-    } else {
-        out[0] = a[0];
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a[1];
-        out[5] = a[5];
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a[2];
-        out[9] = a[6];
-        out[10] = a[10];
-        out[11] = a[14];
-        out[12] = a[3];
-        out[13] = a[7];
-        out[14] = a[11];
-        out[15] = a[15];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
-    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
-    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
-    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
-    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
-    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
-    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    out[0]  =  (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
-    out[1]  = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
-    out[2]  =  (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
-    out[3]  = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
-    out[4]  = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
-    out[5]  =  (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
-    out[6]  = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
-    out[7]  =  (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
-    out[8]  =  (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
-    out[9]  = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
-    out[10] =  (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
-    out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
-    out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
-    out[13] =  (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
-    out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
-    out[15] =  (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat4
- *
- * @param {mat4} a the source matrix
- * @returns {Number} determinant of a
- */
-mat4.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32;
-
-    // Calculate the determinant
-    return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-};
-
-/**
- * Multiplies two mat4's
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the first operand
- * @param {mat4} b the second operand
- * @returns {mat4} out
- */
-mat4.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    // Cache only the current line of the second matrix
-    var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
-    out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
-    out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
-    out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-    return out;
-};
-
-/**
- * Alias for {@link mat4.multiply}
- * @function
- */
-mat4.mul = mat4.multiply;
-
-/**
- * Translate a mat4 by the given vector
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to translate
- * @param {vec3} v vector to translate by
- * @returns {mat4} out
- */
-mat4.translate = function (out, a, v) {
-    var x = v[0], y = v[1], z = v[2],
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        a30, a31, a32, a33;
-
-        a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-        a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-        a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-        a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15];
-
-    out[0] = a00 + a03*x;
-    out[1] = a01 + a03*y;
-    out[2] = a02 + a03*z;
-    out[3] = a03;
-
-    out[4] = a10 + a13*x;
-    out[5] = a11 + a13*y;
-    out[6] = a12 + a13*z;
-    out[7] = a13;
-
-    out[8] = a20 + a23*x;
-    out[9] = a21 + a23*y;
-    out[10] = a22 + a23*z;
-    out[11] = a23;
-    out[12] = a30 + a33*x;
-    out[13] = a31 + a33*y;
-    out[14] = a32 + a33*z;
-    out[15] = a33;
-
-    return out;
-};
-/**
- * Scales the mat4 by the dimensions in the given vec3
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to scale
- * @param {vec3} v the vec3 to scale the matrix by
- * @returns {mat4} out
- **/
-mat4.scale = function(out, a, v) {
-    var x = v[0], y = v[1], z = v[2];
-
-    out[0] = a[0] * x;
-    out[1] = a[1] * x;
-    out[2] = a[2] * x;
-    out[3] = a[3] * x;
-    out[4] = a[4] * y;
-    out[5] = a[5] * y;
-    out[6] = a[6] * y;
-    out[7] = a[7] * y;
-    out[8] = a[8] * z;
-    out[9] = a[9] * z;
-    out[10] = a[10] * z;
-    out[11] = a[11] * z;
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Rotates a mat4 by the given angle
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @param {vec3} axis the axis to rotate around
- * @returns {mat4} out
- */
-mat4.rotate = function (out, a, rad, axis) {
-    var x = axis[0], y = axis[1], z = axis[2],
-        len = Math.sqrt(x * x + y * y + z * z),
-        s, c, t,
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        b00, b01, b02,
-        b10, b11, b12,
-        b20, b21, b22;
-
-    if (Math.abs(len) < GLMAT_EPSILON) { return null; }
-
-    len = 1 / len;
-    x *= len;
-    y *= len;
-    z *= len;
-
-    s = Math.sin(rad);
-    c = Math.cos(rad);
-    t = 1 - c;
-
-    a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-    a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-    a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-
-    // Construct the elements of the rotation matrix
-    b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
-    b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
-    b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;
-
-    // Perform rotation-specific matrix multiplication
-    out[0] = a00 * b00 + a10 * b01 + a20 * b02;
-    out[1] = a01 * b00 + a11 * b01 + a21 * b02;
-    out[2] = a02 * b00 + a12 * b01 + a22 * b02;
-    out[3] = a03 * b00 + a13 * b01 + a23 * b02;
-    out[4] = a00 * b10 + a10 * b11 + a20 * b12;
-    out[5] = a01 * b10 + a11 * b11 + a21 * b12;
-    out[6] = a02 * b10 + a12 * b11 + a22 * b12;
-    out[7] = a03 * b10 + a13 * b11 + a23 * b12;
-    out[8] = a00 * b20 + a10 * b21 + a20 * b22;
-    out[9] = a01 * b20 + a11 * b21 + a21 * b22;
-    out[10] = a02 * b20 + a12 * b21 + a22 * b22;
-    out[11] = a03 * b20 + a13 * b21 + a23 * b22;
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the X axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateX = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[0]  = a[0];
-        out[1]  = a[1];
-        out[2]  = a[2];
-        out[3]  = a[3];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[4] = a10 * c + a20 * s;
-    out[5] = a11 * c + a21 * s;
-    out[6] = a12 * c + a22 * s;
-    out[7] = a13 * c + a23 * s;
-    out[8] = a20 * c - a10 * s;
-    out[9] = a21 * c - a11 * s;
-    out[10] = a22 * c - a12 * s;
-    out[11] = a23 * c - a13 * s;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Y axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateY = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[4]  = a[4];
-        out[5]  = a[5];
-        out[6]  = a[6];
-        out[7]  = a[7];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c - a20 * s;
-    out[1] = a01 * c - a21 * s;
-    out[2] = a02 * c - a22 * s;
-    out[3] = a03 * c - a23 * s;
-    out[8] = a00 * s + a20 * c;
-    out[9] = a01 * s + a21 * c;
-    out[10] = a02 * s + a22 * c;
-    out[11] = a03 * s + a23 * c;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Z axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateZ = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[8]  = a[8];
-        out[9]  = a[9];
-        out[10] = a[10];
-        out[11] = a[11];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c + a10 * s;
-    out[1] = a01 * c + a11 * s;
-    out[2] = a02 * c + a12 * s;
-    out[3] = a03 * c + a13 * s;
-    out[4] = a10 * c - a00 * s;
-    out[5] = a11 * c - a01 * s;
-    out[6] = a12 * c - a02 * s;
-    out[7] = a13 * c - a03 * s;
-    return out;
-};
-
-/**
- * Creates a matrix from a quaternion rotation and vector translation
- * This is equivalent to (but much faster than):
- *
- *     mat4.identity(dest);
- *     mat4.translate(dest, vec);
- *     var quatMat = mat4.create();
- *     quat4.toMat4(quat, quatMat);
- *     mat4.multiply(dest, quatMat);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {vec3} v Translation vector
- * @returns {mat4} out
- */
-mat4.fromRotationTranslation = function (out, q, v) {
-    // Quaternion math
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        xy = x * y2,
-        xz = x * z2,
-        yy = y * y2,
-        yz = y * z2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - (yy + zz);
-    out[1] = xy + wz;
-    out[2] = xz - wy;
-    out[3] = 0;
-    out[4] = xy - wz;
-    out[5] = 1 - (xx + zz);
-    out[6] = yz + wx;
-    out[7] = 0;
-    out[8] = xz + wy;
-    out[9] = yz - wx;
-    out[10] = 1 - (xx + yy);
-    out[11] = 0;
-    out[12] = v[0];
-    out[13] = v[1];
-    out[14] = v[2];
-    out[15] = 1;
-
-    return out;
-};
-
-mat4.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[1] = yx + wz;
-    out[2] = zx - wy;
-    out[3] = 0;
-
-    out[4] = yx - wz;
-    out[5] = 1 - xx - zz;
-    out[6] = zy + wx;
-    out[7] = 0;
-
-    out[8] = zx + wy;
-    out[9] = zy - wx;
-    out[10] = 1 - xx - yy;
-    out[11] = 0;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Generates a frustum matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {Number} left Left bound of the frustum
- * @param {Number} right Right bound of the frustum
- * @param {Number} bottom Bottom bound of the frustum
- * @param {Number} top Top bound of the frustum
- * @param {Number} near Near bound of the frustum
- * @param {Number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.frustum = function (out, left, right, bottom, top, near, far) {
-    var rl = 1 / (right - left),
-        tb = 1 / (top - bottom),
-        nf = 1 / (near - far);
-    out[0] = (near * 2) * rl;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = (near * 2) * tb;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = (right + left) * rl;
-    out[9] = (top + bottom) * tb;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (far * near * 2) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a perspective projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} fovy Vertical field of view in radians
- * @param {number} aspect Aspect ratio. typically viewport width/height
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.perspective = function (out, fovy, aspect, near, far) {
-    var f = 1.0 / Math.tan(fovy / 2),
-        nf = 1 / (near - far);
-    out[0] = f / aspect;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-
-    out[4] = 0;
-    out[5] = f;
-    out[6] = 0;
-    out[7] = 0;
-
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (2 * far * near) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a orthogonal projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} left Left bound of the frustum
- * @param {number} right Right bound of the frustum
- * @param {number} bottom Bottom bound of the frustum
- * @param {number} top Top bound of the frustum
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.ortho = function (out, left, right, bottom, top, near, far) {
-    var lr = 1 / (left - right),
-        bt = 1 / (bottom - top),
-        nf = 1 / (near - far);
-    out[0] = -2 * lr;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = -2 * bt;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 2 * nf;
-    out[11] = 0;
-    out[12] = (left + right) * lr;
-    out[13] = (top + bottom) * bt;
-    out[14] = (far + near) * nf;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Generates a look-at matrix with the given eye position, focal point, and up axis
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {vec3} eye Position of the viewer
- * @param {vec3} center Point the viewer is looking at
- * @param {vec3} up vec3 pointing up
- * @returns {mat4} out
- */
-mat4.lookAt = function (out, eye, center, up) {
-    var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
-        eyex = eye[0],
-        eyey = eye[1],
-        eyez = eye[2],
-        upx = up[0],
-        upy = up[1],
-        upz = up[2],
-        centerx = center[0],
-        centery = center[1],
-        centerz = center[2];
-
-    if (Math.abs(eyex - centerx) < GLMAT_EPSILON &&
-        Math.abs(eyey - centery) < GLMAT_EPSILON &&
-        Math.abs(eyez - centerz) < GLMAT_EPSILON) {
-        return mat4.identity(out);
-    }
-
-    z0 = eyex - centerx;
-    z1 = eyey - centery;
-    z2 = eyez - centerz;
-
-    len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
-    z0 *= len;
-    z1 *= len;
-    z2 *= len;
-
-    x0 = upy * z2 - upz * z1;
-    x1 = upz * z0 - upx * z2;
-    x2 = upx * z1 - upy * z0;
-    len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
-    if (!len) {
-        x0 = 0;
-        x1 = 0;
-        x2 = 0;
-    } else {
-        len = 1 / len;
-        x0 *= len;
-        x1 *= len;
-        x2 *= len;
-    }
-
-    y0 = z1 * x2 - z2 * x1;
-    y1 = z2 * x0 - z0 * x2;
-    y2 = z0 * x1 - z1 * x0;
-
-    len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
-    if (!len) {
-        y0 = 0;
-        y1 = 0;
-        y2 = 0;
-    } else {
-        len = 1 / len;
-        y0 *= len;
-        y1 *= len;
-        y2 *= len;
-    }
-
-    out[0] = x0;
-    out[1] = y0;
-    out[2] = z0;
-    out[3] = 0;
-    out[4] = x1;
-    out[5] = y1;
-    out[6] = z1;
-    out[7] = 0;
-    out[8] = x2;
-    out[9] = y2;
-    out[10] = z2;
-    out[11] = 0;
-    out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
-    out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
-    out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat4
- *
- * @param {mat4} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat4.str = function (a) {
-    return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' +
-                    a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' +
-                    a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' +
-                    a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat4 = mat4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class Quaternion
- * @name quat
- */
-
-var quat = {};
-
-/**
- * Creates a new identity quat
- *
- * @returns {quat} a new quaternion
- */
-quat.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quaternion to represent the shortest rotation from one
- * vector to another.
- *
- * Both vectors are assumed to be unit length.
- *
- * @param {quat} out the receiving quaternion.
- * @param {vec3} a the initial vector
- * @param {vec3} b the destination vector
- * @returns {quat} out
- */
-quat.rotationTo = (function() {
-    var tmpvec3 = vec3.create();
-    var xUnitVec3 = vec3.fromValues(1,0,0);
-    var yUnitVec3 = vec3.fromValues(0,1,0);
-
-    return function(out, a, b) {
-        var dot = vec3.dot(a, b);
-        if (dot < -0.999999) {
-            vec3.cross(tmpvec3, xUnitVec3, a);
-            if (vec3.length(tmpvec3) < 0.000001)
-                vec3.cross(tmpvec3, yUnitVec3, a);
-            vec3.normalize(tmpvec3, tmpvec3);
-            quat.setAxisAngle(out, tmpvec3, Math.PI);
-            return out;
-        } else if (dot > 0.999999) {
-            out[0] = 0;
-            out[1] = 0;
-            out[2] = 0;
-            out[3] = 1;
-            return out;
-        } else {
-            vec3.cross(tmpvec3, a, b);
-            out[0] = tmpvec3[0];
-            out[1] = tmpvec3[1];
-            out[2] = tmpvec3[2];
-            out[3] = 1 + dot;
-            return quat.normalize(out, out);
-        }
-    };
-})();
-
-/**
- * Sets the specified quaternion with values corresponding to the given
- * axes. Each axis is a vec3 and is expected to be unit length and
- * perpendicular to all other specified axes.
- *
- * @param {vec3} view  the vector representing the viewing direction
- * @param {vec3} right the vector representing the local "right" direction
- * @param {vec3} up    the vector representing the local "up" direction
- * @returns {quat} out
- */
-quat.setAxes = (function() {
-    var matr = mat3.create();
-
-    return function(out, view, right, up) {
-        matr[0] = right[0];
-        matr[3] = right[1];
-        matr[6] = right[2];
-
-        matr[1] = up[0];
-        matr[4] = up[1];
-        matr[7] = up[2];
-
-        matr[2] = -view[0];
-        matr[5] = -view[1];
-        matr[8] = -view[2];
-
-        return quat.normalize(out, quat.fromMat3(out, matr));
-    };
-})();
-
-/**
- * Creates a new quat initialized with values from an existing quaternion
- *
- * @param {quat} a quaternion to clone
- * @returns {quat} a new quaternion
- * @function
- */
-quat.clone = vec4.clone;
-
-/**
- * Creates a new quat initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} a new quaternion
- * @function
- */
-quat.fromValues = vec4.fromValues;
-
-/**
- * Copy the values from one quat to another
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the source quaternion
- * @returns {quat} out
- * @function
- */
-quat.copy = vec4.copy;
-
-/**
- * Set the components of a quat to the given values
- *
- * @param {quat} out the receiving quaternion
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} out
- * @function
- */
-quat.set = vec4.set;
-
-/**
- * Set a quat to the identity quaternion
- *
- * @param {quat} out the receiving quaternion
- * @returns {quat} out
- */
-quat.identity = function(out) {
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quat from the given angle and rotation axis,
- * then returns it.
- *
- * @param {quat} out the receiving quaternion
- * @param {vec3} axis the axis around which to rotate
- * @param {Number} rad the angle in radians
- * @returns {quat} out
- **/
-quat.setAxisAngle = function(out, axis, rad) {
-    rad = rad * 0.5;
-    var s = Math.sin(rad);
-    out[0] = s * axis[0];
-    out[1] = s * axis[1];
-    out[2] = s * axis[2];
-    out[3] = Math.cos(rad);
-    return out;
-};
-
-/**
- * Adds two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- * @function
- */
-quat.add = vec4.add;
-
-/**
- * Multiplies two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- */
-quat.multiply = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    out[0] = ax * bw + aw * bx + ay * bz - az * by;
-    out[1] = ay * bw + aw * by + az * bx - ax * bz;
-    out[2] = az * bw + aw * bz + ax * by - ay * bx;
-    out[3] = aw * bw - ax * bx - ay * by - az * bz;
-    return out;
-};
-
-/**
- * Alias for {@link quat.multiply}
- * @function
- */
-quat.mul = quat.multiply;
-
-/**
- * Scales a quat by a scalar number
- *
- * @param {quat} out the receiving vector
- * @param {quat} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {quat} out
- * @function
- */
-quat.scale = vec4.scale;
-
-/**
- * Rotates a quaternion by the given angle about the X axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateX = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + aw * bx;
-    out[1] = ay * bw + az * bx;
-    out[2] = az * bw - ay * bx;
-    out[3] = aw * bw - ax * bx;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Y axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateY = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        by = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw - az * by;
-    out[1] = ay * bw + aw * by;
-    out[2] = az * bw + ax * by;
-    out[3] = aw * bw - ay * by;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Z axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateZ = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bz = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + ay * bz;
-    out[1] = ay * bw - ax * bz;
-    out[2] = az * bw + aw * bz;
-    out[3] = aw * bw - az * bz;
-    return out;
-};
-
-/**
- * Calculates the W component of a quat from the X, Y, and Z components.
- * Assumes that quaternion is 1 unit in length.
- * Any existing W component will be ignored.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate W component of
- * @returns {quat} out
- */
-quat.calculateW = function (out, a) {
-    var x = a[0], y = a[1], z = a[2];
-
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
-    return out;
-};
-
-/**
- * Calculates the dot product of two quat's
- *
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {Number} dot product of a and b
- * @function
- */
-quat.dot = vec4.dot;
-
-/**
- * Performs a linear interpolation between two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- * @function
- */
-quat.lerp = vec4.lerp;
-
-/**
- * Performs a spherical linear interpolation between two quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- */
-quat.slerp = function (out, a, b, t) {
-    // benchmarks:
-    //    http://jsperf.com/quaternion-slerp-implementations
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    var        omega, cosom, sinom, scale0, scale1;
-
-    // calc cosine
-    cosom = ax * bx + ay * by + az * bz + aw * bw;
-    // adjust signs (if necessary)
-    if ( cosom < 0.0 ) {
-        cosom = -cosom;
-        bx = - bx;
-        by = - by;
-        bz = - bz;
-        bw = - bw;
-    }
-    // calculate coefficients
-    if ( (1.0 - cosom) > 0.000001 ) {
-        // standard case (slerp)
-        omega  = Math.acos(cosom);
-        sinom  = Math.sin(omega);
-        scale0 = Math.sin((1.0 - t) * omega) / sinom;
-        scale1 = Math.sin(t * omega) / sinom;
-    } else {
-        // "from" and "to" quaternions are very close
-        //  ... so we can do a linear interpolation
-        scale0 = 1.0 - t;
-        scale1 = t;
-    }
-    // calculate final values
-    out[0] = scale0 * ax + scale1 * bx;
-    out[1] = scale0 * ay + scale1 * by;
-    out[2] = scale0 * az + scale1 * bz;
-    out[3] = scale0 * aw + scale1 * bw;
-
-    return out;
-};
-
-/**
- * Calculates the inverse of a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate inverse of
- * @returns {quat} out
- */
-quat.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        dot = a0*a0 + a1*a1 + a2*a2 + a3*a3,
-        invDot = dot ? 1.0/dot : 0;
-
-    // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
-
-    out[0] = -a0*invDot;
-    out[1] = -a1*invDot;
-    out[2] = -a2*invDot;
-    out[3] = a3*invDot;
-    return out;
-};
-
-/**
- * Calculates the conjugate of a quat
- * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate conjugate of
- * @returns {quat} out
- */
-quat.conjugate = function (out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Calculates the length of a quat
- *
- * @param {quat} a vector to calculate length of
- * @returns {Number} length of a
- * @function
- */
-quat.length = vec4.length;
-
-/**
- * Alias for {@link quat.length}
- * @function
- */
-quat.len = quat.length;
-
-/**
- * Calculates the squared length of a quat
- *
- * @param {quat} a vector to calculate squared length of
- * @returns {Number} squared length of a
- * @function
- */
-quat.squaredLength = vec4.squaredLength;
-
-/**
- * Alias for {@link quat.squaredLength}
- * @function
- */
-quat.sqrLen = quat.squaredLength;
-
-/**
- * Normalize a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quaternion to normalize
- * @returns {quat} out
- * @function
- */
-quat.normalize = vec4.normalize;
-
-/**
- * Creates a quaternion from the given 3x3 rotation matrix.
- *
- * NOTE: The resultant quaternion is not normalized, so you should be sure
- * to renormalize the quaternion yourself where necessary.
- *
- * @param {quat} out the receiving quaternion
- * @param {mat3} m rotation matrix
- * @returns {quat} out
- * @function
- */
-quat.fromMat3 = function(out, m) {
-    // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
-    // article "Quaternion Calculus and Fast Animation".
-    var fTrace = m[0] + m[4] + m[8];
-    var fRoot;
-
-    if ( fTrace > 0.0 ) {
-        // |w| > 1/2, may as well choose w > 1/2
-        fRoot = Math.sqrt(fTrace + 1.0);  // 2w
-        out[3] = 0.5 * fRoot;
-        fRoot = 0.5/fRoot;  // 1/(4w)
-        out[0] = (m[7]-m[5])*fRoot;
-        out[1] = (m[2]-m[6])*fRoot;
-        out[2] = (m[3]-m[1])*fRoot;
-    } else {
-        // |w| <= 1/2
-        var i = 0;
-        if ( m[4] > m[0] )
-          i = 1;
-        if ( m[8] > m[i*3+i] )
-          i = 2;
-        var j = (i+1)%3;
-        var k = (i+2)%3;
-
-        fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
-        out[i] = 0.5 * fRoot;
-        fRoot = 0.5 / fRoot;
-        out[3] = (m[k*3+j] - m[j*3+k]) * fRoot;
-        out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
-        out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
-    }
-
-    return out;
-};
-
-/**
- * Returns a string representation of a quatenion
- *
- * @param {quat} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-quat.str = function (a) {
-    return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.quat = quat;
-}
-;*/
-
-
-
-
-
-
-
-
-
-
-
-
-/*
-  })(shim.exports);
-})(this);
-*/
diff --git a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/main.qml b/examples/canvas3d/plasmaeffects/qml/plasmaeffects/main.qml
deleted file mode 100644
index 8ff15894c058d792b609c20eed4d7c3be709deee..0000000000000000000000000000000000000000
--- a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/main.qml
+++ /dev/null
@@ -1,146 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-import QtQuick 2.0
-import QtCanvas3D 1.0
-
-import "plasmaeffects.js" as GLCode
-
-Item {
-    id: mainview
-    width: 1280
-    height: 768
-    visible: true
-
-    Canvas3D {
-        id: canvas3d
-        anchors.fill:parent
-        focus: true
-        property double xRotAnim: 0
-        property double yRotAnim: 0
-        property double zRotAnim: 0
-        property bool isRunning: true
-
-        // Emitted when one time initializations should happen
-        onInitGL: {
-            GLCode.initGL(canvas3d);
-        }
-
-        // Emitted each time Canvas3D is ready for a new frame
-        onRenderGL: {
-            GLCode.renderGL(canvas3d);
-        }
-
-        Keys.onSpacePressed: {
-            canvas3d.isRunning = !canvas3d.isRunning
-            if (canvas3d.isRunning) {
-                objAnimationX.pause();
-                objAnimationY.pause();
-                objAnimationZ.pause();
-            } else {
-                objAnimationX.resume();
-                objAnimationY.resume();
-                objAnimationZ.resume();
-            }
-        }
-
-        SequentialAnimation {
-            id: objAnimationX
-            loops: Animation.Infinite
-            running: true
-            NumberAnimation {
-                target: canvas3d
-                property: "xRotAnim"
-                from: 0.0
-                to: 120.0
-                duration: 7000
-                easing.type: Easing.InOutQuad
-            }
-            NumberAnimation {
-                target: canvas3d
-                property: "xRotAnim"
-                from: 120.0
-                to: 0.0
-                duration: 7000
-                easing.type: Easing.InOutQuad
-            }
-        }
-
-        SequentialAnimation {
-            id: objAnimationY
-            loops: Animation.Infinite
-            running: true
-            NumberAnimation {
-                target: canvas3d
-                property: "yRotAnim"
-                from: 0.0
-                to: 240.0
-                duration: 5000
-                easing.type: Easing.InOutCubic
-            }
-            NumberAnimation {
-                target: canvas3d
-                property: "yRotAnim"
-                from: 240.0
-                to: 0.0
-                duration: 5000
-                easing.type: Easing.InOutCubic
-            }
-        }
-
-        SequentialAnimation {
-            id: objAnimationZ
-            loops: Animation.Infinite
-            running: true
-            NumberAnimation {
-                target: canvas3d
-                property: "zRotAnim"
-                from: -100.0
-                to: 100.0
-                duration: 3000
-                easing.type: Easing.InOutSine
-            }
-            NumberAnimation {
-                target: canvas3d
-                property: "zRotAnim"
-                from: 100.0
-                to: -100.0
-                duration: 3000
-                easing.type: Easing.InOutSine
-            }
-        }
-    }
-}
diff --git a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/plasmaeffects.js b/examples/canvas3d/plasmaeffects/qml/plasmaeffects/plasmaeffects.js
deleted file mode 100644
index 185c74aaf5ad72954aec2047390667e8a0192e13..0000000000000000000000000000000000000000
--- a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/plasmaeffects.js
+++ /dev/null
@@ -1,584 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-Qt.include("glMatrix-0.9.5.min.js")
-
-var gl;
-var cubeTexture = 0;
-
-var cubeShaderProgram;
-var cubeAttribute_vertexPosition;
-var cubeAttribute_textureCoord;
-var cubeAttribute_vertexColor;
-var cubeUniform_time;
-var cubeUniform_pMatrix;
-var cubeUniform_mvMatrix;
-var cubeUniform_textureSampler;
-
-var cubeVertexPositionBuffer;
-var cubeVertexIndexBuffer;
-var cubeVertexColorBuffer;
-var cubeVerticesTextureCoordBuffer;
-
-var bkgShaderProgram;
-var bkgAttribute_vertexPosition;
-var bkgAttribute_textureCoord;
-var bkgUniform_time;
-
-var bkgVertexPositionBuffer;
-var bkgVerticesTextureCoordBuffer;
-
-var mvMatrix = mat4.create();
-var pMatrix  = mat4.create();
-
-var startTime;
-var elapsedTime;
-var skipTime = 0;
-var pausedTime;
-var wasRunning = true;
-
-var canvas3d;
-
-function log(message) {
-    if (canvas3d.logAllCalls)
-        console.log(message)
-}
-
-function initGL(canvas) {
-    canvas3d = canvas;
-    log("*******************************************************************************************");
-    log("initGL ENTER...");
-
-    try {
-        startTime = Date.now();
-
-        // Get the OpenGL context object that represents the API we call
-        gl = canvas.getContext("canvas3d", {antialias:true, depth:true});
-
-        // Setup the OpenGL state
-        gl.enable(gl.DEPTH_TEST);
-        gl.enable(gl.DEPTH_WRITE);
-        gl.depthMask(true);
-        gl.depthFunc(gl.LESS);
-
-        gl.enable(gl.CULL_FACE);
-        gl.cullFace(gl.BACK);
-        gl.disable(gl.BLEND);
-        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
-
-        // Set viewport
-        gl.viewport(0, 0, canvas.width * canvas.devicePixelRatio,
-                    canvas.height * canvas.devicePixelRatio);
-
-        // Initialize vertex and color buffers
-        initBuffers();
-
-        // Initialize the shader program
-        initShaders();
-
-        // Load the texture
-        var qtLogoImage = TextureImageFactory.newTexImage();
-        qtLogoImage.imageLoaded.connect(function() {
-            cubeTexture = gl.createTexture();
-            gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
-            gl.texImage2D(gl.TEXTURE_2D,    // target
-                          0,                // level
-                          gl.RGBA,          // internalformat
-                          gl.RGBA,          // format
-                          gl.UNSIGNED_BYTE, // type
-                          qtLogoImage);     // pixels
-
-            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
-            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
-            gl.generateMipmap(gl.TEXTURE_2D);
-        });
-        qtLogoImage.imageLoadingFailed.connect(function() {
-            console.log("Texture load FAILED, "+qtLogoImage.errorString);
-        });
-        qtLogoImage.src = "qrc:/qml/plasmaeffects/qtlogo_gray.png";
-
-        log("...initGL EXIT");
-    } catch(e) {
-        console.log("...initGL FAILURE!");
-        console.log(""+e);
-        console.log(""+e.message);
-    }
-    log("*******************************************************************************************");
-}
-
-function degToRad(degrees) {
-    return degrees * Math.PI / 180;
-}
-
-function renderGL(canvas) {
-    if (canvas.isRunning) {
-        if (!wasRunning) {
-            wasRunning = true;
-            startTime += skipTime;
-        }
-        elapsedTime = Date.now() - startTime;
-    } else {
-        if (wasRunning) {
-            // First time renderGL hit when paused
-            wasRunning = false;
-            pausedTime = Date.now();
-        }
-        skipTime = Date.now() - pausedTime;
-    }
-
-    // Clear screen
-    gl.clearColor(0.0, 0.0, 0.0, 1.0);
-    gl.clearDepth(1.0);
-    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-
-    // Set states for background drawing
-    gl.disable(gl.DEPTH_TEST);
-    gl.depthMask(false);
-    gl.disable(gl.DEPTH_WRITE);
-
-    //! [4]
-    // Draw background
-    gl.useProgram(bkgShaderProgram);
-
-    //! [4]
-
-    // Update time
-    gl.uniform1f(bkgUniform_time, elapsedTime / 1000.0);
-
-    // Draw the screen space rect
-    gl.bindBuffer(gl.ARRAY_BUFFER, bkgVertexPositionBuffer);
-    gl.enableVertexAttribArray(bkgAttribute_vertexPosition);
-    gl.vertexAttribPointer(bkgAttribute_vertexPosition, 2, gl.FLOAT, false, 0, 0);
-
-    gl.bindBuffer(gl.ARRAY_BUFFER, bkgVerticesTextureCoordBuffer);
-    gl.enableVertexAttribArray(bkgAttribute_textureCoord);
-    gl.vertexAttribPointer(bkgAttribute_textureCoord, 2, gl.FLOAT, false, 0, 0);
-
-    gl.drawArrays(gl.TRIANGLES, 0, 6);
-
-    gl.disableVertexAttribArray(bkgAttribute_vertexPosition);
-    gl.disableVertexAttribArray(bkgAttribute_textureCoord);
-
-    gl.enable(gl.DEPTH_TEST);
-    gl.depthMask(true);
-    gl.enable(gl.DEPTH_WRITE);
-
-    //! [5]
-    // Draw cubes
-    gl.useProgram(cubeShaderProgram);
-    //! [5]
-
-    // Calculate the perspective projection
-    mat4.perspective(pMatrix, degToRad(45), canvas.width / canvas.height, 0.1, 100.0);
-    gl.uniformMatrix4fv(cubeUniform_pMatrix, false, pMatrix);
-
-    // Bind the correct buffers
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
-    gl.enableVertexAttribArray(cubeAttribute_vertexPosition);
-    gl.vertexAttribPointer(cubeAttribute_vertexPosition, 3, gl.FLOAT, false, 0, 0);
-
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
-    gl.enableVertexAttribArray(cubeAttribute_vertexColor);
-    gl.vertexAttribPointer(cubeAttribute_vertexColor, 4, gl.FLOAT, false, 0, 0);
-
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesTextureCoordBuffer);
-    gl.enableVertexAttribArray(cubeAttribute_textureCoord);
-    gl.vertexAttribPointer(cubeAttribute_textureCoord, 2, gl.FLOAT, false, 0, 0);
-
-    gl.activeTexture(gl.TEXTURE0);
-    gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
-    gl.uniform1i(cubeUniform_textureSampler, 0);
-
-    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
-
-    // Update time
-    gl.uniform1f(cubeUniform_time, elapsedTime / 1000.0);
-
-    // Draw first cube
-    mat4.identity(mvMatrix);
-    mat4.translate(mvMatrix, mvMatrix, [-(canvas.yRotAnim - 120.0) / 90.0,
-                                        -(canvas.xRotAnim -  60.0) / 40.0,
-                                        -25.0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotAnim) * degToRad(canvas.xRotAnim),
-                [1, 0, 0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotAnim), [0, 0, 1]);
-
-    gl.uniformMatrix4fv(cubeUniform_mvMatrix, false, mvMatrix);
-    gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
-
-    // Draw first cube
-    mat4.identity(mvMatrix);
-    mat4.translate(mvMatrix, mvMatrix, [-(canvas.xRotAnim - 60.0) / 30.0,
-                                        -(canvas.zRotAnim -  100.0) / 60.0,
-                                        -20.0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(10), [0, 1, 0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(30), [1, 0, 0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotAnim), [0, 0, 1]);
-
-    gl.uniformMatrix4fv(cubeUniform_mvMatrix, false, mvMatrix);
-    gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
-
-    // Draw second cube
-    mat4.identity(mvMatrix);
-    mat4.translate(mvMatrix, mvMatrix, [(canvas.xRotAnim - 60.0) / 30.0,
-                                        (canvas.zRotAnim -  100.0) / 60.0,
-                                        -15.0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotAnim), [0, 1, 0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotAnim), [1, 0, 0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotAnim), [0, 0, 1]);
-
-    gl.uniformMatrix4fv(cubeUniform_mvMatrix, false, mvMatrix);
-    gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
-
-    // Draw third cube
-    mat4.identity(mvMatrix);
-    mat4.translate(mvMatrix, mvMatrix, [(canvas.yRotAnim - 120.0) / 120.0,
-                                        (canvas.xRotAnim -  60.0) / 60.0,
-                                        -10.0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotAnim) * degToRad(canvas.xRotAnim),
-                [1, 0, 0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotAnim), [0, 0, 1]);
-
-    gl.uniformMatrix4fv(cubeUniform_mvMatrix, false, mvMatrix);
-    gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
-
-    gl.disableVertexAttribArray(cubeAttribute_vertexPosition);
-    gl.disableVertexAttribArray(cubeAttribute_vertexColor);
-    gl.disableVertexAttribArray(cubeAttribute_textureCoord);
-
-}
-
-function initBuffers()
-{
-    log("    initBuffers ENTER...");
-
-    cubeVertexPositionBuffer = gl.createBuffer();
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
-    gl.bufferData(gl.ARRAY_BUFFER,
-                  new Float32Array([// Front face
-                                          -1.0, -1.0,  1.0,
-                                          1.0, -1.0,  1.0,
-                                          1.0,  1.0,  1.0,
-                                          -1.0,  1.0,  1.0,
-
-                                          // Back face
-                                          -1.0, -1.0, -1.0,
-                                          -1.0,  1.0, -1.0,
-                                          1.0,  1.0, -1.0,
-                                          1.0, -1.0, -1.0,
-
-                                          // Top face
-                                          -1.0,  1.0, -1.0,
-                                          -1.0,  1.0,  1.0,
-                                          1.0,  1.0,  1.0,
-                                          1.0,  1.0, -1.0,
-
-                                          // Bottom face
-                                          -1.0, -1.0, -1.0,
-                                          1.0, -1.0, -1.0,
-                                          1.0, -1.0,  1.0,
-                                          -1.0, -1.0,  1.0,
-
-                                          // Right face
-                                          1.0, -1.0, -1.0,
-                                          1.0,  1.0, -1.0,
-                                          1.0,  1.0,  1.0,
-                                          1.0, -1.0,  1.0,
-
-                                          // Left face
-                                          -1.0, -1.0, -1.0,
-                                          -1.0, -1.0,  1.0,
-                                          -1.0,  1.0,  1.0,
-                                          -1.0,  1.0, -1.0]),
-                  gl.STATIC_DRAW);
-
-    cubeVertexIndexBuffer = gl.createBuffer();
-    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
-    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
-                  new Uint16Array([0,  1,  2,      0,  2,  3,    // front
-                                         4,  5,  6,      4,  6,  7,    // back
-                                         8,  9,  10,     8,  10, 11,   // top
-                                         12, 13, 14,     12, 14, 15,   // bottom
-                                         16, 17, 18,     16, 18, 19,   // right
-                                         20, 21, 22,     20, 22, 23]), // left
-                  gl.STATIC_DRAW);
-
-    var colors = [[0.0,  1.0,  1.0,  1.0],    // Front face: cyan
-                  [1.0,  0.0,  0.0,  1.0],    // Back face: red
-                  [0.0,  1.0,  0.0,  1.0],    // Top face: green
-                  [0.0,  0.0,  1.0,  1.0],    // Bottom face: blue
-                  [1.0,  1.0,  0.0,  1.0],    // Right face: yellow
-                  [1.0,  0.0,  1.0,  1.0]];   // Left face: purple
-
-    var generatedColors = [];
-    for (var j = 0; j < 6; j++) {
-        var c = colors[j];
-
-        for (var i = 0; i < 4; i++) {
-            generatedColors = generatedColors.concat(c);
-        }
-    }
-
-    cubeVertexColorBuffer = gl.createBuffer();
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
-    gl.bufferData(gl.ARRAY_BUFFER,
-                  new Float32Array(generatedColors),
-                  gl.STATIC_DRAW);
-
-    cubeVerticesTextureCoordBuffer = gl.createBuffer();
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesTextureCoordBuffer);
-    var textureCoordinates = [// Front
-                              1.0,  0.0,
-                              0.0,  0.0,
-                              0.0,  1.0,
-                              1.0,  1.0,
-                              // Back
-                              1.0,  0.0,
-                              0.0,  0.0,
-                              0.0,  1.0,
-                              1.0,  1.0,
-                              // Top
-                              1.0,  0.0,
-                              0.0,  0.0,
-                              0.0,  1.0,
-                              1.0,  1.0,
-                              // Bottom
-                              1.0,  0.0,
-                              0.0,  0.0,
-                              0.0,  1.0,
-                              1.0,  1.0,
-                              // Right
-                              1.0,  0.0,
-                              0.0,  0.0,
-                              0.0,  1.0,
-                              1.0,  1.0,
-                              // Left
-                              1.0,  0.0,
-                              0.0,  0.0,
-                              0.0,  1.0,
-                              1.0,  1.0];
-    gl.bufferData(gl.ARRAY_BUFFER,
-                  new Float32Array(textureCoordinates),
-                  gl.STATIC_DRAW);
-
-    bkgVertexPositionBuffer = gl.createBuffer();
-    gl.bindBuffer(gl.ARRAY_BUFFER, bkgVertexPositionBuffer);
-    gl.bufferData(gl.ARRAY_BUFFER,
-                  new Float32Array([-1.0, -1.0,
-                                          1.0, -1.0,
-                                          -1.0,  1.0,
-                                          -1.0,  1.0,
-                                          1.0, -1.0,
-                                          1.0,  1.0]),
-                  gl.STATIC_DRAW);
-
-    bkgVerticesTextureCoordBuffer = gl.createBuffer();
-    gl.bindBuffer(gl.ARRAY_BUFFER, bkgVerticesTextureCoordBuffer);
-    gl.bufferData(gl.ARRAY_BUFFER,
-                  new Float32Array([0.0, 0.0,
-                                          1.0, 0.0,
-                                          0.0, 1.0,
-                                          0.0, 1.0,
-                                          1.0, 0.0,
-                                          1.0, 1.0]),
-                  gl.STATIC_DRAW);
-    log("    ...initBuffers EXIT")
-}
-
-function initShaders()
-{
-    // CUBE SHADER
-
-    log("    initShaders ENTER...")
-    var cubeVertexShader = getShader(gl,
-                                     "attribute highp vec3 aVertexPosition;       \
-                                      attribute mediump vec4 aVertexColor;        \
-                                      attribute highp vec2 aTextureCoord;         \
-                                                                                  \
-                                      uniform mat4 uMVMatrix;                     \
-                                      uniform mat4 uPMatrix;                      \
-                                                                                  \
-                                      varying mediump vec4 vColor;                \
-                                      varying highp vec2 vTextureCoord;           \
-                                      varying highp vec4 vPos;                    \
-                                                                                  \
-                                      void main(void) {                           \
-                                          vPos = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);             \
-                                          gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);      \
-                                          vColor = aVertexColor;                  \
-                                          vTextureCoord = aTextureCoord;          \
-                                      }", gl.VERTEX_SHADER);
-    var cubeFragmentShader = getShader(gl,
-                                       " \
-                                        uniform highp float uTime;              \
-                                                                                \
-                                        varying mediump vec4 vColor;            \
-                                        varying highp vec2 vTextureCoord;       \
-                                        varying highp vec4 vPos;                \
-                                                                                \
-                                        uniform sampler2D uSampler;             \
-                                                                                \
-                                        void main(void) {                       \
-                                            highp vec4 volScale = vec4(3.0, 3.0, 3.0, 2.0);                 \
-                                            highp vec4 volume = vPos * volScale - volScale/2.0;             \
-                                                                                                            \
-                                            highp vec2 scaling = vec2(20.0,20.0);                           \
-                                            highp vec2 coord = vTextureCoord * scaling - scaling/2.0;       \
-                                            highp float value = sin(volume.x+coord.x+uTime);                \
-                                            value += sin((volume.y+coord.y+uTime)/1.5);                     \
-                                            value += sin((volume.z+coord.y+uTime)/1.5);                     \
-                                                                                                            \
-                                            coord += scaling/2.0 * vec2(sin(uTime/3.0), cos(uTime/2.0));    \
-                                            value += sin(sqrt(coord.x*coord.x + coord.y*coord.y + 1.0) + uTime); \
-                                            value = value/2.0;                                              \
-                                            value = sin(3.14*value);                                          \
-                                            highp vec4 col = vec4(value, value, value, 1.0);                \
-                                            highp vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));   \
-                                            gl_FragColor = vec4(col.rgb * vColor.rgb * textureColor.rgb, textureColor.a);            \
-                                         }", gl.FRAGMENT_SHADER);
-
-    //! [0]
-    cubeShaderProgram = gl.createProgram();
-    gl.attachShader(cubeShaderProgram, cubeVertexShader);
-    gl.attachShader(cubeShaderProgram, cubeFragmentShader);
-    gl.linkProgram(cubeShaderProgram);
-    //! [0]
-
-    if (!gl.getProgramParameter(cubeShaderProgram, gl.LINK_STATUS)) {
-        console.log("Could not initialise shaders");
-        console.log(gl.getProgramInfoLog(cubeShaderProgram));
-    }
-
-    //! [2]
-    gl.useProgram(cubeShaderProgram);
-
-    cubeAttribute_vertexPosition = gl.getAttribLocation(cubeShaderProgram, "aVertexPosition");
-    cubeAttribute_vertexColor = gl.getAttribLocation(cubeShaderProgram, "aVertexColor");
-    cubeAttribute_textureCoord = gl.getAttribLocation(cubeShaderProgram, "aTextureCoord");
-
-    cubeUniform_time = gl.getUniformLocation(cubeShaderProgram, "uTime");
-    cubeUniform_pMatrix = gl.getUniformLocation(cubeShaderProgram, "uPMatrix");
-    cubeUniform_mvMatrix = gl.getUniformLocation(cubeShaderProgram, "uMVMatrix");
-    cubeUniform_textureSampler = gl.getUniformLocation(cubeShaderProgram, "uSampler")
-
-    //! [2]
-    // BACKGROUND SHADER
-    var bkgVertexShader = getShader(gl,
-                                    "attribute highp vec2 aVertexPosition; \
-                                     attribute highp vec2 aTextureCoord;   \
-                                                                           \
-                                     varying highp vec2 vTextureCoord;     \
-                                                                           \
-                                     void main(void) {                     \
-                                         gl_Position = vec4(aVertexPosition, 0.0, 1.0); \
-                                         vTextureCoord = aTextureCoord;                 \
-                                     }", gl.VERTEX_SHADER);
-    var bkgFragmentShader = getShader(gl,
-                                      "uniform highp float uTime;                  \
-                                       varying highp vec2 vTextureCoord;           \
-                                                                                   \
-                                       void main(void) {                           \
-                                           highp vec2 position = vTextureCoord.xy; \
-                                                                                   \
-                                           highp float centerX = position.x - 0.5 + sin(uTime / 2.0) * 0.1; \
-                                           highp float centerY = position.y - 0.5 + cos(uTime / 2.0) * 0.1; \
-                                                                                                            \
-                                           highp float x = log(sqrt(centerX*centerX + centerY*centerY));    \
-                                           highp float y = atan(centerX, centerY);                          \
-                                                                                                            \
-                                           highp float color = cos(x * cos(uTime / 30.0) * 80.0) + cos(x * cos(uTime / 30.0) * 10.0) + \
-                                                               cos(y * cos(uTime / 20.0) * 40.0) + cos(y * sin(uTime / 50.0) * 40.0);  \
-                                           color *= 0.5;                                                                               \
-                                                                                                                                       \
-                                           gl_FragColor = vec4(color * sin(uTime / 10.0) * 0.5, color * (1.0 - sin(uTime / 10.0)) * 0.5, sin( color + uTime / 3.0 ) * 0.3, 1.0 ); \
-                                       }", gl.FRAGMENT_SHADER);
-    var bkgFragmentShaderBW = getShader(gl,
-                                        "uniform highp float uTime;        \
-                                         varying highp vec2 vTextureCoord; \
-                                                                           \
-                                         void main(void) {                 \
-                                             highp vec2 position = vTextureCoord.xy; \
-                                                                                     \
-                                             highp float centerX = position.x - 0.5 + sin(uTime / 3.0) * 0.1; \
-                                             highp float centerY = position.y - 0.5 + cos(uTime / 3.0) * 0.1; \
-                                                                                                              \
-                                             highp float x = log(sqrt(centerX*centerX + centerY*centerY));    \
-                                             highp float y = atan(centerX, centerY);                          \
-                                                                                                              \
-                                             highp float color = cos(x * cos(uTime / 30.0) * 80.0) + cos(x * cos(uTime / 30.0) * 10.0); \
-                                             color += cos(y * cos(uTime / 20.0) * 40.0) + cos(y * sin(uTime / 50.0) * 40.0);            \
-                                             color *= 0.2;                                                                              \
-                                             gl_FragColor = vec4(color, color, color, 1.0 );                                            \
-                                         }", gl.FRAGMENT_SHADER);
-
-    //! [1]
-    bkgShaderProgram = gl.createProgram();
-    gl.attachShader(bkgShaderProgram, bkgVertexShader);
-    gl.attachShader(bkgShaderProgram, bkgFragmentShader);
-    gl.linkProgram(bkgShaderProgram);
-    //! [1]
-
-    if (!gl.getProgramParameter(bkgShaderProgram, gl.LINK_STATUS)) {
-        console.log("Could not initialize background shader");
-        console.log(gl.getProgramInfoLog(bkgShaderProgram));
-    }
-    //! [3]
-
-    gl.useProgram(bkgShaderProgram);
-
-    bkgAttribute_vertexPosition = gl.getAttribLocation(bkgShaderProgram, "aVertexPosition");
-    bkgAttribute_textureCoord = gl.getAttribLocation(bkgShaderProgram, "aTextureCoord");
-
-    bkgUniform_time = gl.getUniformLocation(bkgShaderProgram, "uTime");
-    gl.bindTexture(gl.TEXTURE_2D, 0);
-    //! [3]
-
-    log("    ...initShaders EXIT");
-}
-
-function getShader(gl, str, type) {
-    var shader = gl.createShader(type);
-    gl.shaderSource(shader, str);
-    gl.compileShader(shader);
-
-    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
-        console.log("JS:Shader compile failed");
-        console.log(gl.getShaderInfoLog(shader));
-        return null;
-    }
-
-    return shader;
-}
diff --git a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/qtlogo_gray.png b/examples/canvas3d/plasmaeffects/qml/plasmaeffects/qtlogo_gray.png
deleted file mode 100644
index c865c0b69a271bfcd5c174200c2713749fbd7ba3..0000000000000000000000000000000000000000
Binary files a/examples/canvas3d/plasmaeffects/qml/plasmaeffects/qtlogo_gray.png and /dev/null differ
diff --git a/examples/canvas3d/pureqml/cube.js b/examples/canvas3d/pureqml/cube.js
deleted file mode 100644
index 11dfc915b92b6e00cded83b429231cdb0744b39d..0000000000000000000000000000000000000000
--- a/examples/canvas3d/pureqml/cube.js
+++ /dev/null
@@ -1,203 +0,0 @@
-Qt.include("glMatrix-0.9.5.min.js")
-
-//
-// Draws a cube that has different colors assigned to the vertices.
-// Each face of the cube has the linear interpolation of the corner colors.
-//
-
-var gl;
-var vertexPositionAttrLoc;
-var shaderProgram;
-var cubeVertexPositionBuffer;
-var cubeVertexIndexBuffer;
-var cubeVertexColorBuffer;
-var vertexShader;
-var fragmentShader;
-var vertexColorAttrLoc;
-var mvMatrix = mat4.create();
-var pMatrix = mat4.create();
-var pMatrixUniformLoc;
-var mvMatrixUniformLoc;
-
-var canvas3d;
-
-function log(message) {
-    if (canvas3d.logAllCalls)
-        console.log(message)
-}
-
-function initGL(canvas) {
-    canvas3d = canvas
-    try {
-        // Get the context object that represents the 3D API
-        gl = canvas3d.getContext("canvas3d", {depth:true, antialias:true});
-
-        // Setup the OpenGL state
-        gl.enable(gl.DEPTH_TEST);
-        gl.depthMask(true);
-
-        log("canvas width:"+canvas.width+" height:"+canvas.height+" devicePixelRatio:"+canvas.devicePixelRatio);
-        gl.viewport(0, 0, canvas.width * canvas.devicePixelRatio, canvas.height * canvas.devicePixelRatio);
-
-        // Initialize vertex and color buffers
-        initBuffers();
-
-        // Initialize the shader program
-        initShaders();
-    } catch(e) {
-        console.log("initGL FAILURE!");
-        console.log(""+e);
-        console.log(""+e.message);
-    }
-}
-
-function degToRad(degrees) {
-    return degrees * Math.PI / 180;
-}
-
-function renderGL() {
-    log("Render Enter *******")
-    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-
-    mat4.perspective(pMatrix, degToRad(45), canvas3d.width / canvas3d.height, 0.1, 100.0);
-    mat4.identity(mvMatrix);
-    mat4.translate(mvMatrix, mvMatrix, [0.0, 0.0, -5.0]);
-    //! [0]
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas3d.xRotAnim), [0, 1, 0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas3d.yRotAnim), [1, 0, 0]);
-    //! [0]
-
-    gl.useProgram(shaderProgram);
-
-    gl.uniformMatrix4fva(pMatrixUniformLoc, false, pMatrix);
-    gl.uniformMatrix4fva(mvMatrixUniformLoc, false, mvMatrix);
-
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
-    gl.enableVertexAttribArray(vertexPositionAttrLoc);
-    gl.vertexAttribPointer(vertexPositionAttrLoc, 3, gl.FLOAT, false, 0, 0);
-
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
-    gl.enableVertexAttribArray(vertexColorAttrLoc);
-    gl.vertexAttribPointer(vertexColorAttrLoc, 4, gl.FLOAT, false, 0, 0);
-
-    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
-    gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
-    log("Render Exit *******")
-}
-
-function initBuffers() {
-    // Create a cubeVertexPositionBuffer and put a single clipspace rectangle in
-    // it (2 triangles)
-    cubeVertexPositionBuffer = gl.createBuffer();
-    cubeVertexPositionBuffer.name = "cubeVertexPositionBuffer";
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
-    gl.bufferData(gl.ARRAY_BUFFER,
-                  new Float32Array([ // front
-                                          -1.0, -1.0,  1.0,
-                                          1.0, -1.0,  1.0,
-                                          1.0,  1.0,  1.0,
-                                          -1.0,  1.0,  1.0,
-                                          // back
-                                          -1.0, -1.0, -1.0,
-                                          1.0, -1.0, -1.0,
-                                          1.0,  1.0, -1.0,
-                                          -1.0,  1.0, -1.0]),
-                  gl.STATIC_DRAW);
-
-    cubeVertexIndexBuffer = gl.createBuffer();
-    cubeVertexIndexBuffer.name = "cubeVertexIndexBuffer";
-    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
-    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
-                  new Uint16Array([// front
-                                         0, 1, 2,
-                                         2, 3, 0,
-                                         // top
-                                         3, 2, 6,
-                                         6, 7, 3,
-                                         // back
-                                         7, 6, 5,
-                                         5, 4, 7,
-                                         // bottom
-                                         4, 5, 1,
-                                         1, 0, 4,
-                                         // left
-                                         4, 0, 3,
-                                         3, 7, 4,
-                                         // right
-                                         1, 5, 6,
-                                         6, 2, 1]),
-                  gl.STATIC_DRAW);
-
-    cubeVertexColorBuffer = gl.createBuffer();
-    cubeVertexColorBuffer.name = "cubeVertexColorBuffer";
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
-    gl.bufferData(gl.ARRAY_BUFFER,
-                  new Float32Array([// front
-                                          0.000,  1.000,  0.000,
-                                          0.000,  0.000,  1.000,
-                                          1.000,  1.000,  1.000,
-                                          1.000,  0.000,  0.000,
-                                          // back
-                                          1.000,  0.000,  1.000,
-                                          1.000,  1.000,  0.000,
-                                          0.000,  0.000,  0.000,
-                                          0.000,  1.000,  1.000]),
-                  gl.STATIC_DRAW);
-}
-
-function initShaders() {
-    log("    Initializing shaders...");
-
-    vertexShader = getShader(gl, "attribute highp vec3 aVertexPosition; \
-                                  attribute highp vec4 aVertexColor; \
-                                  uniform highp mat4 uMVMatrix; \
-                                  uniform highp mat4 uPMatrix; \
-                                  varying highp vec4 vColor; \
-                                  void main(void) { \
-                                      gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \
-                                      vColor = aVertexColor; \
-                                  }", gl.VERTEX_SHADER);
-    fragmentShader = getShader(gl, "varying highp vec4 vColor; \
-                                    void main(void) { \
-                                        gl_FragColor = vColor; \
-                                    }", gl.FRAGMENT_SHADER);
-
-    shaderProgram = gl.createProgram();
-    shaderProgram.name = "shaderProgram";
-    gl.attachShader(shaderProgram, vertexShader);
-    gl.attachShader(shaderProgram, fragmentShader);
-    gl.linkProgram(shaderProgram);
-
-    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
-        console.log("Could not initialise shaders");
-        console.log(gl.getProgramInfoLog(shaderProgram));
-    }
-
-    gl.useProgram(shaderProgram);
-
-    // look up where the vertex data needs to go.
-    vertexPositionAttrLoc = gl.getAttribLocation(shaderProgram, "aVertexPosition");
-    gl.enableVertexAttribArray(vertexPositionAttrLoc);
-    vertexColorAttrLoc = gl.getAttribLocation(shaderProgram, "aVertexColor");
-    gl.enableVertexAttribArray(vertexColorAttrLoc);
-
-    pMatrixUniformLoc  = gl.getUniformLocation(shaderProgram, "uPMatrix");
-    pMatrixUniformLoc.name = "pMatrixUniformLoc";
-    mvMatrixUniformLoc = gl.getUniformLocation(shaderProgram, "uMVMatrix");
-    mvMatrixUniformLoc.name = "mvMatrixUniformLoc";
-    log("    ...done")
-}
-
-function getShader(gl, str, type) {
-    var shader = gl.createShader(type);
-    gl.shaderSource(shader, str);
-    gl.compileShader(shader);
-
-    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
-        console.log("JS:Shader compile failed");
-        console.log(gl.getShaderInfoLog(shader));
-        return null;
-    }
-
-    return shader;
-}
diff --git a/examples/canvas3d/pureqml/doc/images/pureqml-example.png b/examples/canvas3d/pureqml/doc/images/pureqml-example.png
deleted file mode 100644
index 9e8fc58c39b79e6e6e172675d45d622287f5d698..0000000000000000000000000000000000000000
Binary files a/examples/canvas3d/pureqml/doc/images/pureqml-example.png and /dev/null differ
diff --git a/examples/canvas3d/pureqml/doc/src/pureqml.qdoc b/examples/canvas3d/pureqml/doc/src/pureqml.qdoc
deleted file mode 100644
index c7ae423a709727fff799232170bf20584d390df8..0000000000000000000000000000000000000000
--- a/examples/canvas3d/pureqml/doc/src/pureqml.qdoc
+++ /dev/null
@@ -1,73 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/*!
-    \example pureqml
-    \since QtCanvas3D 1.0
-    \title Pure QML Example
-    \ingroup qtcanvas3d-examples
-    \brief A pure QML application project
-
-    The Pure QML Example demonstrates the use of Canvas3D in a pure Qt Quick UI project, that
-    has no compilable parts at all. It also briefly demonstrates how to interact with the object
-    in Canvas3D using a MouseArea.
-
-    \image pureqml-example.png
-
-    \section1 Pure QML
-
-    Our main qml file is similar to a normal Qt Quick Application. The main difference is that
-    there is no \c{.pro} file and nothing to compile. We create the Canvas3D the normal way:
-
-    \snippet pureqml/pureqml.qml 0
-
-    \section1 MouseArea Interaction
-
-    We added properties for x and y rotations into the Canvas3D:
-
-    \snippet pureqml/pureqml.qml 1
-
-    Then we add a \c MouseArea that fills the whole window, and connect the Canvas3D properties
-    to \c mouseX and \c mouseY on their correspodinh onChanged functions:
-
-    \snippet pureqml/pureqml.qml 2
-
-    An finally, we just use the Canvas3D properties on the JavaScript side directly for matrix
-    rotations:
-
-    \snippet pureqml/cube.js 0
-
- */
diff --git a/examples/canvas3d/pureqml/glMatrix-0.9.5.min.js b/examples/canvas3d/pureqml/glMatrix-0.9.5.min.js
deleted file mode 100644
index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000
--- a/examples/canvas3d/pureqml/glMatrix-0.9.5.min.js
+++ /dev/null
@@ -1,4128 +0,0 @@
-/**
- * @fileoverview gl-matrix - High performance matrix and vector operations
- * @author Brandon Jones
- * @author Colin MacKenzie IV
- * @version 2.2.0
- */
-
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/*
-(function(_global) {
-  "use strict";
-
-  var shim = {};
-  if (typeof(exports) === 'undefined') {
-    if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) {
-      shim.exports = {};
-      define(function() {
-        return shim.exports;
-      });
-    } else {
-      // gl-matrix lives in a browser, define its namespaces in global
-      shim.exports = typeof(window) !== 'undefined' ? window : _global;
-    }
-  }
-  else {
-    // gl-matrix lives in commonjs, define its namespaces in exports
-    shim.exports = exports;
-  }
-
-  (function(exports) {*/
-    /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-
-if(!GLMAT_EPSILON) {
-    var GLMAT_EPSILON = 0.000001;
-}
-
-if(!GLMAT_ARRAY_TYPE) {
-    var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array;
-}
-
-if(!GLMAT_RANDOM) {
-    var GLMAT_RANDOM = Math.random;
-}
-
-/**
- * @class Common utilities
- * @name glMatrix
- */
-var glMatrix = {};
-
-/**
- * Sets the type of array used when creating new vectors and matricies
- *
- * @param {Type} type Array type, such as Float32Array or Array
- */
-glMatrix.setMatrixArrayType = function(type) {
-    GLMAT_ARRAY_TYPE = type;
-}
-
-/*if(typeof(exports) !== 'undefined') {
-    exports.glMatrix = glMatrix;
-}*/
-
-var degree = Math.PI / 180;
-
-/**
-* Convert Degree To Radian
-*
-* @param {Number} Angle in Degrees
-*/
-glMatrix.toRadian = function(a){
-     return a * degree;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2 Dimensional Vector
- * @name vec2
- */
-
-var vec2 = {};
-
-/**
- * Creates a new, empty vec2
- *
- * @returns {vec2} a new 2D vector
- */
-vec2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = 0;
-    out[1] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with values from an existing vector
- *
- * @param {vec2} a vector to clone
- * @returns {vec2} a new 2D vector
- */
-vec2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} a new 2D vector
- */
-vec2.fromValues = function(x, y) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Copy the values from one vec2 to another
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the source vector
- * @returns {vec2} out
- */
-vec2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Set the components of a vec2 to the given values
- *
- * @param {vec2} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} out
- */
-vec2.set = function(out, x, y) {
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Adds two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.subtract}
- * @function
- */
-vec2.sub = vec2.subtract;
-
-/**
- * Multiplies two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.multiply}
- * @function
- */
-vec2.mul = vec2.multiply;
-
-/**
- * Divides two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.divide}
- * @function
- */
-vec2.div = vec2.divide;
-
-/**
- * Returns the minimum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    return out;
-};
-
-/**
- * Scales a vec2 by a scalar number
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec2} out
- */
-vec2.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    return out;
-};
-
-/**
- * Adds two vec2's after scaling the second operand by a scalar value
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec2} out
- */
-vec2.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} distance between a and b
- */
-vec2.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.distance}
- * @function
- */
-vec2.dist = vec2.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec2.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredDistance}
- * @function
- */
-vec2.sqrDist = vec2.squaredDistance;
-
-/**
- * Calculates the length of a vec2
- *
- * @param {vec2} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec2.length = function (a) {
-    var x = a[0],
-        y = a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.length}
- * @function
- */
-vec2.len = vec2.length;
-
-/**
- * Calculates the squared length of a vec2
- *
- * @param {vec2} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec2.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredLength}
- * @function
- */
-vec2.sqrLen = vec2.squaredLength;
-
-/**
- * Negates the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to negate
- * @returns {vec2} out
- */
-vec2.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    return out;
-};
-
-/**
- * Normalize a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to normalize
- * @returns {vec2} out
- */
-vec2.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1];
-    var len = x*x + y*y;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec2.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1];
-};
-
-/**
- * Computes the cross product of two vec2's
- * Note that the cross product must by definition produce a 3D vector
- *
- * @param {vec3} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec3} out
- */
-vec2.cross = function(out, a, b) {
-    var z = a[0] * b[1] - a[1] * b[0];
-    out[0] = out[1] = 0;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec2} out
- */
-vec2.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec2} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec2} out
- */
-vec2.random = function (out, scale) {
-    scale = scale || 1.0;
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    out[0] = Math.cos(r) * scale;
-    out[1] = Math.sin(r) * scale;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y;
-    out[1] = m[1] * x + m[3] * y;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2d
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2d} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2d = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y + m[4];
-    out[1] = m[1] * x + m[3] * y + m[5];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat3
- * 3rd vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat3} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat3 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[3] * y + m[6];
-    out[1] = m[1] * x + m[4] * y + m[7];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat4
- * 3rd vector component is implicitly '0'
- * 4th vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat4 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[4] * y + m[12];
-    out[1] = m[1] * x + m[5] * y + m[13];
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec2s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec2.forEach = (function() {
-    var vec = vec2.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 2;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec2} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec2.str = function (a) {
-    return 'vec2(' + a[0] + ', ' + a[1] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec2 = vec2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3 Dimensional Vector
- * @name vec3
- */
-
-var vec3 = {};
-
-/**
- * Creates a new, empty vec3
- *
- * @returns {vec3} a new 3D vector
- */
-vec3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with values from an existing vector
- *
- * @param {vec3} a vector to clone
- * @returns {vec3} a new 3D vector
- */
-vec3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} a new 3D vector
- */
-vec3.fromValues = function(x, y, z) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Copy the values from one vec3 to another
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the source vector
- * @returns {vec3} out
- */
-vec3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Set the components of a vec3 to the given values
- *
- * @param {vec3} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} out
- */
-vec3.set = function(out, x, y, z) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Adds two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.subtract}
- * @function
- */
-vec3.sub = vec3.subtract;
-
-/**
- * Multiplies two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.multiply}
- * @function
- */
-vec3.mul = vec3.multiply;
-
-/**
- * Divides two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.divide}
- * @function
- */
-vec3.div = vec3.divide;
-
-/**
- * Returns the minimum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    return out;
-};
-
-/**
- * Scales a vec3 by a scalar number
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec3} out
- */
-vec3.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    return out;
-};
-
-/**
- * Adds two vec3's after scaling the second operand by a scalar value
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec3} out
- */
-vec3.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} distance between a and b
- */
-vec3.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.distance}
- * @function
- */
-vec3.dist = vec3.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec3.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredDistance}
- * @function
- */
-vec3.sqrDist = vec3.squaredDistance;
-
-/**
- * Calculates the length of a vec3
- *
- * @param {vec3} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec3.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.length}
- * @function
- */
-vec3.len = vec3.length;
-
-/**
- * Calculates the squared length of a vec3
- *
- * @param {vec3} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec3.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredLength}
- * @function
- */
-vec3.sqrLen = vec3.squaredLength;
-
-/**
- * Negates the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to negate
- * @returns {vec3} out
- */
-vec3.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    return out;
-};
-
-/**
- * Normalize a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to normalize
- * @returns {vec3} out
- */
-vec3.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    var len = x*x + y*y + z*z;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec3.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
-};
-
-/**
- * Computes the cross product of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.cross = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2],
-        bx = b[0], by = b[1], bz = b[2];
-
-    out[0] = ay * bz - az * by;
-    out[1] = az * bx - ax * bz;
-    out[2] = ax * by - ay * bx;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec3} out
- */
-vec3.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec3} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec3} out
- */
-vec3.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    var z = (GLMAT_RANDOM() * 2.0) - 1.0;
-    var zScale = Math.sqrt(1.0-z*z) * scale;
-
-    out[0] = Math.cos(r) * zScale;
-    out[1] = Math.sin(r) * zScale;
-    out[2] = z * scale;
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat4.
- * 4th vector component is implicitly '1'
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12];
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13];
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat3.
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m the 3x3 matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat3 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = x * m[0] + y * m[3] + z * m[6];
-    out[1] = x * m[1] + y * m[4] + z * m[7];
-    out[2] = x * m[2] + y * m[5] + z * m[8];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a quat
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec3} out
- */
-vec3.transformQuat = function(out, a, q) {
-    // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
-
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec3s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec3.forEach = (function() {
-    var vec = vec3.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 3;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec3} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec3.str = function (a) {
-    return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec3 = vec3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4 Dimensional Vector
- * @name vec4
- */
-
-var vec4 = {};
-
-/**
- * Creates a new, empty vec4
- *
- * @returns {vec4} a new 4D vector
- */
-vec4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with values from an existing vector
- *
- * @param {vec4} a vector to clone
- * @returns {vec4} a new 4D vector
- */
-vec4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} a new 4D vector
- */
-vec4.fromValues = function(x, y, z, w) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Copy the values from one vec4 to another
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the source vector
- * @returns {vec4} out
- */
-vec4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set the components of a vec4 to the given values
- *
- * @param {vec4} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} out
- */
-vec4.set = function(out, x, y, z, w) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Adds two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    out[3] = a[3] + b[3];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    out[3] = a[3] - b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.subtract}
- * @function
- */
-vec4.sub = vec4.subtract;
-
-/**
- * Multiplies two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    out[3] = a[3] * b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.multiply}
- * @function
- */
-vec4.mul = vec4.multiply;
-
-/**
- * Divides two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    out[3] = a[3] / b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.divide}
- * @function
- */
-vec4.div = vec4.divide;
-
-/**
- * Returns the minimum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    out[3] = Math.min(a[3], b[3]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    out[3] = Math.max(a[3], b[3]);
-    return out;
-};
-
-/**
- * Scales a vec4 by a scalar number
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec4} out
- */
-vec4.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    out[3] = a[3] * b;
-    return out;
-};
-
-/**
- * Adds two vec4's after scaling the second operand by a scalar value
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec4} out
- */
-vec4.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    out[3] = a[3] + (b[3] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} distance between a and b
- */
-vec4.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.distance}
- * @function
- */
-vec4.dist = vec4.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec4.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredDistance}
- * @function
- */
-vec4.sqrDist = vec4.squaredDistance;
-
-/**
- * Calculates the length of a vec4
- *
- * @param {vec4} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec4.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.length}
- * @function
- */
-vec4.len = vec4.length;
-
-/**
- * Calculates the squared length of a vec4
- *
- * @param {vec4} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec4.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredLength}
- * @function
- */
-vec4.sqrLen = vec4.squaredLength;
-
-/**
- * Negates the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to negate
- * @returns {vec4} out
- */
-vec4.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = -a[3];
-    return out;
-};
-
-/**
- * Normalize a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to normalize
- * @returns {vec4} out
- */
-vec4.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    var len = x*x + y*y + z*z + w*w;
-    if (len > 0) {
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-        out[3] = a[3] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec4.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
-};
-
-/**
- * Performs a linear interpolation between two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec4} out
- */
-vec4.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2],
-        aw = a[3];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    out[3] = aw + t * (b[3] - aw);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec4} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec4} out
- */
-vec4.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    //TODO: This is a pretty awful way of doing this. Find something better.
-    out[0] = GLMAT_RANDOM();
-    out[1] = GLMAT_RANDOM();
-    out[2] = GLMAT_RANDOM();
-    out[3] = GLMAT_RANDOM();
-    vec4.normalize(out, out);
-    vec4.scale(out, out, scale);
-    return out;
-};
-
-/**
- * Transforms the vec4 with a mat4.
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec4} out
- */
-vec4.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2], w = a[3];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
-    out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
-    return out;
-};
-
-/**
- * Transforms the vec4 with a quat
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec4} out
- */
-vec4.transformQuat = function(out, a, q) {
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec4s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec4.forEach = (function() {
-    var vec = vec4.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 4;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec4} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec4.str = function (a) {
-    return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec4 = vec4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x2 Matrix
- * @name mat2
- */
-
-var mat2 = {};
-
-/**
- * Creates a new identity mat2
- *
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat2 initialized with values from an existing matrix
- *
- * @param {mat2} a matrix to clone
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Copy the values from one mat2 to another
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set a mat2 to the identity matrix
- *
- * @param {mat2} out the receiving matrix
- * @returns {mat2} out
- */
-mat2.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a1 = a[1];
-        out[1] = a[2];
-        out[2] = a1;
-    } else {
-        out[0] = a[0];
-        out[1] = a[2];
-        out[2] = a[1];
-        out[3] = a[3];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-
-        // Calculate the determinant
-        det = a0 * a3 - a2 * a1;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] =  a3 * det;
-    out[1] = -a1 * det;
-    out[2] = -a2 * det;
-    out[3] =  a0 * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.adjoint = function(out, a) {
-    // Caching this value is nessecary if out == a
-    var a0 = a[0];
-    out[0] =  a[3];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] =  a0;
-
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2
- *
- * @param {mat2} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2.determinant = function (a) {
-    return a[0] * a[3] - a[2] * a[1];
-};
-
-/**
- * Multiplies two mat2's
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the first operand
- * @param {mat2} b the second operand
- * @returns {mat2} out
- */
-mat2.multiply = function (out, a, b) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
-    var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = a0 * b0 + a1 * b2;
-    out[1] = a0 * b1 + a1 * b3;
-    out[2] = a2 * b0 + a3 * b2;
-    out[3] = a2 * b1 + a3 * b3;
-    return out;
-};
-
-/**
- * Alias for {@link mat2.multiply}
- * @function
- */
-mat2.mul = mat2.multiply;
-
-/**
- * Rotates a mat2 by the given angle
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2} out
- */
-mat2.rotate = function (out, a, rad) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-    out[0] = a0 *  c + a1 * s;
-    out[1] = a0 * -s + a1 * c;
-    out[2] = a2 *  c + a3 * s;
-    out[3] = a2 * -s + a3 * c;
-    return out;
-};
-
-/**
- * Scales the mat2 by the dimensions in the given vec2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2} out
- **/
-mat2.scale = function(out, a, v) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        v0 = v[0], v1 = v[1];
-    out[0] = a0 * v0;
-    out[1] = a1 * v1;
-    out[2] = a2 * v0;
-    out[3] = a3 * v1;
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2
- *
- * @param {mat2} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2.str = function (a) {
-    return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2 = mat2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x3 Matrix
- * @name mat2d
- *
- * @description
- * A mat2d contains six elements defined as:
- * <pre>
- * [a, b,
- *  c, d,
- *  tx,ty]
- * </pre>
- * This is a short form for the 3x3 matrix:
- * <pre>
- * [a, b, 0
- *  c, d, 0
- *  tx,ty,1]
- * </pre>
- * The last column is ignored so the array is shorter and operations are faster.
- */
-
-var mat2d = {};
-
-/**
- * Creates a new identity mat2d
- *
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Creates a new mat2d initialized with values from an existing matrix
- *
- * @param {mat2d} a matrix to clone
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Copy the values from one mat2d to another
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Set a mat2d to the identity matrix
- *
- * @param {mat2d} out the receiving matrix
- * @returns {mat2d} out
- */
-mat2d.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Inverts a mat2d
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.invert = function(out, a) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5];
-
-    var det = aa * ad - ab * ac;
-    if(!det){
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = ad * det;
-    out[1] = -ab * det;
-    out[2] = -ac * det;
-    out[3] = aa * det;
-    out[4] = (ac * aty - ad * atx) * det;
-    out[5] = (ab * atx - aa * aty) * det;
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2d
- *
- * @param {mat2d} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2d.determinant = function (a) {
-    return a[0] * a[3] - a[1] * a[2];
-};
-
-/**
- * Multiplies two mat2d's
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the first operand
- * @param {mat2d} b the second operand
- * @returns {mat2d} out
- */
-mat2d.multiply = function (out, a, b) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5],
-        ba = b[0], bb = b[1], bc = b[2], bd = b[3],
-        btx = b[4], bty = b[5];
-
-    out[0] = aa*ba + ab*bc;
-    out[1] = aa*bb + ab*bd;
-    out[2] = ac*ba + ad*bc;
-    out[3] = ac*bb + ad*bd;
-    out[4] = ba*atx + bc*aty + btx;
-    out[5] = bb*atx + bd*aty + bty;
-    return out;
-};
-
-/**
- * Alias for {@link mat2d.multiply}
- * @function
- */
-mat2d.mul = mat2d.multiply;
-
-
-/**
- * Rotates a mat2d by the given angle
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2d} out
- */
-mat2d.rotate = function (out, a, rad) {
-    var aa = a[0],
-        ab = a[1],
-        ac = a[2],
-        ad = a[3],
-        atx = a[4],
-        aty = a[5],
-        st = Math.sin(rad),
-        ct = Math.cos(rad);
-
-    out[0] = aa*ct + ab*st;
-    out[1] = -aa*st + ab*ct;
-    out[2] = ac*ct + ad*st;
-    out[3] = -ac*st + ct*ad;
-    out[4] = ct*atx + st*aty;
-    out[5] = ct*aty - st*atx;
-    return out;
-};
-
-/**
- * Scales the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2d} out
- **/
-mat2d.scale = function(out, a, v) {
-    var vx = v[0], vy = v[1];
-    out[0] = a[0] * vx;
-    out[1] = a[1] * vy;
-    out[2] = a[2] * vx;
-    out[3] = a[3] * vy;
-    out[4] = a[4] * vx;
-    out[5] = a[5] * vy;
-    return out;
-};
-
-/**
- * Translates the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to translate the matrix by
- * @returns {mat2d} out
- **/
-mat2d.translate = function(out, a, v) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4] + v[0];
-    out[5] = a[5] + v[1];
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2d
- *
- * @param {mat2d} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2d.str = function (a) {
-    return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2d = mat2d;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3x3 Matrix
- * @name mat3
- */
-
-var mat3 = {};
-
-/**
- * Creates a new identity mat3
- *
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Copies the upper-left 3x3 values into the given mat3.
- *
- * @param {mat3} out the receiving 3x3 matrix
- * @param {mat4} a   the source 4x4 matrix
- * @returns {mat3} out
- */
-mat3.fromMat4 = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[4];
-    out[4] = a[5];
-    out[5] = a[6];
-    out[6] = a[8];
-    out[7] = a[9];
-    out[8] = a[10];
-    return out;
-};
-
-/**
- * Creates a new mat3 initialized with values from an existing matrix
- *
- * @param {mat3} a matrix to clone
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copy the values from one mat3 to another
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Set a mat3 to the identity matrix
- *
- * @param {mat3} out the receiving matrix
- * @returns {mat3} out
- */
-mat3.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a12 = a[5];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a01;
-        out[5] = a[7];
-        out[6] = a02;
-        out[7] = a12;
-    } else {
-        out[0] = a[0];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a[1];
-        out[4] = a[4];
-        out[5] = a[7];
-        out[6] = a[2];
-        out[7] = a[5];
-        out[8] = a[8];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b01 = a22 * a11 - a12 * a21,
-        b11 = -a22 * a10 + a12 * a20,
-        b21 = a21 * a10 - a11 * a20,
-
-        // Calculate the determinant
-        det = a00 * b01 + a01 * b11 + a02 * b21;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = b01 * det;
-    out[1] = (-a22 * a01 + a02 * a21) * det;
-    out[2] = (a12 * a01 - a02 * a11) * det;
-    out[3] = b11 * det;
-    out[4] = (a22 * a00 - a02 * a20) * det;
-    out[5] = (-a12 * a00 + a02 * a10) * det;
-    out[6] = b21 * det;
-    out[7] = (-a21 * a00 + a01 * a20) * det;
-    out[8] = (a11 * a00 - a01 * a10) * det;
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    out[0] = (a11 * a22 - a12 * a21);
-    out[1] = (a02 * a21 - a01 * a22);
-    out[2] = (a01 * a12 - a02 * a11);
-    out[3] = (a12 * a20 - a10 * a22);
-    out[4] = (a00 * a22 - a02 * a20);
-    out[5] = (a02 * a10 - a00 * a12);
-    out[6] = (a10 * a21 - a11 * a20);
-    out[7] = (a01 * a20 - a00 * a21);
-    out[8] = (a00 * a11 - a01 * a10);
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat3
- *
- * @param {mat3} a the source matrix
- * @returns {Number} determinant of a
- */
-mat3.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
-};
-
-/**
- * Multiplies two mat3's
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the first operand
- * @param {mat3} b the second operand
- * @returns {mat3} out
- */
-mat3.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b00 = b[0], b01 = b[1], b02 = b[2],
-        b10 = b[3], b11 = b[4], b12 = b[5],
-        b20 = b[6], b21 = b[7], b22 = b[8];
-
-    out[0] = b00 * a00 + b01 * a10 + b02 * a20;
-    out[1] = b00 * a01 + b01 * a11 + b02 * a21;
-    out[2] = b00 * a02 + b01 * a12 + b02 * a22;
-
-    out[3] = b10 * a00 + b11 * a10 + b12 * a20;
-    out[4] = b10 * a01 + b11 * a11 + b12 * a21;
-    out[5] = b10 * a02 + b11 * a12 + b12 * a22;
-
-    out[6] = b20 * a00 + b21 * a10 + b22 * a20;
-    out[7] = b20 * a01 + b21 * a11 + b22 * a21;
-    out[8] = b20 * a02 + b21 * a12 + b22 * a22;
-    return out;
-};
-
-/**
- * Alias for {@link mat3.multiply}
- * @function
- */
-mat3.mul = mat3.multiply;
-
-/**
- * Translate a mat3 by the given vector
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to translate
- * @param {vec2} v vector to translate by
- * @returns {mat3} out
- */
-mat3.translate = function(out, a, v) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-        x = v[0], y = v[1];
-
-    out[0] = a00;
-    out[1] = a01;
-    out[2] = a02;
-
-    out[3] = a10;
-    out[4] = a11;
-    out[5] = a12;
-
-    out[6] = x * a00 + y * a10 + a20;
-    out[7] = x * a01 + y * a11 + a21;
-    out[8] = x * a02 + y * a12 + a22;
-    return out;
-};
-
-/**
- * Rotates a mat3 by the given angle
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat3} out
- */
-mat3.rotate = function (out, a, rad) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-
-    out[0] = c * a00 + s * a10;
-    out[1] = c * a01 + s * a11;
-    out[2] = c * a02 + s * a12;
-
-    out[3] = c * a10 - s * a00;
-    out[4] = c * a11 - s * a01;
-    out[5] = c * a12 - s * a02;
-
-    out[6] = a20;
-    out[7] = a21;
-    out[8] = a22;
-    return out;
-};
-
-/**
- * Scales the mat3 by the dimensions in the given vec2
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat3} out
- **/
-mat3.scale = function(out, a, v) {
-    var x = v[0], y = v[1];
-
-    out[0] = x * a[0];
-    out[1] = x * a[1];
-    out[2] = x * a[2];
-
-    out[3] = y * a[3];
-    out[4] = y * a[4];
-    out[5] = y * a[5];
-
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copies the values from a mat2d into a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat2d} a the matrix to copy
- * @returns {mat3} out
- **/
-mat3.fromMat2d = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = 0;
-
-    out[3] = a[2];
-    out[4] = a[3];
-    out[5] = 0;
-
-    out[6] = a[4];
-    out[7] = a[5];
-    out[8] = 1;
-    return out;
-};
-
-/**
-* Calculates a 3x3 matrix from the given quaternion
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {quat} q Quaternion to create matrix from
-*
-* @returns {mat3} out
-*/
-mat3.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[3] = yx - wz;
-    out[6] = zx + wy;
-
-    out[1] = yx + wz;
-    out[4] = 1 - xx - zz;
-    out[7] = zy - wx;
-
-    out[2] = zx - wy;
-    out[5] = zy + wx;
-    out[8] = 1 - xx - yy;
-
-    return out;
-};
-
-/**
-* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {mat4} a Mat4 to derive the normal matrix from
-*
-* @returns {mat3} out
-*/
-mat3.normalFromMat4 = function (out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-
-    out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-
-    out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat3
- *
- * @param {mat3} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat3.str = function (a) {
-    return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ', ' +
-                    a[6] + ', ' + a[7] + ', ' + a[8] + ')';
-};
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat3 = mat3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4x4 Matrix
- * @name mat4
- */
-
-var mat4 = {};
-
-/**
- * Creates a new identity mat4
- *
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat4 initialized with values from an existing matrix
- *
- * @param {mat4} a matrix to clone
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Copy the values from one mat4 to another
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Set a mat4 to the identity matrix
- *
- * @param {mat4} out the receiving matrix
- * @returns {mat4} out
- */
-mat4.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a03 = a[3],
-            a12 = a[6], a13 = a[7],
-            a23 = a[11];
-
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a01;
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a02;
-        out[9] = a12;
-        out[11] = a[14];
-        out[12] = a03;
-        out[13] = a13;
-        out[14] = a23;
-    } else {
-        out[0] = a[0];
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a[1];
-        out[5] = a[5];
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a[2];
-        out[9] = a[6];
-        out[10] = a[10];
-        out[11] = a[14];
-        out[12] = a[3];
-        out[13] = a[7];
-        out[14] = a[11];
-        out[15] = a[15];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
-    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
-    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
-    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
-    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
-    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
-    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    out[0]  =  (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
-    out[1]  = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
-    out[2]  =  (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
-    out[3]  = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
-    out[4]  = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
-    out[5]  =  (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
-    out[6]  = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
-    out[7]  =  (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
-    out[8]  =  (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
-    out[9]  = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
-    out[10] =  (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
-    out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
-    out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
-    out[13] =  (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
-    out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
-    out[15] =  (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat4
- *
- * @param {mat4} a the source matrix
- * @returns {Number} determinant of a
- */
-mat4.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32;
-
-    // Calculate the determinant
-    return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-};
-
-/**
- * Multiplies two mat4's
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the first operand
- * @param {mat4} b the second operand
- * @returns {mat4} out
- */
-mat4.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    // Cache only the current line of the second matrix
-    var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
-    out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
-    out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
-    out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-    return out;
-};
-
-/**
- * Alias for {@link mat4.multiply}
- * @function
- */
-mat4.mul = mat4.multiply;
-
-/**
- * Translate a mat4 by the given vector
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to translate
- * @param {vec3} v vector to translate by
- * @returns {mat4} out
- */
-mat4.translate = function (out, a, v) {
-    var x = v[0], y = v[1], z = v[2],
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        a30, a31, a32, a33;
-
-        a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-        a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-        a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-        a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15];
-
-    out[0] = a00 + a03*x;
-    out[1] = a01 + a03*y;
-    out[2] = a02 + a03*z;
-    out[3] = a03;
-
-    out[4] = a10 + a13*x;
-    out[5] = a11 + a13*y;
-    out[6] = a12 + a13*z;
-    out[7] = a13;
-
-    out[8] = a20 + a23*x;
-    out[9] = a21 + a23*y;
-    out[10] = a22 + a23*z;
-    out[11] = a23;
-    out[12] = a30 + a33*x;
-    out[13] = a31 + a33*y;
-    out[14] = a32 + a33*z;
-    out[15] = a33;
-
-    return out;
-};
-/**
- * Scales the mat4 by the dimensions in the given vec3
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to scale
- * @param {vec3} v the vec3 to scale the matrix by
- * @returns {mat4} out
- **/
-mat4.scale = function(out, a, v) {
-    var x = v[0], y = v[1], z = v[2];
-
-    out[0] = a[0] * x;
-    out[1] = a[1] * x;
-    out[2] = a[2] * x;
-    out[3] = a[3] * x;
-    out[4] = a[4] * y;
-    out[5] = a[5] * y;
-    out[6] = a[6] * y;
-    out[7] = a[7] * y;
-    out[8] = a[8] * z;
-    out[9] = a[9] * z;
-    out[10] = a[10] * z;
-    out[11] = a[11] * z;
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Rotates a mat4 by the given angle
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @param {vec3} axis the axis to rotate around
- * @returns {mat4} out
- */
-mat4.rotate = function (out, a, rad, axis) {
-    var x = axis[0], y = axis[1], z = axis[2],
-        len = Math.sqrt(x * x + y * y + z * z),
-        s, c, t,
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        b00, b01, b02,
-        b10, b11, b12,
-        b20, b21, b22;
-
-    if (Math.abs(len) < GLMAT_EPSILON) { return null; }
-
-    len = 1 / len;
-    x *= len;
-    y *= len;
-    z *= len;
-
-    s = Math.sin(rad);
-    c = Math.cos(rad);
-    t = 1 - c;
-
-    a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-    a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-    a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-
-    // Construct the elements of the rotation matrix
-    b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
-    b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
-    b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;
-
-    // Perform rotation-specific matrix multiplication
-    out[0] = a00 * b00 + a10 * b01 + a20 * b02;
-    out[1] = a01 * b00 + a11 * b01 + a21 * b02;
-    out[2] = a02 * b00 + a12 * b01 + a22 * b02;
-    out[3] = a03 * b00 + a13 * b01 + a23 * b02;
-    out[4] = a00 * b10 + a10 * b11 + a20 * b12;
-    out[5] = a01 * b10 + a11 * b11 + a21 * b12;
-    out[6] = a02 * b10 + a12 * b11 + a22 * b12;
-    out[7] = a03 * b10 + a13 * b11 + a23 * b12;
-    out[8] = a00 * b20 + a10 * b21 + a20 * b22;
-    out[9] = a01 * b20 + a11 * b21 + a21 * b22;
-    out[10] = a02 * b20 + a12 * b21 + a22 * b22;
-    out[11] = a03 * b20 + a13 * b21 + a23 * b22;
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the X axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateX = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[0]  = a[0];
-        out[1]  = a[1];
-        out[2]  = a[2];
-        out[3]  = a[3];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[4] = a10 * c + a20 * s;
-    out[5] = a11 * c + a21 * s;
-    out[6] = a12 * c + a22 * s;
-    out[7] = a13 * c + a23 * s;
-    out[8] = a20 * c - a10 * s;
-    out[9] = a21 * c - a11 * s;
-    out[10] = a22 * c - a12 * s;
-    out[11] = a23 * c - a13 * s;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Y axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateY = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[4]  = a[4];
-        out[5]  = a[5];
-        out[6]  = a[6];
-        out[7]  = a[7];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c - a20 * s;
-    out[1] = a01 * c - a21 * s;
-    out[2] = a02 * c - a22 * s;
-    out[3] = a03 * c - a23 * s;
-    out[8] = a00 * s + a20 * c;
-    out[9] = a01 * s + a21 * c;
-    out[10] = a02 * s + a22 * c;
-    out[11] = a03 * s + a23 * c;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Z axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateZ = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[8]  = a[8];
-        out[9]  = a[9];
-        out[10] = a[10];
-        out[11] = a[11];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c + a10 * s;
-    out[1] = a01 * c + a11 * s;
-    out[2] = a02 * c + a12 * s;
-    out[3] = a03 * c + a13 * s;
-    out[4] = a10 * c - a00 * s;
-    out[5] = a11 * c - a01 * s;
-    out[6] = a12 * c - a02 * s;
-    out[7] = a13 * c - a03 * s;
-    return out;
-};
-
-/**
- * Creates a matrix from a quaternion rotation and vector translation
- * This is equivalent to (but much faster than):
- *
- *     mat4.identity(dest);
- *     mat4.translate(dest, vec);
- *     var quatMat = mat4.create();
- *     quat4.toMat4(quat, quatMat);
- *     mat4.multiply(dest, quatMat);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {vec3} v Translation vector
- * @returns {mat4} out
- */
-mat4.fromRotationTranslation = function (out, q, v) {
-    // Quaternion math
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        xy = x * y2,
-        xz = x * z2,
-        yy = y * y2,
-        yz = y * z2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - (yy + zz);
-    out[1] = xy + wz;
-    out[2] = xz - wy;
-    out[3] = 0;
-    out[4] = xy - wz;
-    out[5] = 1 - (xx + zz);
-    out[6] = yz + wx;
-    out[7] = 0;
-    out[8] = xz + wy;
-    out[9] = yz - wx;
-    out[10] = 1 - (xx + yy);
-    out[11] = 0;
-    out[12] = v[0];
-    out[13] = v[1];
-    out[14] = v[2];
-    out[15] = 1;
-
-    return out;
-};
-
-mat4.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[1] = yx + wz;
-    out[2] = zx - wy;
-    out[3] = 0;
-
-    out[4] = yx - wz;
-    out[5] = 1 - xx - zz;
-    out[6] = zy + wx;
-    out[7] = 0;
-
-    out[8] = zx + wy;
-    out[9] = zy - wx;
-    out[10] = 1 - xx - yy;
-    out[11] = 0;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Generates a frustum matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {Number} left Left bound of the frustum
- * @param {Number} right Right bound of the frustum
- * @param {Number} bottom Bottom bound of the frustum
- * @param {Number} top Top bound of the frustum
- * @param {Number} near Near bound of the frustum
- * @param {Number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.frustum = function (out, left, right, bottom, top, near, far) {
-    var rl = 1 / (right - left),
-        tb = 1 / (top - bottom),
-        nf = 1 / (near - far);
-    out[0] = (near * 2) * rl;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = (near * 2) * tb;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = (right + left) * rl;
-    out[9] = (top + bottom) * tb;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (far * near * 2) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a perspective projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} fovy Vertical field of view in radians
- * @param {number} aspect Aspect ratio. typically viewport width/height
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.perspective = function (out, fovy, aspect, near, far) {
-    var f = 1.0 / Math.tan(fovy / 2),
-        nf = 1 / (near - far);
-    out[0] = f / aspect;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-
-    out[4] = 0;
-    out[5] = f;
-    out[6] = 0;
-    out[7] = 0;
-
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (2 * far * near) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a orthogonal projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} left Left bound of the frustum
- * @param {number} right Right bound of the frustum
- * @param {number} bottom Bottom bound of the frustum
- * @param {number} top Top bound of the frustum
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.ortho = function (out, left, right, bottom, top, near, far) {
-    var lr = 1 / (left - right),
-        bt = 1 / (bottom - top),
-        nf = 1 / (near - far);
-    out[0] = -2 * lr;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = -2 * bt;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 2 * nf;
-    out[11] = 0;
-    out[12] = (left + right) * lr;
-    out[13] = (top + bottom) * bt;
-    out[14] = (far + near) * nf;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Generates a look-at matrix with the given eye position, focal point, and up axis
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {vec3} eye Position of the viewer
- * @param {vec3} center Point the viewer is looking at
- * @param {vec3} up vec3 pointing up
- * @returns {mat4} out
- */
-mat4.lookAt = function (out, eye, center, up) {
-    var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
-        eyex = eye[0],
-        eyey = eye[1],
-        eyez = eye[2],
-        upx = up[0],
-        upy = up[1],
-        upz = up[2],
-        centerx = center[0],
-        centery = center[1],
-        centerz = center[2];
-
-    if (Math.abs(eyex - centerx) < GLMAT_EPSILON &&
-        Math.abs(eyey - centery) < GLMAT_EPSILON &&
-        Math.abs(eyez - centerz) < GLMAT_EPSILON) {
-        return mat4.identity(out);
-    }
-
-    z0 = eyex - centerx;
-    z1 = eyey - centery;
-    z2 = eyez - centerz;
-
-    len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
-    z0 *= len;
-    z1 *= len;
-    z2 *= len;
-
-    x0 = upy * z2 - upz * z1;
-    x1 = upz * z0 - upx * z2;
-    x2 = upx * z1 - upy * z0;
-    len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
-    if (!len) {
-        x0 = 0;
-        x1 = 0;
-        x2 = 0;
-    } else {
-        len = 1 / len;
-        x0 *= len;
-        x1 *= len;
-        x2 *= len;
-    }
-
-    y0 = z1 * x2 - z2 * x1;
-    y1 = z2 * x0 - z0 * x2;
-    y2 = z0 * x1 - z1 * x0;
-
-    len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
-    if (!len) {
-        y0 = 0;
-        y1 = 0;
-        y2 = 0;
-    } else {
-        len = 1 / len;
-        y0 *= len;
-        y1 *= len;
-        y2 *= len;
-    }
-
-    out[0] = x0;
-    out[1] = y0;
-    out[2] = z0;
-    out[3] = 0;
-    out[4] = x1;
-    out[5] = y1;
-    out[6] = z1;
-    out[7] = 0;
-    out[8] = x2;
-    out[9] = y2;
-    out[10] = z2;
-    out[11] = 0;
-    out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
-    out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
-    out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat4
- *
- * @param {mat4} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat4.str = function (a) {
-    return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' +
-                    a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' +
-                    a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' +
-                    a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat4 = mat4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class Quaternion
- * @name quat
- */
-
-var quat = {};
-
-/**
- * Creates a new identity quat
- *
- * @returns {quat} a new quaternion
- */
-quat.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quaternion to represent the shortest rotation from one
- * vector to another.
- *
- * Both vectors are assumed to be unit length.
- *
- * @param {quat} out the receiving quaternion.
- * @param {vec3} a the initial vector
- * @param {vec3} b the destination vector
- * @returns {quat} out
- */
-quat.rotationTo = (function() {
-    var tmpvec3 = vec3.create();
-    var xUnitVec3 = vec3.fromValues(1,0,0);
-    var yUnitVec3 = vec3.fromValues(0,1,0);
-
-    return function(out, a, b) {
-        var dot = vec3.dot(a, b);
-        if (dot < -0.999999) {
-            vec3.cross(tmpvec3, xUnitVec3, a);
-            if (vec3.length(tmpvec3) < 0.000001)
-                vec3.cross(tmpvec3, yUnitVec3, a);
-            vec3.normalize(tmpvec3, tmpvec3);
-            quat.setAxisAngle(out, tmpvec3, Math.PI);
-            return out;
-        } else if (dot > 0.999999) {
-            out[0] = 0;
-            out[1] = 0;
-            out[2] = 0;
-            out[3] = 1;
-            return out;
-        } else {
-            vec3.cross(tmpvec3, a, b);
-            out[0] = tmpvec3[0];
-            out[1] = tmpvec3[1];
-            out[2] = tmpvec3[2];
-            out[3] = 1 + dot;
-            return quat.normalize(out, out);
-        }
-    };
-})();
-
-/**
- * Sets the specified quaternion with values corresponding to the given
- * axes. Each axis is a vec3 and is expected to be unit length and
- * perpendicular to all other specified axes.
- *
- * @param {vec3} view  the vector representing the viewing direction
- * @param {vec3} right the vector representing the local "right" direction
- * @param {vec3} up    the vector representing the local "up" direction
- * @returns {quat} out
- */
-quat.setAxes = (function() {
-    var matr = mat3.create();
-
-    return function(out, view, right, up) {
-        matr[0] = right[0];
-        matr[3] = right[1];
-        matr[6] = right[2];
-
-        matr[1] = up[0];
-        matr[4] = up[1];
-        matr[7] = up[2];
-
-        matr[2] = -view[0];
-        matr[5] = -view[1];
-        matr[8] = -view[2];
-
-        return quat.normalize(out, quat.fromMat3(out, matr));
-    };
-})();
-
-/**
- * Creates a new quat initialized with values from an existing quaternion
- *
- * @param {quat} a quaternion to clone
- * @returns {quat} a new quaternion
- * @function
- */
-quat.clone = vec4.clone;
-
-/**
- * Creates a new quat initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} a new quaternion
- * @function
- */
-quat.fromValues = vec4.fromValues;
-
-/**
- * Copy the values from one quat to another
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the source quaternion
- * @returns {quat} out
- * @function
- */
-quat.copy = vec4.copy;
-
-/**
- * Set the components of a quat to the given values
- *
- * @param {quat} out the receiving quaternion
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} out
- * @function
- */
-quat.set = vec4.set;
-
-/**
- * Set a quat to the identity quaternion
- *
- * @param {quat} out the receiving quaternion
- * @returns {quat} out
- */
-quat.identity = function(out) {
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quat from the given angle and rotation axis,
- * then returns it.
- *
- * @param {quat} out the receiving quaternion
- * @param {vec3} axis the axis around which to rotate
- * @param {Number} rad the angle in radians
- * @returns {quat} out
- **/
-quat.setAxisAngle = function(out, axis, rad) {
-    rad = rad * 0.5;
-    var s = Math.sin(rad);
-    out[0] = s * axis[0];
-    out[1] = s * axis[1];
-    out[2] = s * axis[2];
-    out[3] = Math.cos(rad);
-    return out;
-};
-
-/**
- * Adds two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- * @function
- */
-quat.add = vec4.add;
-
-/**
- * Multiplies two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- */
-quat.multiply = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    out[0] = ax * bw + aw * bx + ay * bz - az * by;
-    out[1] = ay * bw + aw * by + az * bx - ax * bz;
-    out[2] = az * bw + aw * bz + ax * by - ay * bx;
-    out[3] = aw * bw - ax * bx - ay * by - az * bz;
-    return out;
-};
-
-/**
- * Alias for {@link quat.multiply}
- * @function
- */
-quat.mul = quat.multiply;
-
-/**
- * Scales a quat by a scalar number
- *
- * @param {quat} out the receiving vector
- * @param {quat} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {quat} out
- * @function
- */
-quat.scale = vec4.scale;
-
-/**
- * Rotates a quaternion by the given angle about the X axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateX = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + aw * bx;
-    out[1] = ay * bw + az * bx;
-    out[2] = az * bw - ay * bx;
-    out[3] = aw * bw - ax * bx;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Y axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateY = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        by = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw - az * by;
-    out[1] = ay * bw + aw * by;
-    out[2] = az * bw + ax * by;
-    out[3] = aw * bw - ay * by;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Z axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateZ = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bz = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + ay * bz;
-    out[1] = ay * bw - ax * bz;
-    out[2] = az * bw + aw * bz;
-    out[3] = aw * bw - az * bz;
-    return out;
-};
-
-/**
- * Calculates the W component of a quat from the X, Y, and Z components.
- * Assumes that quaternion is 1 unit in length.
- * Any existing W component will be ignored.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate W component of
- * @returns {quat} out
- */
-quat.calculateW = function (out, a) {
-    var x = a[0], y = a[1], z = a[2];
-
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
-    return out;
-};
-
-/**
- * Calculates the dot product of two quat's
- *
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {Number} dot product of a and b
- * @function
- */
-quat.dot = vec4.dot;
-
-/**
- * Performs a linear interpolation between two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- * @function
- */
-quat.lerp = vec4.lerp;
-
-/**
- * Performs a spherical linear interpolation between two quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- */
-quat.slerp = function (out, a, b, t) {
-    // benchmarks:
-    //    http://jsperf.com/quaternion-slerp-implementations
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    var        omega, cosom, sinom, scale0, scale1;
-
-    // calc cosine
-    cosom = ax * bx + ay * by + az * bz + aw * bw;
-    // adjust signs (if necessary)
-    if ( cosom < 0.0 ) {
-        cosom = -cosom;
-        bx = - bx;
-        by = - by;
-        bz = - bz;
-        bw = - bw;
-    }
-    // calculate coefficients
-    if ( (1.0 - cosom) > 0.000001 ) {
-        // standard case (slerp)
-        omega  = Math.acos(cosom);
-        sinom  = Math.sin(omega);
-        scale0 = Math.sin((1.0 - t) * omega) / sinom;
-        scale1 = Math.sin(t * omega) / sinom;
-    } else {
-        // "from" and "to" quaternions are very close
-        //  ... so we can do a linear interpolation
-        scale0 = 1.0 - t;
-        scale1 = t;
-    }
-    // calculate final values
-    out[0] = scale0 * ax + scale1 * bx;
-    out[1] = scale0 * ay + scale1 * by;
-    out[2] = scale0 * az + scale1 * bz;
-    out[3] = scale0 * aw + scale1 * bw;
-
-    return out;
-};
-
-/**
- * Calculates the inverse of a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate inverse of
- * @returns {quat} out
- */
-quat.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        dot = a0*a0 + a1*a1 + a2*a2 + a3*a3,
-        invDot = dot ? 1.0/dot : 0;
-
-    // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
-
-    out[0] = -a0*invDot;
-    out[1] = -a1*invDot;
-    out[2] = -a2*invDot;
-    out[3] = a3*invDot;
-    return out;
-};
-
-/**
- * Calculates the conjugate of a quat
- * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate conjugate of
- * @returns {quat} out
- */
-quat.conjugate = function (out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Calculates the length of a quat
- *
- * @param {quat} a vector to calculate length of
- * @returns {Number} length of a
- * @function
- */
-quat.length = vec4.length;
-
-/**
- * Alias for {@link quat.length}
- * @function
- */
-quat.len = quat.length;
-
-/**
- * Calculates the squared length of a quat
- *
- * @param {quat} a vector to calculate squared length of
- * @returns {Number} squared length of a
- * @function
- */
-quat.squaredLength = vec4.squaredLength;
-
-/**
- * Alias for {@link quat.squaredLength}
- * @function
- */
-quat.sqrLen = quat.squaredLength;
-
-/**
- * Normalize a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quaternion to normalize
- * @returns {quat} out
- * @function
- */
-quat.normalize = vec4.normalize;
-
-/**
- * Creates a quaternion from the given 3x3 rotation matrix.
- *
- * NOTE: The resultant quaternion is not normalized, so you should be sure
- * to renormalize the quaternion yourself where necessary.
- *
- * @param {quat} out the receiving quaternion
- * @param {mat3} m rotation matrix
- * @returns {quat} out
- * @function
- */
-quat.fromMat3 = function(out, m) {
-    // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
-    // article "Quaternion Calculus and Fast Animation".
-    var fTrace = m[0] + m[4] + m[8];
-    var fRoot;
-
-    if ( fTrace > 0.0 ) {
-        // |w| > 1/2, may as well choose w > 1/2
-        fRoot = Math.sqrt(fTrace + 1.0);  // 2w
-        out[3] = 0.5 * fRoot;
-        fRoot = 0.5/fRoot;  // 1/(4w)
-        out[0] = (m[7]-m[5])*fRoot;
-        out[1] = (m[2]-m[6])*fRoot;
-        out[2] = (m[3]-m[1])*fRoot;
-    } else {
-        // |w| <= 1/2
-        var i = 0;
-        if ( m[4] > m[0] )
-          i = 1;
-        if ( m[8] > m[i*3+i] )
-          i = 2;
-        var j = (i+1)%3;
-        var k = (i+2)%3;
-
-        fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
-        out[i] = 0.5 * fRoot;
-        fRoot = 0.5 / fRoot;
-        out[3] = (m[k*3+j] - m[j*3+k]) * fRoot;
-        out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
-        out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
-    }
-
-    return out;
-};
-
-/**
- * Returns a string representation of a quatenion
- *
- * @param {quat} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-quat.str = function (a) {
-    return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.quat = quat;
-}
-;*/
-
-
-
-
-
-
-
-
-
-
-
-
-/*
-  })(shim.exports);
-})(this);
-*/
diff --git a/examples/canvas3d/pureqml/pureqml.qml b/examples/canvas3d/pureqml/pureqml.qml
deleted file mode 100644
index 2ab006e53d7a831c3a65d70079cbb87e9abd837b..0000000000000000000000000000000000000000
--- a/examples/canvas3d/pureqml/pureqml.qml
+++ /dev/null
@@ -1,69 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-import QtQuick 2.2
-import QtCanvas3D 1.0
-
-import "cube.js" as GLCode
-
-Item {
-    id: mainview
-    width: 600
-    height: 600
-
-    //! [2]
-    MouseArea {
-        anchors.fill: parent
-        onMouseXChanged:
-            canvas3d.xRotAnim = mouseX / 3
-        onMouseYChanged:
-            canvas3d.yRotAnim = mouseY / 3
-    }
-    //! [2]
-
-    //! [0]
-    Canvas3D {
-        id: canvas3d
-        anchors.fill: parent
-        //! [1]
-        property double xRotAnim: 0
-        property double yRotAnim: 0
-        //! [1]
-        onInitGL: GLCode.initGL(canvas3d)
-        onRenderGL: GLCode.renderGL()
-    }
-    //! [0]
-}
diff --git a/examples/canvas3d/pureqml/pureqml.qmlproject b/examples/canvas3d/pureqml/pureqml.qmlproject
deleted file mode 100644
index 45ddaaf8ece6b0a87ddcaea15dfd8ec7fa9fb4cb..0000000000000000000000000000000000000000
--- a/examples/canvas3d/pureqml/pureqml.qmlproject
+++ /dev/null
@@ -1,20 +0,0 @@
-/* File generated by Qt Creator, version 2.7.0 */
-
-import QmlProject 1.1
-
-Project {
-    mainFile: "pureqml.qml"
-
-    /* Include .qml, .js, and image files from current directory and subdirectories */
-    QmlFiles {
-        directory: "."
-    }
-    JavaScriptFiles {
-        directory: "."
-    }
-    ImageFiles {
-        directory: "."
-    }
-    /* List of plugin directories passed to QML runtime */
-    // importPaths: [ "../exampleplugin" ]
-}
diff --git a/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc b/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc
index 2d3e0ac85863bf6eaff6b510f2b568d129fb7337..1b3867ea8c340d19623db4c7966b43d5d8852c66 100644
--- a/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc
+++ b/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/examples/canvas3d/textureandlight/main.cpp b/examples/canvas3d/textureandlight/main.cpp
index 5d26dddf8e3f5cfcb323a79a46fa2cba9d05b1bd..9fde3eb66b1f6f0fe08859138795b83ebd1d51f7 100644
--- a/examples/canvas3d/textureandlight/main.cpp
+++ b/examples/canvas3d/textureandlight/main.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/examples/canvas3d/textureandlight/qml/textureandlight/glMatrix-0.9.5.min.js b/examples/canvas3d/textureandlight/qml/textureandlight/glMatrix-0.9.5.min.js
deleted file mode 100644
index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000
--- a/examples/canvas3d/textureandlight/qml/textureandlight/glMatrix-0.9.5.min.js
+++ /dev/null
@@ -1,4128 +0,0 @@
-/**
- * @fileoverview gl-matrix - High performance matrix and vector operations
- * @author Brandon Jones
- * @author Colin MacKenzie IV
- * @version 2.2.0
- */
-
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/*
-(function(_global) {
-  "use strict";
-
-  var shim = {};
-  if (typeof(exports) === 'undefined') {
-    if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) {
-      shim.exports = {};
-      define(function() {
-        return shim.exports;
-      });
-    } else {
-      // gl-matrix lives in a browser, define its namespaces in global
-      shim.exports = typeof(window) !== 'undefined' ? window : _global;
-    }
-  }
-  else {
-    // gl-matrix lives in commonjs, define its namespaces in exports
-    shim.exports = exports;
-  }
-
-  (function(exports) {*/
-    /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-
-if(!GLMAT_EPSILON) {
-    var GLMAT_EPSILON = 0.000001;
-}
-
-if(!GLMAT_ARRAY_TYPE) {
-    var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array;
-}
-
-if(!GLMAT_RANDOM) {
-    var GLMAT_RANDOM = Math.random;
-}
-
-/**
- * @class Common utilities
- * @name glMatrix
- */
-var glMatrix = {};
-
-/**
- * Sets the type of array used when creating new vectors and matricies
- *
- * @param {Type} type Array type, such as Float32Array or Array
- */
-glMatrix.setMatrixArrayType = function(type) {
-    GLMAT_ARRAY_TYPE = type;
-}
-
-/*if(typeof(exports) !== 'undefined') {
-    exports.glMatrix = glMatrix;
-}*/
-
-var degree = Math.PI / 180;
-
-/**
-* Convert Degree To Radian
-*
-* @param {Number} Angle in Degrees
-*/
-glMatrix.toRadian = function(a){
-     return a * degree;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2 Dimensional Vector
- * @name vec2
- */
-
-var vec2 = {};
-
-/**
- * Creates a new, empty vec2
- *
- * @returns {vec2} a new 2D vector
- */
-vec2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = 0;
-    out[1] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with values from an existing vector
- *
- * @param {vec2} a vector to clone
- * @returns {vec2} a new 2D vector
- */
-vec2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} a new 2D vector
- */
-vec2.fromValues = function(x, y) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Copy the values from one vec2 to another
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the source vector
- * @returns {vec2} out
- */
-vec2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Set the components of a vec2 to the given values
- *
- * @param {vec2} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} out
- */
-vec2.set = function(out, x, y) {
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Adds two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.subtract}
- * @function
- */
-vec2.sub = vec2.subtract;
-
-/**
- * Multiplies two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.multiply}
- * @function
- */
-vec2.mul = vec2.multiply;
-
-/**
- * Divides two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.divide}
- * @function
- */
-vec2.div = vec2.divide;
-
-/**
- * Returns the minimum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    return out;
-};
-
-/**
- * Scales a vec2 by a scalar number
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec2} out
- */
-vec2.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    return out;
-};
-
-/**
- * Adds two vec2's after scaling the second operand by a scalar value
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec2} out
- */
-vec2.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} distance between a and b
- */
-vec2.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.distance}
- * @function
- */
-vec2.dist = vec2.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec2.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredDistance}
- * @function
- */
-vec2.sqrDist = vec2.squaredDistance;
-
-/**
- * Calculates the length of a vec2
- *
- * @param {vec2} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec2.length = function (a) {
-    var x = a[0],
-        y = a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.length}
- * @function
- */
-vec2.len = vec2.length;
-
-/**
- * Calculates the squared length of a vec2
- *
- * @param {vec2} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec2.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredLength}
- * @function
- */
-vec2.sqrLen = vec2.squaredLength;
-
-/**
- * Negates the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to negate
- * @returns {vec2} out
- */
-vec2.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    return out;
-};
-
-/**
- * Normalize a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to normalize
- * @returns {vec2} out
- */
-vec2.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1];
-    var len = x*x + y*y;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec2.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1];
-};
-
-/**
- * Computes the cross product of two vec2's
- * Note that the cross product must by definition produce a 3D vector
- *
- * @param {vec3} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec3} out
- */
-vec2.cross = function(out, a, b) {
-    var z = a[0] * b[1] - a[1] * b[0];
-    out[0] = out[1] = 0;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec2} out
- */
-vec2.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec2} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec2} out
- */
-vec2.random = function (out, scale) {
-    scale = scale || 1.0;
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    out[0] = Math.cos(r) * scale;
-    out[1] = Math.sin(r) * scale;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y;
-    out[1] = m[1] * x + m[3] * y;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2d
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2d} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2d = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y + m[4];
-    out[1] = m[1] * x + m[3] * y + m[5];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat3
- * 3rd vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat3} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat3 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[3] * y + m[6];
-    out[1] = m[1] * x + m[4] * y + m[7];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat4
- * 3rd vector component is implicitly '0'
- * 4th vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat4 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[4] * y + m[12];
-    out[1] = m[1] * x + m[5] * y + m[13];
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec2s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec2.forEach = (function() {
-    var vec = vec2.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 2;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec2} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec2.str = function (a) {
-    return 'vec2(' + a[0] + ', ' + a[1] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec2 = vec2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3 Dimensional Vector
- * @name vec3
- */
-
-var vec3 = {};
-
-/**
- * Creates a new, empty vec3
- *
- * @returns {vec3} a new 3D vector
- */
-vec3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with values from an existing vector
- *
- * @param {vec3} a vector to clone
- * @returns {vec3} a new 3D vector
- */
-vec3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} a new 3D vector
- */
-vec3.fromValues = function(x, y, z) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Copy the values from one vec3 to another
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the source vector
- * @returns {vec3} out
- */
-vec3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Set the components of a vec3 to the given values
- *
- * @param {vec3} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} out
- */
-vec3.set = function(out, x, y, z) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Adds two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.subtract}
- * @function
- */
-vec3.sub = vec3.subtract;
-
-/**
- * Multiplies two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.multiply}
- * @function
- */
-vec3.mul = vec3.multiply;
-
-/**
- * Divides two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.divide}
- * @function
- */
-vec3.div = vec3.divide;
-
-/**
- * Returns the minimum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    return out;
-};
-
-/**
- * Scales a vec3 by a scalar number
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec3} out
- */
-vec3.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    return out;
-};
-
-/**
- * Adds two vec3's after scaling the second operand by a scalar value
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec3} out
- */
-vec3.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} distance between a and b
- */
-vec3.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.distance}
- * @function
- */
-vec3.dist = vec3.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec3.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredDistance}
- * @function
- */
-vec3.sqrDist = vec3.squaredDistance;
-
-/**
- * Calculates the length of a vec3
- *
- * @param {vec3} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec3.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.length}
- * @function
- */
-vec3.len = vec3.length;
-
-/**
- * Calculates the squared length of a vec3
- *
- * @param {vec3} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec3.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredLength}
- * @function
- */
-vec3.sqrLen = vec3.squaredLength;
-
-/**
- * Negates the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to negate
- * @returns {vec3} out
- */
-vec3.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    return out;
-};
-
-/**
- * Normalize a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to normalize
- * @returns {vec3} out
- */
-vec3.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    var len = x*x + y*y + z*z;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec3.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
-};
-
-/**
- * Computes the cross product of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.cross = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2],
-        bx = b[0], by = b[1], bz = b[2];
-
-    out[0] = ay * bz - az * by;
-    out[1] = az * bx - ax * bz;
-    out[2] = ax * by - ay * bx;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec3} out
- */
-vec3.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec3} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec3} out
- */
-vec3.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    var z = (GLMAT_RANDOM() * 2.0) - 1.0;
-    var zScale = Math.sqrt(1.0-z*z) * scale;
-
-    out[0] = Math.cos(r) * zScale;
-    out[1] = Math.sin(r) * zScale;
-    out[2] = z * scale;
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat4.
- * 4th vector component is implicitly '1'
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12];
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13];
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat3.
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m the 3x3 matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat3 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = x * m[0] + y * m[3] + z * m[6];
-    out[1] = x * m[1] + y * m[4] + z * m[7];
-    out[2] = x * m[2] + y * m[5] + z * m[8];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a quat
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec3} out
- */
-vec3.transformQuat = function(out, a, q) {
-    // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
-
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec3s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec3.forEach = (function() {
-    var vec = vec3.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 3;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec3} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec3.str = function (a) {
-    return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec3 = vec3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4 Dimensional Vector
- * @name vec4
- */
-
-var vec4 = {};
-
-/**
- * Creates a new, empty vec4
- *
- * @returns {vec4} a new 4D vector
- */
-vec4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with values from an existing vector
- *
- * @param {vec4} a vector to clone
- * @returns {vec4} a new 4D vector
- */
-vec4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} a new 4D vector
- */
-vec4.fromValues = function(x, y, z, w) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Copy the values from one vec4 to another
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the source vector
- * @returns {vec4} out
- */
-vec4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set the components of a vec4 to the given values
- *
- * @param {vec4} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} out
- */
-vec4.set = function(out, x, y, z, w) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Adds two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    out[3] = a[3] + b[3];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    out[3] = a[3] - b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.subtract}
- * @function
- */
-vec4.sub = vec4.subtract;
-
-/**
- * Multiplies two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    out[3] = a[3] * b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.multiply}
- * @function
- */
-vec4.mul = vec4.multiply;
-
-/**
- * Divides two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    out[3] = a[3] / b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.divide}
- * @function
- */
-vec4.div = vec4.divide;
-
-/**
- * Returns the minimum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    out[3] = Math.min(a[3], b[3]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    out[3] = Math.max(a[3], b[3]);
-    return out;
-};
-
-/**
- * Scales a vec4 by a scalar number
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec4} out
- */
-vec4.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    out[3] = a[3] * b;
-    return out;
-};
-
-/**
- * Adds two vec4's after scaling the second operand by a scalar value
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec4} out
- */
-vec4.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    out[3] = a[3] + (b[3] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} distance between a and b
- */
-vec4.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.distance}
- * @function
- */
-vec4.dist = vec4.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec4.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredDistance}
- * @function
- */
-vec4.sqrDist = vec4.squaredDistance;
-
-/**
- * Calculates the length of a vec4
- *
- * @param {vec4} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec4.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.length}
- * @function
- */
-vec4.len = vec4.length;
-
-/**
- * Calculates the squared length of a vec4
- *
- * @param {vec4} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec4.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredLength}
- * @function
- */
-vec4.sqrLen = vec4.squaredLength;
-
-/**
- * Negates the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to negate
- * @returns {vec4} out
- */
-vec4.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = -a[3];
-    return out;
-};
-
-/**
- * Normalize a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to normalize
- * @returns {vec4} out
- */
-vec4.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    var len = x*x + y*y + z*z + w*w;
-    if (len > 0) {
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-        out[3] = a[3] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec4.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
-};
-
-/**
- * Performs a linear interpolation between two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec4} out
- */
-vec4.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2],
-        aw = a[3];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    out[3] = aw + t * (b[3] - aw);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec4} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec4} out
- */
-vec4.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    //TODO: This is a pretty awful way of doing this. Find something better.
-    out[0] = GLMAT_RANDOM();
-    out[1] = GLMAT_RANDOM();
-    out[2] = GLMAT_RANDOM();
-    out[3] = GLMAT_RANDOM();
-    vec4.normalize(out, out);
-    vec4.scale(out, out, scale);
-    return out;
-};
-
-/**
- * Transforms the vec4 with a mat4.
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec4} out
- */
-vec4.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2], w = a[3];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
-    out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
-    return out;
-};
-
-/**
- * Transforms the vec4 with a quat
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec4} out
- */
-vec4.transformQuat = function(out, a, q) {
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec4s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec4.forEach = (function() {
-    var vec = vec4.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 4;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec4} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec4.str = function (a) {
-    return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec4 = vec4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x2 Matrix
- * @name mat2
- */
-
-var mat2 = {};
-
-/**
- * Creates a new identity mat2
- *
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat2 initialized with values from an existing matrix
- *
- * @param {mat2} a matrix to clone
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Copy the values from one mat2 to another
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set a mat2 to the identity matrix
- *
- * @param {mat2} out the receiving matrix
- * @returns {mat2} out
- */
-mat2.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a1 = a[1];
-        out[1] = a[2];
-        out[2] = a1;
-    } else {
-        out[0] = a[0];
-        out[1] = a[2];
-        out[2] = a[1];
-        out[3] = a[3];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-
-        // Calculate the determinant
-        det = a0 * a3 - a2 * a1;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] =  a3 * det;
-    out[1] = -a1 * det;
-    out[2] = -a2 * det;
-    out[3] =  a0 * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.adjoint = function(out, a) {
-    // Caching this value is nessecary if out == a
-    var a0 = a[0];
-    out[0] =  a[3];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] =  a0;
-
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2
- *
- * @param {mat2} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2.determinant = function (a) {
-    return a[0] * a[3] - a[2] * a[1];
-};
-
-/**
- * Multiplies two mat2's
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the first operand
- * @param {mat2} b the second operand
- * @returns {mat2} out
- */
-mat2.multiply = function (out, a, b) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
-    var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = a0 * b0 + a1 * b2;
-    out[1] = a0 * b1 + a1 * b3;
-    out[2] = a2 * b0 + a3 * b2;
-    out[3] = a2 * b1 + a3 * b3;
-    return out;
-};
-
-/**
- * Alias for {@link mat2.multiply}
- * @function
- */
-mat2.mul = mat2.multiply;
-
-/**
- * Rotates a mat2 by the given angle
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2} out
- */
-mat2.rotate = function (out, a, rad) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-    out[0] = a0 *  c + a1 * s;
-    out[1] = a0 * -s + a1 * c;
-    out[2] = a2 *  c + a3 * s;
-    out[3] = a2 * -s + a3 * c;
-    return out;
-};
-
-/**
- * Scales the mat2 by the dimensions in the given vec2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2} out
- **/
-mat2.scale = function(out, a, v) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        v0 = v[0], v1 = v[1];
-    out[0] = a0 * v0;
-    out[1] = a1 * v1;
-    out[2] = a2 * v0;
-    out[3] = a3 * v1;
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2
- *
- * @param {mat2} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2.str = function (a) {
-    return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2 = mat2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x3 Matrix
- * @name mat2d
- *
- * @description
- * A mat2d contains six elements defined as:
- * <pre>
- * [a, b,
- *  c, d,
- *  tx,ty]
- * </pre>
- * This is a short form for the 3x3 matrix:
- * <pre>
- * [a, b, 0
- *  c, d, 0
- *  tx,ty,1]
- * </pre>
- * The last column is ignored so the array is shorter and operations are faster.
- */
-
-var mat2d = {};
-
-/**
- * Creates a new identity mat2d
- *
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Creates a new mat2d initialized with values from an existing matrix
- *
- * @param {mat2d} a matrix to clone
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Copy the values from one mat2d to another
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Set a mat2d to the identity matrix
- *
- * @param {mat2d} out the receiving matrix
- * @returns {mat2d} out
- */
-mat2d.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Inverts a mat2d
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.invert = function(out, a) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5];
-
-    var det = aa * ad - ab * ac;
-    if(!det){
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = ad * det;
-    out[1] = -ab * det;
-    out[2] = -ac * det;
-    out[3] = aa * det;
-    out[4] = (ac * aty - ad * atx) * det;
-    out[5] = (ab * atx - aa * aty) * det;
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2d
- *
- * @param {mat2d} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2d.determinant = function (a) {
-    return a[0] * a[3] - a[1] * a[2];
-};
-
-/**
- * Multiplies two mat2d's
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the first operand
- * @param {mat2d} b the second operand
- * @returns {mat2d} out
- */
-mat2d.multiply = function (out, a, b) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5],
-        ba = b[0], bb = b[1], bc = b[2], bd = b[3],
-        btx = b[4], bty = b[5];
-
-    out[0] = aa*ba + ab*bc;
-    out[1] = aa*bb + ab*bd;
-    out[2] = ac*ba + ad*bc;
-    out[3] = ac*bb + ad*bd;
-    out[4] = ba*atx + bc*aty + btx;
-    out[5] = bb*atx + bd*aty + bty;
-    return out;
-};
-
-/**
- * Alias for {@link mat2d.multiply}
- * @function
- */
-mat2d.mul = mat2d.multiply;
-
-
-/**
- * Rotates a mat2d by the given angle
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2d} out
- */
-mat2d.rotate = function (out, a, rad) {
-    var aa = a[0],
-        ab = a[1],
-        ac = a[2],
-        ad = a[3],
-        atx = a[4],
-        aty = a[5],
-        st = Math.sin(rad),
-        ct = Math.cos(rad);
-
-    out[0] = aa*ct + ab*st;
-    out[1] = -aa*st + ab*ct;
-    out[2] = ac*ct + ad*st;
-    out[3] = -ac*st + ct*ad;
-    out[4] = ct*atx + st*aty;
-    out[5] = ct*aty - st*atx;
-    return out;
-};
-
-/**
- * Scales the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2d} out
- **/
-mat2d.scale = function(out, a, v) {
-    var vx = v[0], vy = v[1];
-    out[0] = a[0] * vx;
-    out[1] = a[1] * vy;
-    out[2] = a[2] * vx;
-    out[3] = a[3] * vy;
-    out[4] = a[4] * vx;
-    out[5] = a[5] * vy;
-    return out;
-};
-
-/**
- * Translates the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to translate the matrix by
- * @returns {mat2d} out
- **/
-mat2d.translate = function(out, a, v) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4] + v[0];
-    out[5] = a[5] + v[1];
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2d
- *
- * @param {mat2d} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2d.str = function (a) {
-    return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2d = mat2d;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3x3 Matrix
- * @name mat3
- */
-
-var mat3 = {};
-
-/**
- * Creates a new identity mat3
- *
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Copies the upper-left 3x3 values into the given mat3.
- *
- * @param {mat3} out the receiving 3x3 matrix
- * @param {mat4} a   the source 4x4 matrix
- * @returns {mat3} out
- */
-mat3.fromMat4 = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[4];
-    out[4] = a[5];
-    out[5] = a[6];
-    out[6] = a[8];
-    out[7] = a[9];
-    out[8] = a[10];
-    return out;
-};
-
-/**
- * Creates a new mat3 initialized with values from an existing matrix
- *
- * @param {mat3} a matrix to clone
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copy the values from one mat3 to another
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Set a mat3 to the identity matrix
- *
- * @param {mat3} out the receiving matrix
- * @returns {mat3} out
- */
-mat3.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a12 = a[5];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a01;
-        out[5] = a[7];
-        out[6] = a02;
-        out[7] = a12;
-    } else {
-        out[0] = a[0];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a[1];
-        out[4] = a[4];
-        out[5] = a[7];
-        out[6] = a[2];
-        out[7] = a[5];
-        out[8] = a[8];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b01 = a22 * a11 - a12 * a21,
-        b11 = -a22 * a10 + a12 * a20,
-        b21 = a21 * a10 - a11 * a20,
-
-        // Calculate the determinant
-        det = a00 * b01 + a01 * b11 + a02 * b21;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = b01 * det;
-    out[1] = (-a22 * a01 + a02 * a21) * det;
-    out[2] = (a12 * a01 - a02 * a11) * det;
-    out[3] = b11 * det;
-    out[4] = (a22 * a00 - a02 * a20) * det;
-    out[5] = (-a12 * a00 + a02 * a10) * det;
-    out[6] = b21 * det;
-    out[7] = (-a21 * a00 + a01 * a20) * det;
-    out[8] = (a11 * a00 - a01 * a10) * det;
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    out[0] = (a11 * a22 - a12 * a21);
-    out[1] = (a02 * a21 - a01 * a22);
-    out[2] = (a01 * a12 - a02 * a11);
-    out[3] = (a12 * a20 - a10 * a22);
-    out[4] = (a00 * a22 - a02 * a20);
-    out[5] = (a02 * a10 - a00 * a12);
-    out[6] = (a10 * a21 - a11 * a20);
-    out[7] = (a01 * a20 - a00 * a21);
-    out[8] = (a00 * a11 - a01 * a10);
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat3
- *
- * @param {mat3} a the source matrix
- * @returns {Number} determinant of a
- */
-mat3.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
-};
-
-/**
- * Multiplies two mat3's
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the first operand
- * @param {mat3} b the second operand
- * @returns {mat3} out
- */
-mat3.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b00 = b[0], b01 = b[1], b02 = b[2],
-        b10 = b[3], b11 = b[4], b12 = b[5],
-        b20 = b[6], b21 = b[7], b22 = b[8];
-
-    out[0] = b00 * a00 + b01 * a10 + b02 * a20;
-    out[1] = b00 * a01 + b01 * a11 + b02 * a21;
-    out[2] = b00 * a02 + b01 * a12 + b02 * a22;
-
-    out[3] = b10 * a00 + b11 * a10 + b12 * a20;
-    out[4] = b10 * a01 + b11 * a11 + b12 * a21;
-    out[5] = b10 * a02 + b11 * a12 + b12 * a22;
-
-    out[6] = b20 * a00 + b21 * a10 + b22 * a20;
-    out[7] = b20 * a01 + b21 * a11 + b22 * a21;
-    out[8] = b20 * a02 + b21 * a12 + b22 * a22;
-    return out;
-};
-
-/**
- * Alias for {@link mat3.multiply}
- * @function
- */
-mat3.mul = mat3.multiply;
-
-/**
- * Translate a mat3 by the given vector
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to translate
- * @param {vec2} v vector to translate by
- * @returns {mat3} out
- */
-mat3.translate = function(out, a, v) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-        x = v[0], y = v[1];
-
-    out[0] = a00;
-    out[1] = a01;
-    out[2] = a02;
-
-    out[3] = a10;
-    out[4] = a11;
-    out[5] = a12;
-
-    out[6] = x * a00 + y * a10 + a20;
-    out[7] = x * a01 + y * a11 + a21;
-    out[8] = x * a02 + y * a12 + a22;
-    return out;
-};
-
-/**
- * Rotates a mat3 by the given angle
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat3} out
- */
-mat3.rotate = function (out, a, rad) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-
-    out[0] = c * a00 + s * a10;
-    out[1] = c * a01 + s * a11;
-    out[2] = c * a02 + s * a12;
-
-    out[3] = c * a10 - s * a00;
-    out[4] = c * a11 - s * a01;
-    out[5] = c * a12 - s * a02;
-
-    out[6] = a20;
-    out[7] = a21;
-    out[8] = a22;
-    return out;
-};
-
-/**
- * Scales the mat3 by the dimensions in the given vec2
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat3} out
- **/
-mat3.scale = function(out, a, v) {
-    var x = v[0], y = v[1];
-
-    out[0] = x * a[0];
-    out[1] = x * a[1];
-    out[2] = x * a[2];
-
-    out[3] = y * a[3];
-    out[4] = y * a[4];
-    out[5] = y * a[5];
-
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copies the values from a mat2d into a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat2d} a the matrix to copy
- * @returns {mat3} out
- **/
-mat3.fromMat2d = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = 0;
-
-    out[3] = a[2];
-    out[4] = a[3];
-    out[5] = 0;
-
-    out[6] = a[4];
-    out[7] = a[5];
-    out[8] = 1;
-    return out;
-};
-
-/**
-* Calculates a 3x3 matrix from the given quaternion
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {quat} q Quaternion to create matrix from
-*
-* @returns {mat3} out
-*/
-mat3.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[3] = yx - wz;
-    out[6] = zx + wy;
-
-    out[1] = yx + wz;
-    out[4] = 1 - xx - zz;
-    out[7] = zy - wx;
-
-    out[2] = zx - wy;
-    out[5] = zy + wx;
-    out[8] = 1 - xx - yy;
-
-    return out;
-};
-
-/**
-* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {mat4} a Mat4 to derive the normal matrix from
-*
-* @returns {mat3} out
-*/
-mat3.normalFromMat4 = function (out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-
-    out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-
-    out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat3
- *
- * @param {mat3} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat3.str = function (a) {
-    return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ', ' +
-                    a[6] + ', ' + a[7] + ', ' + a[8] + ')';
-};
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat3 = mat3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4x4 Matrix
- * @name mat4
- */
-
-var mat4 = {};
-
-/**
- * Creates a new identity mat4
- *
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat4 initialized with values from an existing matrix
- *
- * @param {mat4} a matrix to clone
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Copy the values from one mat4 to another
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Set a mat4 to the identity matrix
- *
- * @param {mat4} out the receiving matrix
- * @returns {mat4} out
- */
-mat4.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a03 = a[3],
-            a12 = a[6], a13 = a[7],
-            a23 = a[11];
-
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a01;
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a02;
-        out[9] = a12;
-        out[11] = a[14];
-        out[12] = a03;
-        out[13] = a13;
-        out[14] = a23;
-    } else {
-        out[0] = a[0];
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a[1];
-        out[5] = a[5];
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a[2];
-        out[9] = a[6];
-        out[10] = a[10];
-        out[11] = a[14];
-        out[12] = a[3];
-        out[13] = a[7];
-        out[14] = a[11];
-        out[15] = a[15];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
-    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
-    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
-    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
-    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
-    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
-    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    out[0]  =  (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
-    out[1]  = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
-    out[2]  =  (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
-    out[3]  = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
-    out[4]  = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
-    out[5]  =  (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
-    out[6]  = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
-    out[7]  =  (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
-    out[8]  =  (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
-    out[9]  = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
-    out[10] =  (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
-    out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
-    out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
-    out[13] =  (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
-    out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
-    out[15] =  (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat4
- *
- * @param {mat4} a the source matrix
- * @returns {Number} determinant of a
- */
-mat4.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32;
-
-    // Calculate the determinant
-    return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-};
-
-/**
- * Multiplies two mat4's
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the first operand
- * @param {mat4} b the second operand
- * @returns {mat4} out
- */
-mat4.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    // Cache only the current line of the second matrix
-    var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
-    out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
-    out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
-    out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-    return out;
-};
-
-/**
- * Alias for {@link mat4.multiply}
- * @function
- */
-mat4.mul = mat4.multiply;
-
-/**
- * Translate a mat4 by the given vector
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to translate
- * @param {vec3} v vector to translate by
- * @returns {mat4} out
- */
-mat4.translate = function (out, a, v) {
-    var x = v[0], y = v[1], z = v[2],
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        a30, a31, a32, a33;
-
-        a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-        a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-        a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-        a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15];
-
-    out[0] = a00 + a03*x;
-    out[1] = a01 + a03*y;
-    out[2] = a02 + a03*z;
-    out[3] = a03;
-
-    out[4] = a10 + a13*x;
-    out[5] = a11 + a13*y;
-    out[6] = a12 + a13*z;
-    out[7] = a13;
-
-    out[8] = a20 + a23*x;
-    out[9] = a21 + a23*y;
-    out[10] = a22 + a23*z;
-    out[11] = a23;
-    out[12] = a30 + a33*x;
-    out[13] = a31 + a33*y;
-    out[14] = a32 + a33*z;
-    out[15] = a33;
-
-    return out;
-};
-/**
- * Scales the mat4 by the dimensions in the given vec3
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to scale
- * @param {vec3} v the vec3 to scale the matrix by
- * @returns {mat4} out
- **/
-mat4.scale = function(out, a, v) {
-    var x = v[0], y = v[1], z = v[2];
-
-    out[0] = a[0] * x;
-    out[1] = a[1] * x;
-    out[2] = a[2] * x;
-    out[3] = a[3] * x;
-    out[4] = a[4] * y;
-    out[5] = a[5] * y;
-    out[6] = a[6] * y;
-    out[7] = a[7] * y;
-    out[8] = a[8] * z;
-    out[9] = a[9] * z;
-    out[10] = a[10] * z;
-    out[11] = a[11] * z;
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Rotates a mat4 by the given angle
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @param {vec3} axis the axis to rotate around
- * @returns {mat4} out
- */
-mat4.rotate = function (out, a, rad, axis) {
-    var x = axis[0], y = axis[1], z = axis[2],
-        len = Math.sqrt(x * x + y * y + z * z),
-        s, c, t,
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        b00, b01, b02,
-        b10, b11, b12,
-        b20, b21, b22;
-
-    if (Math.abs(len) < GLMAT_EPSILON) { return null; }
-
-    len = 1 / len;
-    x *= len;
-    y *= len;
-    z *= len;
-
-    s = Math.sin(rad);
-    c = Math.cos(rad);
-    t = 1 - c;
-
-    a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-    a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-    a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-
-    // Construct the elements of the rotation matrix
-    b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
-    b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
-    b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;
-
-    // Perform rotation-specific matrix multiplication
-    out[0] = a00 * b00 + a10 * b01 + a20 * b02;
-    out[1] = a01 * b00 + a11 * b01 + a21 * b02;
-    out[2] = a02 * b00 + a12 * b01 + a22 * b02;
-    out[3] = a03 * b00 + a13 * b01 + a23 * b02;
-    out[4] = a00 * b10 + a10 * b11 + a20 * b12;
-    out[5] = a01 * b10 + a11 * b11 + a21 * b12;
-    out[6] = a02 * b10 + a12 * b11 + a22 * b12;
-    out[7] = a03 * b10 + a13 * b11 + a23 * b12;
-    out[8] = a00 * b20 + a10 * b21 + a20 * b22;
-    out[9] = a01 * b20 + a11 * b21 + a21 * b22;
-    out[10] = a02 * b20 + a12 * b21 + a22 * b22;
-    out[11] = a03 * b20 + a13 * b21 + a23 * b22;
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the X axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateX = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[0]  = a[0];
-        out[1]  = a[1];
-        out[2]  = a[2];
-        out[3]  = a[3];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[4] = a10 * c + a20 * s;
-    out[5] = a11 * c + a21 * s;
-    out[6] = a12 * c + a22 * s;
-    out[7] = a13 * c + a23 * s;
-    out[8] = a20 * c - a10 * s;
-    out[9] = a21 * c - a11 * s;
-    out[10] = a22 * c - a12 * s;
-    out[11] = a23 * c - a13 * s;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Y axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateY = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[4]  = a[4];
-        out[5]  = a[5];
-        out[6]  = a[6];
-        out[7]  = a[7];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c - a20 * s;
-    out[1] = a01 * c - a21 * s;
-    out[2] = a02 * c - a22 * s;
-    out[3] = a03 * c - a23 * s;
-    out[8] = a00 * s + a20 * c;
-    out[9] = a01 * s + a21 * c;
-    out[10] = a02 * s + a22 * c;
-    out[11] = a03 * s + a23 * c;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Z axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateZ = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[8]  = a[8];
-        out[9]  = a[9];
-        out[10] = a[10];
-        out[11] = a[11];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c + a10 * s;
-    out[1] = a01 * c + a11 * s;
-    out[2] = a02 * c + a12 * s;
-    out[3] = a03 * c + a13 * s;
-    out[4] = a10 * c - a00 * s;
-    out[5] = a11 * c - a01 * s;
-    out[6] = a12 * c - a02 * s;
-    out[7] = a13 * c - a03 * s;
-    return out;
-};
-
-/**
- * Creates a matrix from a quaternion rotation and vector translation
- * This is equivalent to (but much faster than):
- *
- *     mat4.identity(dest);
- *     mat4.translate(dest, vec);
- *     var quatMat = mat4.create();
- *     quat4.toMat4(quat, quatMat);
- *     mat4.multiply(dest, quatMat);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {vec3} v Translation vector
- * @returns {mat4} out
- */
-mat4.fromRotationTranslation = function (out, q, v) {
-    // Quaternion math
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        xy = x * y2,
-        xz = x * z2,
-        yy = y * y2,
-        yz = y * z2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - (yy + zz);
-    out[1] = xy + wz;
-    out[2] = xz - wy;
-    out[3] = 0;
-    out[4] = xy - wz;
-    out[5] = 1 - (xx + zz);
-    out[6] = yz + wx;
-    out[7] = 0;
-    out[8] = xz + wy;
-    out[9] = yz - wx;
-    out[10] = 1 - (xx + yy);
-    out[11] = 0;
-    out[12] = v[0];
-    out[13] = v[1];
-    out[14] = v[2];
-    out[15] = 1;
-
-    return out;
-};
-
-mat4.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[1] = yx + wz;
-    out[2] = zx - wy;
-    out[3] = 0;
-
-    out[4] = yx - wz;
-    out[5] = 1 - xx - zz;
-    out[6] = zy + wx;
-    out[7] = 0;
-
-    out[8] = zx + wy;
-    out[9] = zy - wx;
-    out[10] = 1 - xx - yy;
-    out[11] = 0;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Generates a frustum matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {Number} left Left bound of the frustum
- * @param {Number} right Right bound of the frustum
- * @param {Number} bottom Bottom bound of the frustum
- * @param {Number} top Top bound of the frustum
- * @param {Number} near Near bound of the frustum
- * @param {Number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.frustum = function (out, left, right, bottom, top, near, far) {
-    var rl = 1 / (right - left),
-        tb = 1 / (top - bottom),
-        nf = 1 / (near - far);
-    out[0] = (near * 2) * rl;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = (near * 2) * tb;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = (right + left) * rl;
-    out[9] = (top + bottom) * tb;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (far * near * 2) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a perspective projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} fovy Vertical field of view in radians
- * @param {number} aspect Aspect ratio. typically viewport width/height
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.perspective = function (out, fovy, aspect, near, far) {
-    var f = 1.0 / Math.tan(fovy / 2),
-        nf = 1 / (near - far);
-    out[0] = f / aspect;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-
-    out[4] = 0;
-    out[5] = f;
-    out[6] = 0;
-    out[7] = 0;
-
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (2 * far * near) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a orthogonal projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} left Left bound of the frustum
- * @param {number} right Right bound of the frustum
- * @param {number} bottom Bottom bound of the frustum
- * @param {number} top Top bound of the frustum
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.ortho = function (out, left, right, bottom, top, near, far) {
-    var lr = 1 / (left - right),
-        bt = 1 / (bottom - top),
-        nf = 1 / (near - far);
-    out[0] = -2 * lr;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = -2 * bt;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 2 * nf;
-    out[11] = 0;
-    out[12] = (left + right) * lr;
-    out[13] = (top + bottom) * bt;
-    out[14] = (far + near) * nf;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Generates a look-at matrix with the given eye position, focal point, and up axis
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {vec3} eye Position of the viewer
- * @param {vec3} center Point the viewer is looking at
- * @param {vec3} up vec3 pointing up
- * @returns {mat4} out
- */
-mat4.lookAt = function (out, eye, center, up) {
-    var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
-        eyex = eye[0],
-        eyey = eye[1],
-        eyez = eye[2],
-        upx = up[0],
-        upy = up[1],
-        upz = up[2],
-        centerx = center[0],
-        centery = center[1],
-        centerz = center[2];
-
-    if (Math.abs(eyex - centerx) < GLMAT_EPSILON &&
-        Math.abs(eyey - centery) < GLMAT_EPSILON &&
-        Math.abs(eyez - centerz) < GLMAT_EPSILON) {
-        return mat4.identity(out);
-    }
-
-    z0 = eyex - centerx;
-    z1 = eyey - centery;
-    z2 = eyez - centerz;
-
-    len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
-    z0 *= len;
-    z1 *= len;
-    z2 *= len;
-
-    x0 = upy * z2 - upz * z1;
-    x1 = upz * z0 - upx * z2;
-    x2 = upx * z1 - upy * z0;
-    len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
-    if (!len) {
-        x0 = 0;
-        x1 = 0;
-        x2 = 0;
-    } else {
-        len = 1 / len;
-        x0 *= len;
-        x1 *= len;
-        x2 *= len;
-    }
-
-    y0 = z1 * x2 - z2 * x1;
-    y1 = z2 * x0 - z0 * x2;
-    y2 = z0 * x1 - z1 * x0;
-
-    len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
-    if (!len) {
-        y0 = 0;
-        y1 = 0;
-        y2 = 0;
-    } else {
-        len = 1 / len;
-        y0 *= len;
-        y1 *= len;
-        y2 *= len;
-    }
-
-    out[0] = x0;
-    out[1] = y0;
-    out[2] = z0;
-    out[3] = 0;
-    out[4] = x1;
-    out[5] = y1;
-    out[6] = z1;
-    out[7] = 0;
-    out[8] = x2;
-    out[9] = y2;
-    out[10] = z2;
-    out[11] = 0;
-    out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
-    out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
-    out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat4
- *
- * @param {mat4} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat4.str = function (a) {
-    return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' +
-                    a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' +
-                    a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' +
-                    a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat4 = mat4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class Quaternion
- * @name quat
- */
-
-var quat = {};
-
-/**
- * Creates a new identity quat
- *
- * @returns {quat} a new quaternion
- */
-quat.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quaternion to represent the shortest rotation from one
- * vector to another.
- *
- * Both vectors are assumed to be unit length.
- *
- * @param {quat} out the receiving quaternion.
- * @param {vec3} a the initial vector
- * @param {vec3} b the destination vector
- * @returns {quat} out
- */
-quat.rotationTo = (function() {
-    var tmpvec3 = vec3.create();
-    var xUnitVec3 = vec3.fromValues(1,0,0);
-    var yUnitVec3 = vec3.fromValues(0,1,0);
-
-    return function(out, a, b) {
-        var dot = vec3.dot(a, b);
-        if (dot < -0.999999) {
-            vec3.cross(tmpvec3, xUnitVec3, a);
-            if (vec3.length(tmpvec3) < 0.000001)
-                vec3.cross(tmpvec3, yUnitVec3, a);
-            vec3.normalize(tmpvec3, tmpvec3);
-            quat.setAxisAngle(out, tmpvec3, Math.PI);
-            return out;
-        } else if (dot > 0.999999) {
-            out[0] = 0;
-            out[1] = 0;
-            out[2] = 0;
-            out[3] = 1;
-            return out;
-        } else {
-            vec3.cross(tmpvec3, a, b);
-            out[0] = tmpvec3[0];
-            out[1] = tmpvec3[1];
-            out[2] = tmpvec3[2];
-            out[3] = 1 + dot;
-            return quat.normalize(out, out);
-        }
-    };
-})();
-
-/**
- * Sets the specified quaternion with values corresponding to the given
- * axes. Each axis is a vec3 and is expected to be unit length and
- * perpendicular to all other specified axes.
- *
- * @param {vec3} view  the vector representing the viewing direction
- * @param {vec3} right the vector representing the local "right" direction
- * @param {vec3} up    the vector representing the local "up" direction
- * @returns {quat} out
- */
-quat.setAxes = (function() {
-    var matr = mat3.create();
-
-    return function(out, view, right, up) {
-        matr[0] = right[0];
-        matr[3] = right[1];
-        matr[6] = right[2];
-
-        matr[1] = up[0];
-        matr[4] = up[1];
-        matr[7] = up[2];
-
-        matr[2] = -view[0];
-        matr[5] = -view[1];
-        matr[8] = -view[2];
-
-        return quat.normalize(out, quat.fromMat3(out, matr));
-    };
-})();
-
-/**
- * Creates a new quat initialized with values from an existing quaternion
- *
- * @param {quat} a quaternion to clone
- * @returns {quat} a new quaternion
- * @function
- */
-quat.clone = vec4.clone;
-
-/**
- * Creates a new quat initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} a new quaternion
- * @function
- */
-quat.fromValues = vec4.fromValues;
-
-/**
- * Copy the values from one quat to another
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the source quaternion
- * @returns {quat} out
- * @function
- */
-quat.copy = vec4.copy;
-
-/**
- * Set the components of a quat to the given values
- *
- * @param {quat} out the receiving quaternion
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} out
- * @function
- */
-quat.set = vec4.set;
-
-/**
- * Set a quat to the identity quaternion
- *
- * @param {quat} out the receiving quaternion
- * @returns {quat} out
- */
-quat.identity = function(out) {
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quat from the given angle and rotation axis,
- * then returns it.
- *
- * @param {quat} out the receiving quaternion
- * @param {vec3} axis the axis around which to rotate
- * @param {Number} rad the angle in radians
- * @returns {quat} out
- **/
-quat.setAxisAngle = function(out, axis, rad) {
-    rad = rad * 0.5;
-    var s = Math.sin(rad);
-    out[0] = s * axis[0];
-    out[1] = s * axis[1];
-    out[2] = s * axis[2];
-    out[3] = Math.cos(rad);
-    return out;
-};
-
-/**
- * Adds two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- * @function
- */
-quat.add = vec4.add;
-
-/**
- * Multiplies two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- */
-quat.multiply = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    out[0] = ax * bw + aw * bx + ay * bz - az * by;
-    out[1] = ay * bw + aw * by + az * bx - ax * bz;
-    out[2] = az * bw + aw * bz + ax * by - ay * bx;
-    out[3] = aw * bw - ax * bx - ay * by - az * bz;
-    return out;
-};
-
-/**
- * Alias for {@link quat.multiply}
- * @function
- */
-quat.mul = quat.multiply;
-
-/**
- * Scales a quat by a scalar number
- *
- * @param {quat} out the receiving vector
- * @param {quat} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {quat} out
- * @function
- */
-quat.scale = vec4.scale;
-
-/**
- * Rotates a quaternion by the given angle about the X axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateX = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + aw * bx;
-    out[1] = ay * bw + az * bx;
-    out[2] = az * bw - ay * bx;
-    out[3] = aw * bw - ax * bx;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Y axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateY = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        by = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw - az * by;
-    out[1] = ay * bw + aw * by;
-    out[2] = az * bw + ax * by;
-    out[3] = aw * bw - ay * by;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Z axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateZ = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bz = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + ay * bz;
-    out[1] = ay * bw - ax * bz;
-    out[2] = az * bw + aw * bz;
-    out[3] = aw * bw - az * bz;
-    return out;
-};
-
-/**
- * Calculates the W component of a quat from the X, Y, and Z components.
- * Assumes that quaternion is 1 unit in length.
- * Any existing W component will be ignored.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate W component of
- * @returns {quat} out
- */
-quat.calculateW = function (out, a) {
-    var x = a[0], y = a[1], z = a[2];
-
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
-    return out;
-};
-
-/**
- * Calculates the dot product of two quat's
- *
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {Number} dot product of a and b
- * @function
- */
-quat.dot = vec4.dot;
-
-/**
- * Performs a linear interpolation between two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- * @function
- */
-quat.lerp = vec4.lerp;
-
-/**
- * Performs a spherical linear interpolation between two quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- */
-quat.slerp = function (out, a, b, t) {
-    // benchmarks:
-    //    http://jsperf.com/quaternion-slerp-implementations
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    var        omega, cosom, sinom, scale0, scale1;
-
-    // calc cosine
-    cosom = ax * bx + ay * by + az * bz + aw * bw;
-    // adjust signs (if necessary)
-    if ( cosom < 0.0 ) {
-        cosom = -cosom;
-        bx = - bx;
-        by = - by;
-        bz = - bz;
-        bw = - bw;
-    }
-    // calculate coefficients
-    if ( (1.0 - cosom) > 0.000001 ) {
-        // standard case (slerp)
-        omega  = Math.acos(cosom);
-        sinom  = Math.sin(omega);
-        scale0 = Math.sin((1.0 - t) * omega) / sinom;
-        scale1 = Math.sin(t * omega) / sinom;
-    } else {
-        // "from" and "to" quaternions are very close
-        //  ... so we can do a linear interpolation
-        scale0 = 1.0 - t;
-        scale1 = t;
-    }
-    // calculate final values
-    out[0] = scale0 * ax + scale1 * bx;
-    out[1] = scale0 * ay + scale1 * by;
-    out[2] = scale0 * az + scale1 * bz;
-    out[3] = scale0 * aw + scale1 * bw;
-
-    return out;
-};
-
-/**
- * Calculates the inverse of a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate inverse of
- * @returns {quat} out
- */
-quat.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        dot = a0*a0 + a1*a1 + a2*a2 + a3*a3,
-        invDot = dot ? 1.0/dot : 0;
-
-    // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
-
-    out[0] = -a0*invDot;
-    out[1] = -a1*invDot;
-    out[2] = -a2*invDot;
-    out[3] = a3*invDot;
-    return out;
-};
-
-/**
- * Calculates the conjugate of a quat
- * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate conjugate of
- * @returns {quat} out
- */
-quat.conjugate = function (out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Calculates the length of a quat
- *
- * @param {quat} a vector to calculate length of
- * @returns {Number} length of a
- * @function
- */
-quat.length = vec4.length;
-
-/**
- * Alias for {@link quat.length}
- * @function
- */
-quat.len = quat.length;
-
-/**
- * Calculates the squared length of a quat
- *
- * @param {quat} a vector to calculate squared length of
- * @returns {Number} squared length of a
- * @function
- */
-quat.squaredLength = vec4.squaredLength;
-
-/**
- * Alias for {@link quat.squaredLength}
- * @function
- */
-quat.sqrLen = quat.squaredLength;
-
-/**
- * Normalize a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quaternion to normalize
- * @returns {quat} out
- * @function
- */
-quat.normalize = vec4.normalize;
-
-/**
- * Creates a quaternion from the given 3x3 rotation matrix.
- *
- * NOTE: The resultant quaternion is not normalized, so you should be sure
- * to renormalize the quaternion yourself where necessary.
- *
- * @param {quat} out the receiving quaternion
- * @param {mat3} m rotation matrix
- * @returns {quat} out
- * @function
- */
-quat.fromMat3 = function(out, m) {
-    // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
-    // article "Quaternion Calculus and Fast Animation".
-    var fTrace = m[0] + m[4] + m[8];
-    var fRoot;
-
-    if ( fTrace > 0.0 ) {
-        // |w| > 1/2, may as well choose w > 1/2
-        fRoot = Math.sqrt(fTrace + 1.0);  // 2w
-        out[3] = 0.5 * fRoot;
-        fRoot = 0.5/fRoot;  // 1/(4w)
-        out[0] = (m[7]-m[5])*fRoot;
-        out[1] = (m[2]-m[6])*fRoot;
-        out[2] = (m[3]-m[1])*fRoot;
-    } else {
-        // |w| <= 1/2
-        var i = 0;
-        if ( m[4] > m[0] )
-          i = 1;
-        if ( m[8] > m[i*3+i] )
-          i = 2;
-        var j = (i+1)%3;
-        var k = (i+2)%3;
-
-        fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
-        out[i] = 0.5 * fRoot;
-        fRoot = 0.5 / fRoot;
-        out[3] = (m[k*3+j] - m[j*3+k]) * fRoot;
-        out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
-        out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
-    }
-
-    return out;
-};
-
-/**
- * Returns a string representation of a quatenion
- *
- * @param {quat} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-quat.str = function (a) {
-    return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.quat = quat;
-}
-;*/
-
-
-
-
-
-
-
-
-
-
-
-
-/*
-  })(shim.exports);
-})(this);
-*/
diff --git a/examples/canvas3d/textureandlight/qml/textureandlight/main.qml b/examples/canvas3d/textureandlight/qml/textureandlight/main.qml
index b38cfe3ceda9f163502960544a480afb0c4fb81e..733105364e279a5d2697baf2794500c9414e3d35 100644
--- a/examples/canvas3d/textureandlight/qml/textureandlight/main.qml
+++ b/examples/canvas3d/textureandlight/qml/textureandlight/main.qml
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
@@ -37,7 +37,7 @@
 import QtQuick 2.0
 import QtCanvas3D 1.0
 
-import "textureandlight.js" as GLCode // Textured cube with directional light
+import "textureandlight.js" as GLCode
 
 Item {
     id: mainview
diff --git a/examples/canvas3d/textureandlight/qml/textureandlight/textureandlight.js b/examples/canvas3d/textureandlight/qml/textureandlight/textureandlight.js
index bfe422a32e317e808ea071bad03a898ad8becd8c..80745f72dfe6042939ae5d42a2b7613c29963593 100644
--- a/examples/canvas3d/textureandlight/qml/textureandlight/textureandlight.js
+++ b/examples/canvas3d/textureandlight/qml/textureandlight/textureandlight.js
@@ -1,24 +1,24 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
@@ -26,7 +26,7 @@
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 2.0 or later as published by the Free
 ** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
@@ -35,7 +35,7 @@
 ****************************************************************************/
 
 //! [0]
-Qt.include("glMatrix-0.9.5.min.js")
+Qt.include("../../../3rdparty/gl-matrix.js")
 //! [0]
 
 //
diff --git a/examples/canvas3d/textureandlight/textureandlight.pro b/examples/canvas3d/textureandlight/textureandlight.pro
index d38bc69e9674b8ead7134328ca99bc8fb7d246e9..502abaa49a0a6848a22d9a60c3e21be55f5317d0 100644
--- a/examples/canvas3d/textureandlight/textureandlight.pro
+++ b/examples/canvas3d/textureandlight/textureandlight.pro
@@ -4,8 +4,9 @@
 
 SOURCES += main.cpp
 
+RESOURCES += textureandlight.qrc
+
 OTHER_FILES += qml/textureandlight/* \
                doc/src/* \
                doc/images/*
 
-RESOURCES += textureandlight.qrc
diff --git a/examples/canvas3d/textureandlight/textureandlight.qrc b/examples/canvas3d/textureandlight/textureandlight.qrc
index 5c84809eb38aacedd37ee2020120f521dd4ca0e5..1db29d8630c7eb4e95b971b1849bf79328da9961 100644
--- a/examples/canvas3d/textureandlight/textureandlight.qrc
+++ b/examples/canvas3d/textureandlight/textureandlight.qrc
@@ -1,8 +1,8 @@
 <RCC>
     <qresource prefix="/">
-        <file>qml/textureandlight/glMatrix-0.9.5.min.js</file>
         <file>qml/textureandlight/main.qml</file>
         <file>qml/textureandlight/textureandlight.js</file>
         <file>qml/textureandlight/qtlogo.png</file>
+        <file alias="gl-matrix.js">../../../3rdparty/gl-matrix.js</file>
     </qresource>
 </RCC>
diff --git a/examples/canvas3d/texturedcube/doc/images/texturedcube-example.png b/examples/canvas3d/texturedcube/doc/images/texturedcube-example.png
deleted file mode 100644
index 1723f92ef40b5274e4c9122e7315fa77309cfeda..0000000000000000000000000000000000000000
Binary files a/examples/canvas3d/texturedcube/doc/images/texturedcube-example.png and /dev/null differ
diff --git a/examples/canvas3d/texturedcube/doc/src/texturedcube.qdoc b/examples/canvas3d/texturedcube/doc/src/texturedcube.qdoc
deleted file mode 100644
index 9a6d76431f778b4f16f9384404652dc1acc66dd5..0000000000000000000000000000000000000000
--- a/examples/canvas3d/texturedcube/doc/src/texturedcube.qdoc
+++ /dev/null
@@ -1,85 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/*!
-    \example texturedcube
-    \since QtCanvas3D 1.0
-    \title Textured Cube Example
-    \ingroup qtcanvas3d-examples
-    \brief A simple textured cube
-
-    The Textured Cube example shows how to create a simple Canvas3D displaying a single moving
-    textured cube.
-
-    \image texturedcube-example.png
-
-    \section1 Creating Canvas3D
-
-    We'll add a Canvas3D component into the main component:
-
-    \snippet texturedcube/qml/texturedcube/main.qml 0
-    \dots
-
-    Inside it, we catch the \c initGL and \c renderGL signals to forward the initialization
-    and rendering calls to the js object:
-
-    \snippet texturedcube/qml/texturedcube/main.qml 1
-
-    \section1 The JavaScript Object
-
-    First we import the js object in the QML:
-
-    \snippet texturedcube/qml/texturedcube/main.qml 4
-
-    In the \c initGL function of the js object, we initialize the OpenGL state. We also create the
-    TextureImage and register handlers for image load success and fail signals. In the case of
-    load success the OpenGL texture is created and the loaded image is used to fill the texture
-    with pixel data:
-
-    \snippet texturedcube/qml/texturedcube/texturedcube.js 0
-
-    The \c renderGL function does the actual drawing into the canvas:
-
-    \snippet texturedcube/qml/texturedcube/texturedcube.js 1
-
-    \section1 The Animation
-
-    Animating the cube is done simply by adding a \c SequantialAnimation for different Canvas3D
-    properties. Here's one as an example, affecting the x rotation of the cube:
-
-    \snippet texturedcube/qml/texturedcube/main.qml 5
-
- */
diff --git a/examples/canvas3d/texturedcube/main.cpp b/examples/canvas3d/texturedcube/main.cpp
deleted file mode 100644
index 908be6c1e01ba82854b3baff0dba58cd1d496754..0000000000000000000000000000000000000000
--- a/examples/canvas3d/texturedcube/main.cpp
+++ /dev/null
@@ -1,65 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include <QtGui/QGuiApplication>
-#include <QtCore/QDir>
-#include <QtQuick/QQuickView>
-#include <QtQml/QQmlEngine>
-
-int main(int argc, char *argv[])
-{
-    QGuiApplication app(argc, argv);
-
-    QQuickView viewer;
-
-    // The following are needed to make examples run without having to install the module
-    // in desktop environments.
-#ifdef Q_OS_WIN
-    QString extraImportPath(QStringLiteral("%1/../../../../%2"));
-#else
-    QString extraImportPath(QStringLiteral("%1/../../../%2"));
-#endif
-    viewer.engine()->addImportPath(extraImportPath.arg(QGuiApplication::applicationDirPath(),
-                                                       QString::fromLatin1("qml")));
-
-    viewer.setSource(QUrl("qrc:/qml/texturedcube/main.qml"));
-
-    viewer.setTitle(QStringLiteral("Textured Cube"));
-    viewer.setResizeMode(QQuickView::SizeRootObjectToView);
-    viewer.show();
-
-    return app.exec();
-}
diff --git a/examples/canvas3d/texturedcube/qml/texturedcube/glMatrix-0.9.5.min.js b/examples/canvas3d/texturedcube/qml/texturedcube/glMatrix-0.9.5.min.js
deleted file mode 100644
index 9a2526a5c31bbaf05d113b4d91e64bea95687ddf..0000000000000000000000000000000000000000
--- a/examples/canvas3d/texturedcube/qml/texturedcube/glMatrix-0.9.5.min.js
+++ /dev/null
@@ -1,4128 +0,0 @@
-/**
- * @fileoverview gl-matrix - High performance matrix and vector operations
- * @author Brandon Jones
- * @author Colin MacKenzie IV
- * @version 2.2.0
- */
-
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/*
-(function(_global) {
-  "use strict";
-
-  var shim = {};
-  if (typeof(exports) === 'undefined') {
-    if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) {
-      shim.exports = {};
-      define(function() {
-        return shim.exports;
-      });
-    } else {
-      // gl-matrix lives in a browser, define its namespaces in global
-      shim.exports = typeof(window) !== 'undefined' ? window : _global;
-    }
-  }
-  else {
-    // gl-matrix lives in commonjs, define its namespaces in exports
-    shim.exports = exports;
-  }
-
-  (function(exports) {*/
-    /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-
-if(!GLMAT_EPSILON) {
-    var GLMAT_EPSILON = 0.000001;
-}
-
-if(!GLMAT_ARRAY_TYPE) {
-    var GLMAT_ARRAY_TYPE = Array;//(typeof Float32Array !== 'undefined') ? Float32Array : Array;
-}
-
-if(!GLMAT_RANDOM) {
-    var GLMAT_RANDOM = Math.random;
-}
-
-/**
- * @class Common utilities
- * @name glMatrix
- */
-var glMatrix = {};
-
-/**
- * Sets the type of array used when creating new vectors and matricies
- *
- * @param {Type} type Array type, such as Float32Array or Array
- */
-glMatrix.setMatrixArrayType = function(type) {
-    GLMAT_ARRAY_TYPE = type;
-}
-
-/*if(typeof(exports) !== 'undefined') {
-    exports.glMatrix = glMatrix;
-}*/
-
-var degree = Math.PI / 180;
-
-/**
-* Convert Degree To Radian
-*
-* @param {Number} Angle in Degrees
-*/
-glMatrix.toRadian = function(a){
-     return a * degree;
-}
-;
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2 Dimensional Vector
- * @name vec2
- */
-
-var vec2 = {};
-
-/**
- * Creates a new, empty vec2
- *
- * @returns {vec2} a new 2D vector
- */
-vec2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = 0;
-    out[1] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with values from an existing vector
- *
- * @param {vec2} a vector to clone
- * @returns {vec2} a new 2D vector
- */
-vec2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Creates a new vec2 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} a new 2D vector
- */
-vec2.fromValues = function(x, y) {
-    var out = new GLMAT_ARRAY_TYPE(2);
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Copy the values from one vec2 to another
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the source vector
- * @returns {vec2} out
- */
-vec2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    return out;
-};
-
-/**
- * Set the components of a vec2 to the given values
- *
- * @param {vec2} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} out
- */
-vec2.set = function(out, x, y) {
-    out[0] = x;
-    out[1] = y;
-    return out;
-};
-
-/**
- * Adds two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.subtract}
- * @function
- */
-vec2.sub = vec2.subtract;
-
-/**
- * Multiplies two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.multiply}
- * @function
- */
-vec2.mul = vec2.multiply;
-
-/**
- * Divides two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    return out;
-};
-
-/**
- * Alias for {@link vec2.divide}
- * @function
- */
-vec2.div = vec2.divide;
-
-/**
- * Returns the minimum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec2} out
- */
-vec2.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    return out;
-};
-
-/**
- * Scales a vec2 by a scalar number
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec2} out
- */
-vec2.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    return out;
-};
-
-/**
- * Adds two vec2's after scaling the second operand by a scalar value
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec2} out
- */
-vec2.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} distance between a and b
- */
-vec2.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.distance}
- * @function
- */
-vec2.dist = vec2.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec2.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredDistance}
- * @function
- */
-vec2.sqrDist = vec2.squaredDistance;
-
-/**
- * Calculates the length of a vec2
- *
- * @param {vec2} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec2.length = function (a) {
-    var x = a[0],
-        y = a[1];
-    return Math.sqrt(x*x + y*y);
-};
-
-/**
- * Alias for {@link vec2.length}
- * @function
- */
-vec2.len = vec2.length;
-
-/**
- * Calculates the squared length of a vec2
- *
- * @param {vec2} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec2.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1];
-    return x*x + y*y;
-};
-
-/**
- * Alias for {@link vec2.squaredLength}
- * @function
- */
-vec2.sqrLen = vec2.squaredLength;
-
-/**
- * Negates the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to negate
- * @returns {vec2} out
- */
-vec2.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    return out;
-};
-
-/**
- * Normalize a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to normalize
- * @returns {vec2} out
- */
-vec2.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1];
-    var len = x*x + y*y;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec2's
- *
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec2.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1];
-};
-
-/**
- * Computes the cross product of two vec2's
- * Note that the cross product must by definition produce a 3D vector
- *
- * @param {vec3} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @returns {vec3} out
- */
-vec2.cross = function(out, a, b) {
-    var z = a[0] * b[1] - a[1] * b[0];
-    out[0] = out[1] = 0;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the first operand
- * @param {vec2} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec2} out
- */
-vec2.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec2} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec2} out
- */
-vec2.random = function (out, scale) {
-    scale = scale || 1.0;
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    out[0] = Math.cos(r) * scale;
-    out[1] = Math.sin(r) * scale;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y;
-    out[1] = m[1] * x + m[3] * y;
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat2d
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat2d} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat2d = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[2] * y + m[4];
-    out[1] = m[1] * x + m[3] * y + m[5];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat3
- * 3rd vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat3} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat3 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[3] * y + m[6];
-    out[1] = m[1] * x + m[4] * y + m[7];
-    return out;
-};
-
-/**
- * Transforms the vec2 with a mat4
- * 3rd vector component is implicitly '0'
- * 4th vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec2} out
- */
-vec2.transformMat4 = function(out, a, m) {
-    var x = a[0],
-        y = a[1];
-    out[0] = m[0] * x + m[4] * y + m[12];
-    out[1] = m[1] * x + m[5] * y + m[13];
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec2s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec2.forEach = (function() {
-    var vec = vec2.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 2;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec2} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec2.str = function (a) {
-    return 'vec2(' + a[0] + ', ' + a[1] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec2 = vec2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3 Dimensional Vector
- * @name vec3
- */
-
-var vec3 = {};
-
-/**
- * Creates a new, empty vec3
- *
- * @returns {vec3} a new 3D vector
- */
-vec3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with values from an existing vector
- *
- * @param {vec3} a vector to clone
- * @returns {vec3} a new 3D vector
- */
-vec3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Creates a new vec3 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} a new 3D vector
- */
-vec3.fromValues = function(x, y, z) {
-    var out = new GLMAT_ARRAY_TYPE(3);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Copy the values from one vec3 to another
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the source vector
- * @returns {vec3} out
- */
-vec3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    return out;
-};
-
-/**
- * Set the components of a vec3 to the given values
- *
- * @param {vec3} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} out
- */
-vec3.set = function(out, x, y, z) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    return out;
-};
-
-/**
- * Adds two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.subtract}
- * @function
- */
-vec3.sub = vec3.subtract;
-
-/**
- * Multiplies two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.multiply}
- * @function
- */
-vec3.mul = vec3.multiply;
-
-/**
- * Divides two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    return out;
-};
-
-/**
- * Alias for {@link vec3.divide}
- * @function
- */
-vec3.div = vec3.divide;
-
-/**
- * Returns the minimum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    return out;
-};
-
-/**
- * Scales a vec3 by a scalar number
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec3} out
- */
-vec3.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    return out;
-};
-
-/**
- * Adds two vec3's after scaling the second operand by a scalar value
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec3} out
- */
-vec3.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} distance between a and b
- */
-vec3.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.distance}
- * @function
- */
-vec3.dist = vec3.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec3.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredDistance}
- * @function
- */
-vec3.sqrDist = vec3.squaredDistance;
-
-/**
- * Calculates the length of a vec3
- *
- * @param {vec3} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec3.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return Math.sqrt(x*x + y*y + z*z);
-};
-
-/**
- * Alias for {@link vec3.length}
- * @function
- */
-vec3.len = vec3.length;
-
-/**
- * Calculates the squared length of a vec3
- *
- * @param {vec3} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec3.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    return x*x + y*y + z*z;
-};
-
-/**
- * Alias for {@link vec3.squaredLength}
- * @function
- */
-vec3.sqrLen = vec3.squaredLength;
-
-/**
- * Negates the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to negate
- * @returns {vec3} out
- */
-vec3.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    return out;
-};
-
-/**
- * Normalize a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to normalize
- * @returns {vec3} out
- */
-vec3.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2];
-    var len = x*x + y*y + z*z;
-    if (len > 0) {
-        //TODO: evaluate use of glm_invsqrt here?
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec3's
- *
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec3.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
-};
-
-/**
- * Computes the cross product of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @returns {vec3} out
- */
-vec3.cross = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2],
-        bx = b[0], by = b[1], bz = b[2];
-
-    out[0] = ay * bz - az * by;
-    out[1] = az * bx - ax * bz;
-    out[2] = ax * by - ay * bx;
-    return out;
-};
-
-/**
- * Performs a linear interpolation between two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the first operand
- * @param {vec3} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec3} out
- */
-vec3.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec3} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec3} out
- */
-vec3.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
-    var z = (GLMAT_RANDOM() * 2.0) - 1.0;
-    var zScale = Math.sqrt(1.0-z*z) * scale;
-
-    out[0] = Math.cos(r) * zScale;
-    out[1] = Math.sin(r) * zScale;
-    out[2] = z * scale;
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat4.
- * 4th vector component is implicitly '1'
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12];
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13];
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a mat3.
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {mat4} m the 3x3 matrix to transform with
- * @returns {vec3} out
- */
-vec3.transformMat3 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2];
-    out[0] = x * m[0] + y * m[3] + z * m[6];
-    out[1] = x * m[1] + y * m[4] + z * m[7];
-    out[2] = x * m[2] + y * m[5] + z * m[8];
-    return out;
-};
-
-/**
- * Transforms the vec3 with a quat
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec3} out
- */
-vec3.transformQuat = function(out, a, q) {
-    // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
-
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec3s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec3.forEach = (function() {
-    var vec = vec3.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 3;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec3} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec3.str = function (a) {
-    return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec3 = vec3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4 Dimensional Vector
- * @name vec4
- */
-
-var vec4 = {};
-
-/**
- * Creates a new, empty vec4
- *
- * @returns {vec4} a new 4D vector
- */
-vec4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with values from an existing vector
- *
- * @param {vec4} a vector to clone
- * @returns {vec4} a new 4D vector
- */
-vec4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Creates a new vec4 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} a new 4D vector
- */
-vec4.fromValues = function(x, y, z, w) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Copy the values from one vec4 to another
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the source vector
- * @returns {vec4} out
- */
-vec4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set the components of a vec4 to the given values
- *
- * @param {vec4} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} out
- */
-vec4.set = function(out, x, y, z, w) {
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = w;
-    return out;
-};
-
-/**
- * Adds two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.add = function(out, a, b) {
-    out[0] = a[0] + b[0];
-    out[1] = a[1] + b[1];
-    out[2] = a[2] + b[2];
-    out[3] = a[3] + b[3];
-    return out;
-};
-
-/**
- * Subtracts vector b from vector a
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.subtract = function(out, a, b) {
-    out[0] = a[0] - b[0];
-    out[1] = a[1] - b[1];
-    out[2] = a[2] - b[2];
-    out[3] = a[3] - b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.subtract}
- * @function
- */
-vec4.sub = vec4.subtract;
-
-/**
- * Multiplies two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.multiply = function(out, a, b) {
-    out[0] = a[0] * b[0];
-    out[1] = a[1] * b[1];
-    out[2] = a[2] * b[2];
-    out[3] = a[3] * b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.multiply}
- * @function
- */
-vec4.mul = vec4.multiply;
-
-/**
- * Divides two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.divide = function(out, a, b) {
-    out[0] = a[0] / b[0];
-    out[1] = a[1] / b[1];
-    out[2] = a[2] / b[2];
-    out[3] = a[3] / b[3];
-    return out;
-};
-
-/**
- * Alias for {@link vec4.divide}
- * @function
- */
-vec4.div = vec4.divide;
-
-/**
- * Returns the minimum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.min = function(out, a, b) {
-    out[0] = Math.min(a[0], b[0]);
-    out[1] = Math.min(a[1], b[1]);
-    out[2] = Math.min(a[2], b[2]);
-    out[3] = Math.min(a[3], b[3]);
-    return out;
-};
-
-/**
- * Returns the maximum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {vec4} out
- */
-vec4.max = function(out, a, b) {
-    out[0] = Math.max(a[0], b[0]);
-    out[1] = Math.max(a[1], b[1]);
-    out[2] = Math.max(a[2], b[2]);
-    out[3] = Math.max(a[3], b[3]);
-    return out;
-};
-
-/**
- * Scales a vec4 by a scalar number
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec4} out
- */
-vec4.scale = function(out, a, b) {
-    out[0] = a[0] * b;
-    out[1] = a[1] * b;
-    out[2] = a[2] * b;
-    out[3] = a[3] * b;
-    return out;
-};
-
-/**
- * Adds two vec4's after scaling the second operand by a scalar value
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec4} out
- */
-vec4.scaleAndAdd = function(out, a, b, scale) {
-    out[0] = a[0] + (b[0] * scale);
-    out[1] = a[1] + (b[1] * scale);
-    out[2] = a[2] + (b[2] * scale);
-    out[3] = a[3] + (b[3] * scale);
-    return out;
-};
-
-/**
- * Calculates the euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} distance between a and b
- */
-vec4.distance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.distance}
- * @function
- */
-vec4.dist = vec4.distance;
-
-/**
- * Calculates the squared euclidian distance between two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} squared distance between a and b
- */
-vec4.squaredDistance = function(a, b) {
-    var x = b[0] - a[0],
-        y = b[1] - a[1],
-        z = b[2] - a[2],
-        w = b[3] - a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredDistance}
- * @function
- */
-vec4.sqrDist = vec4.squaredDistance;
-
-/**
- * Calculates the length of a vec4
- *
- * @param {vec4} a vector to calculate length of
- * @returns {Number} length of a
- */
-vec4.length = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return Math.sqrt(x*x + y*y + z*z + w*w);
-};
-
-/**
- * Alias for {@link vec4.length}
- * @function
- */
-vec4.len = vec4.length;
-
-/**
- * Calculates the squared length of a vec4
- *
- * @param {vec4} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-vec4.squaredLength = function (a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    return x*x + y*y + z*z + w*w;
-};
-
-/**
- * Alias for {@link vec4.squaredLength}
- * @function
- */
-vec4.sqrLen = vec4.squaredLength;
-
-/**
- * Negates the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to negate
- * @returns {vec4} out
- */
-vec4.negate = function(out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = -a[3];
-    return out;
-};
-
-/**
- * Normalize a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to normalize
- * @returns {vec4} out
- */
-vec4.normalize = function(out, a) {
-    var x = a[0],
-        y = a[1],
-        z = a[2],
-        w = a[3];
-    var len = x*x + y*y + z*z + w*w;
-    if (len > 0) {
-        len = 1 / Math.sqrt(len);
-        out[0] = a[0] * len;
-        out[1] = a[1] * len;
-        out[2] = a[2] * len;
-        out[3] = a[3] * len;
-    }
-    return out;
-};
-
-/**
- * Calculates the dot product of two vec4's
- *
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @returns {Number} dot product of a and b
- */
-vec4.dot = function (a, b) {
-    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
-};
-
-/**
- * Performs a linear interpolation between two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the first operand
- * @param {vec4} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {vec4} out
- */
-vec4.lerp = function (out, a, b, t) {
-    var ax = a[0],
-        ay = a[1],
-        az = a[2],
-        aw = a[3];
-    out[0] = ax + t * (b[0] - ax);
-    out[1] = ay + t * (b[1] - ay);
-    out[2] = az + t * (b[2] - az);
-    out[3] = aw + t * (b[3] - aw);
-    return out;
-};
-
-/**
- * Generates a random vector with the given scale
- *
- * @param {vec4} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
- * @returns {vec4} out
- */
-vec4.random = function (out, scale) {
-    scale = scale || 1.0;
-
-    //TODO: This is a pretty awful way of doing this. Find something better.
-    out[0] = GLMAT_RANDOM();
-    out[1] = GLMAT_RANDOM();
-    out[2] = GLMAT_RANDOM();
-    out[3] = GLMAT_RANDOM();
-    vec4.normalize(out, out);
-    vec4.scale(out, out, scale);
-    return out;
-};
-
-/**
- * Transforms the vec4 with a mat4.
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {mat4} m matrix to transform with
- * @returns {vec4} out
- */
-vec4.transformMat4 = function(out, a, m) {
-    var x = a[0], y = a[1], z = a[2], w = a[3];
-    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
-    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
-    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
-    out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
-    return out;
-};
-
-/**
- * Transforms the vec4 with a quat
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a the vector to transform
- * @param {quat} q quaternion to transform with
- * @returns {vec4} out
- */
-vec4.transformQuat = function(out, a, q) {
-    var x = a[0], y = a[1], z = a[2],
-        qx = q[0], qy = q[1], qz = q[2], qw = q[3],
-
-        // calculate quat * vec
-        ix = qw * x + qy * z - qz * y,
-        iy = qw * y + qz * x - qx * z,
-        iz = qw * z + qx * y - qy * x,
-        iw = -qx * x - qy * y - qz * z;
-
-    // calculate result * inverse quat
-    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
-    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
-    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
-    return out;
-};
-
-/**
- * Perform some operation over an array of vec4s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-vec4.forEach = (function() {
-    var vec = vec4.create();
-
-    return function(a, stride, offset, count, fn, arg) {
-        var i, l;
-        if(!stride) {
-            stride = 4;
-        }
-
-        if(!offset) {
-            offset = 0;
-        }
-
-        if(count) {
-            l = Math.min((count * stride) + offset, a.length);
-        } else {
-            l = a.length;
-        }
-
-        for(i = offset; i < l; i += stride) {
-            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3];
-            fn(vec, vec, arg);
-            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3];
-        }
-
-        return a;
-    };
-})();
-
-/**
- * Returns a string representation of a vector
- *
- * @param {vec4} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-vec4.str = function (a) {
-    return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.vec4 = vec4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x2 Matrix
- * @name mat2
- */
-
-var mat2 = {};
-
-/**
- * Creates a new identity mat2
- *
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat2 initialized with values from an existing matrix
- *
- * @param {mat2} a matrix to clone
- * @returns {mat2} a new 2x2 matrix
- */
-mat2.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Copy the values from one mat2 to another
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Set a mat2 to the identity matrix
- *
- * @param {mat2} out the receiving matrix
- * @returns {mat2} out
- */
-mat2.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a1 = a[1];
-        out[1] = a[2];
-        out[2] = a1;
-    } else {
-        out[0] = a[0];
-        out[1] = a[2];
-        out[2] = a[1];
-        out[3] = a[3];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-
-        // Calculate the determinant
-        det = a0 * a3 - a2 * a1;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] =  a3 * det;
-    out[1] = -a1 * det;
-    out[2] = -a2 * det;
-    out[3] =  a0 * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the source matrix
- * @returns {mat2} out
- */
-mat2.adjoint = function(out, a) {
-    // Caching this value is nessecary if out == a
-    var a0 = a[0];
-    out[0] =  a[3];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] =  a0;
-
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2
- *
- * @param {mat2} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2.determinant = function (a) {
-    return a[0] * a[3] - a[2] * a[1];
-};
-
-/**
- * Multiplies two mat2's
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the first operand
- * @param {mat2} b the second operand
- * @returns {mat2} out
- */
-mat2.multiply = function (out, a, b) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
-    var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = a0 * b0 + a1 * b2;
-    out[1] = a0 * b1 + a1 * b3;
-    out[2] = a2 * b0 + a3 * b2;
-    out[3] = a2 * b1 + a3 * b3;
-    return out;
-};
-
-/**
- * Alias for {@link mat2.multiply}
- * @function
- */
-mat2.mul = mat2.multiply;
-
-/**
- * Rotates a mat2 by the given angle
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2} out
- */
-mat2.rotate = function (out, a, rad) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-    out[0] = a0 *  c + a1 * s;
-    out[1] = a0 * -s + a1 * c;
-    out[2] = a2 *  c + a3 * s;
-    out[3] = a2 * -s + a3 * c;
-    return out;
-};
-
-/**
- * Scales the mat2 by the dimensions in the given vec2
- *
- * @param {mat2} out the receiving matrix
- * @param {mat2} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2} out
- **/
-mat2.scale = function(out, a, v) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        v0 = v[0], v1 = v[1];
-    out[0] = a0 * v0;
-    out[1] = a1 * v1;
-    out[2] = a2 * v0;
-    out[3] = a3 * v1;
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2
- *
- * @param {mat2} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2.str = function (a) {
-    return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2 = mat2;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 2x3 Matrix
- * @name mat2d
- *
- * @description
- * A mat2d contains six elements defined as:
- * <pre>
- * [a, b,
- *  c, d,
- *  tx,ty]
- * </pre>
- * This is a short form for the 3x3 matrix:
- * <pre>
- * [a, b, 0
- *  c, d, 0
- *  tx,ty,1]
- * </pre>
- * The last column is ignored so the array is shorter and operations are faster.
- */
-
-var mat2d = {};
-
-/**
- * Creates a new identity mat2d
- *
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Creates a new mat2d initialized with values from an existing matrix
- *
- * @param {mat2d} a matrix to clone
- * @returns {mat2d} a new 2x3 matrix
- */
-mat2d.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(6);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Copy the values from one mat2d to another
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    return out;
-};
-
-/**
- * Set a mat2d to the identity matrix
- *
- * @param {mat2d} out the receiving matrix
- * @returns {mat2d} out
- */
-mat2d.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    out[4] = 0;
-    out[5] = 0;
-    return out;
-};
-
-/**
- * Inverts a mat2d
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the source matrix
- * @returns {mat2d} out
- */
-mat2d.invert = function(out, a) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5];
-
-    var det = aa * ad - ab * ac;
-    if(!det){
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = ad * det;
-    out[1] = -ab * det;
-    out[2] = -ac * det;
-    out[3] = aa * det;
-    out[4] = (ac * aty - ad * atx) * det;
-    out[5] = (ab * atx - aa * aty) * det;
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat2d
- *
- * @param {mat2d} a the source matrix
- * @returns {Number} determinant of a
- */
-mat2d.determinant = function (a) {
-    return a[0] * a[3] - a[1] * a[2];
-};
-
-/**
- * Multiplies two mat2d's
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the first operand
- * @param {mat2d} b the second operand
- * @returns {mat2d} out
- */
-mat2d.multiply = function (out, a, b) {
-    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
-        atx = a[4], aty = a[5],
-        ba = b[0], bb = b[1], bc = b[2], bd = b[3],
-        btx = b[4], bty = b[5];
-
-    out[0] = aa*ba + ab*bc;
-    out[1] = aa*bb + ab*bd;
-    out[2] = ac*ba + ad*bc;
-    out[3] = ac*bb + ad*bd;
-    out[4] = ba*atx + bc*aty + btx;
-    out[5] = bb*atx + bd*aty + bty;
-    return out;
-};
-
-/**
- * Alias for {@link mat2d.multiply}
- * @function
- */
-mat2d.mul = mat2d.multiply;
-
-
-/**
- * Rotates a mat2d by the given angle
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2d} out
- */
-mat2d.rotate = function (out, a, rad) {
-    var aa = a[0],
-        ab = a[1],
-        ac = a[2],
-        ad = a[3],
-        atx = a[4],
-        aty = a[5],
-        st = Math.sin(rad),
-        ct = Math.cos(rad);
-
-    out[0] = aa*ct + ab*st;
-    out[1] = -aa*st + ab*ct;
-    out[2] = ac*ct + ad*st;
-    out[3] = -ac*st + ct*ad;
-    out[4] = ct*atx + st*aty;
-    out[5] = ct*aty - st*atx;
-    return out;
-};
-
-/**
- * Scales the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat2d} out
- **/
-mat2d.scale = function(out, a, v) {
-    var vx = v[0], vy = v[1];
-    out[0] = a[0] * vx;
-    out[1] = a[1] * vy;
-    out[2] = a[2] * vx;
-    out[3] = a[3] * vy;
-    out[4] = a[4] * vx;
-    out[5] = a[5] * vy;
-    return out;
-};
-
-/**
- * Translates the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {mat2d} a the matrix to translate
- * @param {vec2} v the vec2 to translate the matrix by
- * @returns {mat2d} out
- **/
-mat2d.translate = function(out, a, v) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4] + v[0];
-    out[5] = a[5] + v[1];
-    return out;
-};
-
-/**
- * Returns a string representation of a mat2d
- *
- * @param {mat2d} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat2d.str = function (a) {
-    return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat2d = mat2d;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 3x3 Matrix
- * @name mat3
- */
-
-var mat3 = {};
-
-/**
- * Creates a new identity mat3
- *
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Copies the upper-left 3x3 values into the given mat3.
- *
- * @param {mat3} out the receiving 3x3 matrix
- * @param {mat4} a   the source 4x4 matrix
- * @returns {mat3} out
- */
-mat3.fromMat4 = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[4];
-    out[4] = a[5];
-    out[5] = a[6];
-    out[6] = a[8];
-    out[7] = a[9];
-    out[8] = a[10];
-    return out;
-};
-
-/**
- * Creates a new mat3 initialized with values from an existing matrix
- *
- * @param {mat3} a matrix to clone
- * @returns {mat3} a new 3x3 matrix
- */
-mat3.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(9);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copy the values from one mat3 to another
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Set a mat3 to the identity matrix
- *
- * @param {mat3} out the receiving matrix
- * @returns {mat3} out
- */
-mat3.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 1;
-    out[5] = 0;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a12 = a[5];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a01;
-        out[5] = a[7];
-        out[6] = a02;
-        out[7] = a12;
-    } else {
-        out[0] = a[0];
-        out[1] = a[3];
-        out[2] = a[6];
-        out[3] = a[1];
-        out[4] = a[4];
-        out[5] = a[7];
-        out[6] = a[2];
-        out[7] = a[5];
-        out[8] = a[8];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b01 = a22 * a11 - a12 * a21,
-        b11 = -a22 * a10 + a12 * a20,
-        b21 = a21 * a10 - a11 * a20,
-
-        // Calculate the determinant
-        det = a00 * b01 + a01 * b11 + a02 * b21;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = b01 * det;
-    out[1] = (-a22 * a01 + a02 * a21) * det;
-    out[2] = (a12 * a01 - a02 * a11) * det;
-    out[3] = b11 * det;
-    out[4] = (a22 * a00 - a02 * a20) * det;
-    out[5] = (-a12 * a00 + a02 * a10) * det;
-    out[6] = b21 * det;
-    out[7] = (-a21 * a00 + a01 * a20) * det;
-    out[8] = (a11 * a00 - a01 * a10) * det;
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the source matrix
- * @returns {mat3} out
- */
-mat3.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    out[0] = (a11 * a22 - a12 * a21);
-    out[1] = (a02 * a21 - a01 * a22);
-    out[2] = (a01 * a12 - a02 * a11);
-    out[3] = (a12 * a20 - a10 * a22);
-    out[4] = (a00 * a22 - a02 * a20);
-    out[5] = (a02 * a10 - a00 * a12);
-    out[6] = (a10 * a21 - a11 * a20);
-    out[7] = (a01 * a20 - a00 * a21);
-    out[8] = (a00 * a11 - a01 * a10);
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat3
- *
- * @param {mat3} a the source matrix
- * @returns {Number} determinant of a
- */
-mat3.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8];
-
-    return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
-};
-
-/**
- * Multiplies two mat3's
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the first operand
- * @param {mat3} b the second operand
- * @returns {mat3} out
- */
-mat3.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        b00 = b[0], b01 = b[1], b02 = b[2],
-        b10 = b[3], b11 = b[4], b12 = b[5],
-        b20 = b[6], b21 = b[7], b22 = b[8];
-
-    out[0] = b00 * a00 + b01 * a10 + b02 * a20;
-    out[1] = b00 * a01 + b01 * a11 + b02 * a21;
-    out[2] = b00 * a02 + b01 * a12 + b02 * a22;
-
-    out[3] = b10 * a00 + b11 * a10 + b12 * a20;
-    out[4] = b10 * a01 + b11 * a11 + b12 * a21;
-    out[5] = b10 * a02 + b11 * a12 + b12 * a22;
-
-    out[6] = b20 * a00 + b21 * a10 + b22 * a20;
-    out[7] = b20 * a01 + b21 * a11 + b22 * a21;
-    out[8] = b20 * a02 + b21 * a12 + b22 * a22;
-    return out;
-};
-
-/**
- * Alias for {@link mat3.multiply}
- * @function
- */
-mat3.mul = mat3.multiply;
-
-/**
- * Translate a mat3 by the given vector
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to translate
- * @param {vec2} v vector to translate by
- * @returns {mat3} out
- */
-mat3.translate = function(out, a, v) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-        x = v[0], y = v[1];
-
-    out[0] = a00;
-    out[1] = a01;
-    out[2] = a02;
-
-    out[3] = a10;
-    out[4] = a11;
-    out[5] = a12;
-
-    out[6] = x * a00 + y * a10 + a20;
-    out[7] = x * a01 + y * a11 + a21;
-    out[8] = x * a02 + y * a12 + a22;
-    return out;
-};
-
-/**
- * Rotates a mat3 by the given angle
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat3} out
- */
-mat3.rotate = function (out, a, rad) {
-    var a00 = a[0], a01 = a[1], a02 = a[2],
-        a10 = a[3], a11 = a[4], a12 = a[5],
-        a20 = a[6], a21 = a[7], a22 = a[8],
-
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-
-    out[0] = c * a00 + s * a10;
-    out[1] = c * a01 + s * a11;
-    out[2] = c * a02 + s * a12;
-
-    out[3] = c * a10 - s * a00;
-    out[4] = c * a11 - s * a01;
-    out[5] = c * a12 - s * a02;
-
-    out[6] = a20;
-    out[7] = a21;
-    out[8] = a22;
-    return out;
-};
-
-/**
- * Scales the mat3 by the dimensions in the given vec2
- *
- * @param {mat3} out the receiving matrix
- * @param {mat3} a the matrix to rotate
- * @param {vec2} v the vec2 to scale the matrix by
- * @returns {mat3} out
- **/
-mat3.scale = function(out, a, v) {
-    var x = v[0], y = v[1];
-
-    out[0] = x * a[0];
-    out[1] = x * a[1];
-    out[2] = x * a[2];
-
-    out[3] = y * a[3];
-    out[4] = y * a[4];
-    out[5] = y * a[5];
-
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    return out;
-};
-
-/**
- * Copies the values from a mat2d into a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {mat2d} a the matrix to copy
- * @returns {mat3} out
- **/
-mat3.fromMat2d = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = 0;
-
-    out[3] = a[2];
-    out[4] = a[3];
-    out[5] = 0;
-
-    out[6] = a[4];
-    out[7] = a[5];
-    out[8] = 1;
-    return out;
-};
-
-/**
-* Calculates a 3x3 matrix from the given quaternion
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {quat} q Quaternion to create matrix from
-*
-* @returns {mat3} out
-*/
-mat3.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[3] = yx - wz;
-    out[6] = zx + wy;
-
-    out[1] = yx + wz;
-    out[4] = 1 - xx - zz;
-    out[7] = zy - wx;
-
-    out[2] = zx - wy;
-    out[5] = zy + wx;
-    out[8] = 1 - xx - yy;
-
-    return out;
-};
-
-/**
-* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
-*
-* @param {mat3} out mat3 receiving operation result
-* @param {mat4} a Mat4 to derive the normal matrix from
-*
-* @returns {mat3} out
-*/
-mat3.normalFromMat4 = function (out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-
-    out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-
-    out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat3
- *
- * @param {mat3} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat3.str = function (a) {
-    return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
-                    a[3] + ', ' + a[4] + ', ' + a[5] + ', ' +
-                    a[6] + ', ' + a[7] + ', ' + a[8] + ')';
-};
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat3 = mat3;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class 4x4 Matrix
- * @name mat4
- */
-
-var mat4 = {};
-
-/**
- * Creates a new identity mat4
- *
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Creates a new mat4 initialized with values from an existing matrix
- *
- * @param {mat4} a matrix to clone
- * @returns {mat4} a new 4x4 matrix
- */
-mat4.clone = function(a) {
-    var out = new GLMAT_ARRAY_TYPE(16);
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Copy the values from one mat4 to another
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.copy = function(out, a) {
-    out[0] = a[0];
-    out[1] = a[1];
-    out[2] = a[2];
-    out[3] = a[3];
-    out[4] = a[4];
-    out[5] = a[5];
-    out[6] = a[6];
-    out[7] = a[7];
-    out[8] = a[8];
-    out[9] = a[9];
-    out[10] = a[10];
-    out[11] = a[11];
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Set a mat4 to the identity matrix
- *
- * @param {mat4} out the receiving matrix
- * @returns {mat4} out
- */
-mat4.identity = function(out) {
-    out[0] = 1;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = 1;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 1;
-    out[11] = 0;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Transpose the values of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.transpose = function(out, a) {
-    // If we are transposing ourselves we can skip a few steps but have to cache some values
-    if (out === a) {
-        var a01 = a[1], a02 = a[2], a03 = a[3],
-            a12 = a[6], a13 = a[7],
-            a23 = a[11];
-
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a01;
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a02;
-        out[9] = a12;
-        out[11] = a[14];
-        out[12] = a03;
-        out[13] = a13;
-        out[14] = a23;
-    } else {
-        out[0] = a[0];
-        out[1] = a[4];
-        out[2] = a[8];
-        out[3] = a[12];
-        out[4] = a[1];
-        out[5] = a[5];
-        out[6] = a[9];
-        out[7] = a[13];
-        out[8] = a[2];
-        out[9] = a[6];
-        out[10] = a[10];
-        out[11] = a[14];
-        out[12] = a[3];
-        out[13] = a[7];
-        out[14] = a[11];
-        out[15] = a[15];
-    }
-
-    return out;
-};
-
-/**
- * Inverts a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.invert = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32,
-
-        // Calculate the determinant
-        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-    if (!det) {
-        return null;
-    }
-    det = 1.0 / det;
-
-    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
-    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
-    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
-    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
-    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
-    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
-    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
-    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
-    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
-    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
-    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
-    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
-    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
-    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
-    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
-    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
-
-    return out;
-};
-
-/**
- * Calculates the adjugate of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the source matrix
- * @returns {mat4} out
- */
-mat4.adjoint = function(out, a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    out[0]  =  (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
-    out[1]  = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
-    out[2]  =  (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
-    out[3]  = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
-    out[4]  = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
-    out[5]  =  (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
-    out[6]  = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
-    out[7]  =  (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
-    out[8]  =  (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
-    out[9]  = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
-    out[10] =  (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
-    out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
-    out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
-    out[13] =  (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
-    out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
-    out[15] =  (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
-    return out;
-};
-
-/**
- * Calculates the determinant of a mat4
- *
- * @param {mat4} a the source matrix
- * @returns {Number} determinant of a
- */
-mat4.determinant = function (a) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],
-
-        b00 = a00 * a11 - a01 * a10,
-        b01 = a00 * a12 - a02 * a10,
-        b02 = a00 * a13 - a03 * a10,
-        b03 = a01 * a12 - a02 * a11,
-        b04 = a01 * a13 - a03 * a11,
-        b05 = a02 * a13 - a03 * a12,
-        b06 = a20 * a31 - a21 * a30,
-        b07 = a20 * a32 - a22 * a30,
-        b08 = a20 * a33 - a23 * a30,
-        b09 = a21 * a32 - a22 * a31,
-        b10 = a21 * a33 - a23 * a31,
-        b11 = a22 * a33 - a23 * a32;
-
-    // Calculate the determinant
-    return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-};
-
-/**
- * Multiplies two mat4's
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the first operand
- * @param {mat4} b the second operand
- * @returns {mat4} out
- */
-mat4.multiply = function (out, a, b) {
-    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
-        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
-        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
-        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
-
-    // Cache only the current line of the second matrix
-    var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
-    out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
-    out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
-    out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-
-    b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
-    out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
-    out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
-    out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
-    out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
-    return out;
-};
-
-/**
- * Alias for {@link mat4.multiply}
- * @function
- */
-mat4.mul = mat4.multiply;
-
-/**
- * Translate a mat4 by the given vector
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to translate
- * @param {vec3} v vector to translate by
- * @returns {mat4} out
- */
-mat4.translate = function (out, a, v) {
-    var x = v[0], y = v[1], z = v[2],
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        a30, a31, a32, a33;
-
-        a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-        a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-        a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-        a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15];
-
-    out[0] = a00 + a03*x;
-    out[1] = a01 + a03*y;
-    out[2] = a02 + a03*z;
-    out[3] = a03;
-
-    out[4] = a10 + a13*x;
-    out[5] = a11 + a13*y;
-    out[6] = a12 + a13*z;
-    out[7] = a13;
-
-    out[8] = a20 + a23*x;
-    out[9] = a21 + a23*y;
-    out[10] = a22 + a23*z;
-    out[11] = a23;
-    out[12] = a30 + a33*x;
-    out[13] = a31 + a33*y;
-    out[14] = a32 + a33*z;
-    out[15] = a33;
-
-    return out;
-};
-/**
- * Scales the mat4 by the dimensions in the given vec3
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to scale
- * @param {vec3} v the vec3 to scale the matrix by
- * @returns {mat4} out
- **/
-mat4.scale = function(out, a, v) {
-    var x = v[0], y = v[1], z = v[2];
-
-    out[0] = a[0] * x;
-    out[1] = a[1] * x;
-    out[2] = a[2] * x;
-    out[3] = a[3] * x;
-    out[4] = a[4] * y;
-    out[5] = a[5] * y;
-    out[6] = a[6] * y;
-    out[7] = a[7] * y;
-    out[8] = a[8] * z;
-    out[9] = a[9] * z;
-    out[10] = a[10] * z;
-    out[11] = a[11] * z;
-    out[12] = a[12];
-    out[13] = a[13];
-    out[14] = a[14];
-    out[15] = a[15];
-    return out;
-};
-
-/**
- * Rotates a mat4 by the given angle
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @param {vec3} axis the axis to rotate around
- * @returns {mat4} out
- */
-mat4.rotate = function (out, a, rad, axis) {
-    var x = axis[0], y = axis[1], z = axis[2],
-        len = Math.sqrt(x * x + y * y + z * z),
-        s, c, t,
-        a00, a01, a02, a03,
-        a10, a11, a12, a13,
-        a20, a21, a22, a23,
-        b00, b01, b02,
-        b10, b11, b12,
-        b20, b21, b22;
-
-    if (Math.abs(len) < GLMAT_EPSILON) { return null; }
-
-    len = 1 / len;
-    x *= len;
-    y *= len;
-    z *= len;
-
-    s = Math.sin(rad);
-    c = Math.cos(rad);
-    t = 1 - c;
-
-    a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
-    a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
-    a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
-
-    // Construct the elements of the rotation matrix
-    b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
-    b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
-    b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;
-
-    // Perform rotation-specific matrix multiplication
-    out[0] = a00 * b00 + a10 * b01 + a20 * b02;
-    out[1] = a01 * b00 + a11 * b01 + a21 * b02;
-    out[2] = a02 * b00 + a12 * b01 + a22 * b02;
-    out[3] = a03 * b00 + a13 * b01 + a23 * b02;
-    out[4] = a00 * b10 + a10 * b11 + a20 * b12;
-    out[5] = a01 * b10 + a11 * b11 + a21 * b12;
-    out[6] = a02 * b10 + a12 * b11 + a22 * b12;
-    out[7] = a03 * b10 + a13 * b11 + a23 * b12;
-    out[8] = a00 * b20 + a10 * b21 + a20 * b22;
-    out[9] = a01 * b20 + a11 * b21 + a21 * b22;
-    out[10] = a02 * b20 + a12 * b21 + a22 * b22;
-    out[11] = a03 * b20 + a13 * b21 + a23 * b22;
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the X axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateX = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[0]  = a[0];
-        out[1]  = a[1];
-        out[2]  = a[2];
-        out[3]  = a[3];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[4] = a10 * c + a20 * s;
-    out[5] = a11 * c + a21 * s;
-    out[6] = a12 * c + a22 * s;
-    out[7] = a13 * c + a23 * s;
-    out[8] = a20 * c - a10 * s;
-    out[9] = a21 * c - a11 * s;
-    out[10] = a22 * c - a12 * s;
-    out[11] = a23 * c - a13 * s;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Y axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateY = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a20 = a[8],
-        a21 = a[9],
-        a22 = a[10],
-        a23 = a[11];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged rows
-        out[4]  = a[4];
-        out[5]  = a[5];
-        out[6]  = a[6];
-        out[7]  = a[7];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c - a20 * s;
-    out[1] = a01 * c - a21 * s;
-    out[2] = a02 * c - a22 * s;
-    out[3] = a03 * c - a23 * s;
-    out[8] = a00 * s + a20 * c;
-    out[9] = a01 * s + a21 * c;
-    out[10] = a02 * s + a22 * c;
-    out[11] = a03 * s + a23 * c;
-    return out;
-};
-
-/**
- * Rotates a matrix by the given angle around the Z axis
- *
- * @param {mat4} out the receiving matrix
- * @param {mat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-mat4.rotateZ = function (out, a, rad) {
-    var s = Math.sin(rad),
-        c = Math.cos(rad),
-        a00 = a[0],
-        a01 = a[1],
-        a02 = a[2],
-        a03 = a[3],
-        a10 = a[4],
-        a11 = a[5],
-        a12 = a[6],
-        a13 = a[7];
-
-    if (a !== out) { // If the source and destination differ, copy the unchanged last row
-        out[8]  = a[8];
-        out[9]  = a[9];
-        out[10] = a[10];
-        out[11] = a[11];
-        out[12] = a[12];
-        out[13] = a[13];
-        out[14] = a[14];
-        out[15] = a[15];
-    }
-
-    // Perform axis-specific matrix multiplication
-    out[0] = a00 * c + a10 * s;
-    out[1] = a01 * c + a11 * s;
-    out[2] = a02 * c + a12 * s;
-    out[3] = a03 * c + a13 * s;
-    out[4] = a10 * c - a00 * s;
-    out[5] = a11 * c - a01 * s;
-    out[6] = a12 * c - a02 * s;
-    out[7] = a13 * c - a03 * s;
-    return out;
-};
-
-/**
- * Creates a matrix from a quaternion rotation and vector translation
- * This is equivalent to (but much faster than):
- *
- *     mat4.identity(dest);
- *     mat4.translate(dest, vec);
- *     var quatMat = mat4.create();
- *     quat4.toMat4(quat, quatMat);
- *     mat4.multiply(dest, quatMat);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {vec3} v Translation vector
- * @returns {mat4} out
- */
-mat4.fromRotationTranslation = function (out, q, v) {
-    // Quaternion math
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        xy = x * y2,
-        xz = x * z2,
-        yy = y * y2,
-        yz = y * z2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - (yy + zz);
-    out[1] = xy + wz;
-    out[2] = xz - wy;
-    out[3] = 0;
-    out[4] = xy - wz;
-    out[5] = 1 - (xx + zz);
-    out[6] = yz + wx;
-    out[7] = 0;
-    out[8] = xz + wy;
-    out[9] = yz - wx;
-    out[10] = 1 - (xx + yy);
-    out[11] = 0;
-    out[12] = v[0];
-    out[13] = v[1];
-    out[14] = v[2];
-    out[15] = 1;
-
-    return out;
-};
-
-mat4.fromQuat = function (out, q) {
-    var x = q[0], y = q[1], z = q[2], w = q[3],
-        x2 = x + x,
-        y2 = y + y,
-        z2 = z + z,
-
-        xx = x * x2,
-        yx = y * x2,
-        yy = y * y2,
-        zx = z * x2,
-        zy = z * y2,
-        zz = z * z2,
-        wx = w * x2,
-        wy = w * y2,
-        wz = w * z2;
-
-    out[0] = 1 - yy - zz;
-    out[1] = yx + wz;
-    out[2] = zx - wy;
-    out[3] = 0;
-
-    out[4] = yx - wz;
-    out[5] = 1 - xx - zz;
-    out[6] = zy + wx;
-    out[7] = 0;
-
-    out[8] = zx + wy;
-    out[9] = zy - wx;
-    out[10] = 1 - xx - yy;
-    out[11] = 0;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = 0;
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Generates a frustum matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {Number} left Left bound of the frustum
- * @param {Number} right Right bound of the frustum
- * @param {Number} bottom Bottom bound of the frustum
- * @param {Number} top Top bound of the frustum
- * @param {Number} near Near bound of the frustum
- * @param {Number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.frustum = function (out, left, right, bottom, top, near, far) {
-    var rl = 1 / (right - left),
-        tb = 1 / (top - bottom),
-        nf = 1 / (near - far);
-    out[0] = (near * 2) * rl;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = (near * 2) * tb;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = (right + left) * rl;
-    out[9] = (top + bottom) * tb;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (far * near * 2) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a perspective projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} fovy Vertical field of view in radians
- * @param {number} aspect Aspect ratio. typically viewport width/height
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.perspective = function (out, fovy, aspect, near, far) {
-    var f = 1.0 / Math.tan(fovy / 2),
-        nf = 1 / (near - far);
-    out[0] = f / aspect;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-
-    out[4] = 0;
-    out[5] = f;
-    out[6] = 0;
-    out[7] = 0;
-
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = (far + near) * nf;
-    out[11] = -1;
-
-    out[12] = 0;
-    out[13] = 0;
-    out[14] = (2 * far * near) * nf;
-    out[15] = 0;
-    return out;
-};
-
-/**
- * Generates a orthogonal projection matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} left Left bound of the frustum
- * @param {number} right Right bound of the frustum
- * @param {number} bottom Bottom bound of the frustum
- * @param {number} top Top bound of the frustum
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-mat4.ortho = function (out, left, right, bottom, top, near, far) {
-    var lr = 1 / (left - right),
-        bt = 1 / (bottom - top),
-        nf = 1 / (near - far);
-    out[0] = -2 * lr;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 0;
-    out[4] = 0;
-    out[5] = -2 * bt;
-    out[6] = 0;
-    out[7] = 0;
-    out[8] = 0;
-    out[9] = 0;
-    out[10] = 2 * nf;
-    out[11] = 0;
-    out[12] = (left + right) * lr;
-    out[13] = (top + bottom) * bt;
-    out[14] = (far + near) * nf;
-    out[15] = 1;
-    return out;
-};
-
-/**
- * Generates a look-at matrix with the given eye position, focal point, and up axis
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {vec3} eye Position of the viewer
- * @param {vec3} center Point the viewer is looking at
- * @param {vec3} up vec3 pointing up
- * @returns {mat4} out
- */
-mat4.lookAt = function (out, eye, center, up) {
-    var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
-        eyex = eye[0],
-        eyey = eye[1],
-        eyez = eye[2],
-        upx = up[0],
-        upy = up[1],
-        upz = up[2],
-        centerx = center[0],
-        centery = center[1],
-        centerz = center[2];
-
-    if (Math.abs(eyex - centerx) < GLMAT_EPSILON &&
-        Math.abs(eyey - centery) < GLMAT_EPSILON &&
-        Math.abs(eyez - centerz) < GLMAT_EPSILON) {
-        return mat4.identity(out);
-    }
-
-    z0 = eyex - centerx;
-    z1 = eyey - centery;
-    z2 = eyez - centerz;
-
-    len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
-    z0 *= len;
-    z1 *= len;
-    z2 *= len;
-
-    x0 = upy * z2 - upz * z1;
-    x1 = upz * z0 - upx * z2;
-    x2 = upx * z1 - upy * z0;
-    len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
-    if (!len) {
-        x0 = 0;
-        x1 = 0;
-        x2 = 0;
-    } else {
-        len = 1 / len;
-        x0 *= len;
-        x1 *= len;
-        x2 *= len;
-    }
-
-    y0 = z1 * x2 - z2 * x1;
-    y1 = z2 * x0 - z0 * x2;
-    y2 = z0 * x1 - z1 * x0;
-
-    len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
-    if (!len) {
-        y0 = 0;
-        y1 = 0;
-        y2 = 0;
-    } else {
-        len = 1 / len;
-        y0 *= len;
-        y1 *= len;
-        y2 *= len;
-    }
-
-    out[0] = x0;
-    out[1] = y0;
-    out[2] = z0;
-    out[3] = 0;
-    out[4] = x1;
-    out[5] = y1;
-    out[6] = z1;
-    out[7] = 0;
-    out[8] = x2;
-    out[9] = y2;
-    out[10] = z2;
-    out[11] = 0;
-    out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
-    out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
-    out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
-    out[15] = 1;
-
-    return out;
-};
-
-/**
- * Returns a string representation of a mat4
- *
- * @param {mat4} mat matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-mat4.str = function (a) {
-    return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' +
-                    a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' +
-                    a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' +
-                    a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.mat4 = mat4;
-}
-;*/
-/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification,
-are permitted provided that the following conditions are met:
-
-  * Redistributions of source code must retain the above copyright notice, this
-    list of conditions and the following disclaimer.
-  * Redistributions in binary form must reproduce the above copyright notice,
-    this list of conditions and the following disclaimer in the documentation
-    and/or other materials provided with the distribution.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
-
-/**
- * @class Quaternion
- * @name quat
- */
-
-var quat = {};
-
-/**
- * Creates a new identity quat
- *
- * @returns {quat} a new quaternion
- */
-quat.create = function() {
-    var out = new GLMAT_ARRAY_TYPE(4);
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quaternion to represent the shortest rotation from one
- * vector to another.
- *
- * Both vectors are assumed to be unit length.
- *
- * @param {quat} out the receiving quaternion.
- * @param {vec3} a the initial vector
- * @param {vec3} b the destination vector
- * @returns {quat} out
- */
-quat.rotationTo = (function() {
-    var tmpvec3 = vec3.create();
-    var xUnitVec3 = vec3.fromValues(1,0,0);
-    var yUnitVec3 = vec3.fromValues(0,1,0);
-
-    return function(out, a, b) {
-        var dot = vec3.dot(a, b);
-        if (dot < -0.999999) {
-            vec3.cross(tmpvec3, xUnitVec3, a);
-            if (vec3.length(tmpvec3) < 0.000001)
-                vec3.cross(tmpvec3, yUnitVec3, a);
-            vec3.normalize(tmpvec3, tmpvec3);
-            quat.setAxisAngle(out, tmpvec3, Math.PI);
-            return out;
-        } else if (dot > 0.999999) {
-            out[0] = 0;
-            out[1] = 0;
-            out[2] = 0;
-            out[3] = 1;
-            return out;
-        } else {
-            vec3.cross(tmpvec3, a, b);
-            out[0] = tmpvec3[0];
-            out[1] = tmpvec3[1];
-            out[2] = tmpvec3[2];
-            out[3] = 1 + dot;
-            return quat.normalize(out, out);
-        }
-    };
-})();
-
-/**
- * Sets the specified quaternion with values corresponding to the given
- * axes. Each axis is a vec3 and is expected to be unit length and
- * perpendicular to all other specified axes.
- *
- * @param {vec3} view  the vector representing the viewing direction
- * @param {vec3} right the vector representing the local "right" direction
- * @param {vec3} up    the vector representing the local "up" direction
- * @returns {quat} out
- */
-quat.setAxes = (function() {
-    var matr = mat3.create();
-
-    return function(out, view, right, up) {
-        matr[0] = right[0];
-        matr[3] = right[1];
-        matr[6] = right[2];
-
-        matr[1] = up[0];
-        matr[4] = up[1];
-        matr[7] = up[2];
-
-        matr[2] = -view[0];
-        matr[5] = -view[1];
-        matr[8] = -view[2];
-
-        return quat.normalize(out, quat.fromMat3(out, matr));
-    };
-})();
-
-/**
- * Creates a new quat initialized with values from an existing quaternion
- *
- * @param {quat} a quaternion to clone
- * @returns {quat} a new quaternion
- * @function
- */
-quat.clone = vec4.clone;
-
-/**
- * Creates a new quat initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} a new quaternion
- * @function
- */
-quat.fromValues = vec4.fromValues;
-
-/**
- * Copy the values from one quat to another
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the source quaternion
- * @returns {quat} out
- * @function
- */
-quat.copy = vec4.copy;
-
-/**
- * Set the components of a quat to the given values
- *
- * @param {quat} out the receiving quaternion
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} out
- * @function
- */
-quat.set = vec4.set;
-
-/**
- * Set a quat to the identity quaternion
- *
- * @param {quat} out the receiving quaternion
- * @returns {quat} out
- */
-quat.identity = function(out) {
-    out[0] = 0;
-    out[1] = 0;
-    out[2] = 0;
-    out[3] = 1;
-    return out;
-};
-
-/**
- * Sets a quat from the given angle and rotation axis,
- * then returns it.
- *
- * @param {quat} out the receiving quaternion
- * @param {vec3} axis the axis around which to rotate
- * @param {Number} rad the angle in radians
- * @returns {quat} out
- **/
-quat.setAxisAngle = function(out, axis, rad) {
-    rad = rad * 0.5;
-    var s = Math.sin(rad);
-    out[0] = s * axis[0];
-    out[1] = s * axis[1];
-    out[2] = s * axis[2];
-    out[3] = Math.cos(rad);
-    return out;
-};
-
-/**
- * Adds two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- * @function
- */
-quat.add = vec4.add;
-
-/**
- * Multiplies two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {quat} out
- */
-quat.multiply = function(out, a, b) {
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    out[0] = ax * bw + aw * bx + ay * bz - az * by;
-    out[1] = ay * bw + aw * by + az * bx - ax * bz;
-    out[2] = az * bw + aw * bz + ax * by - ay * bx;
-    out[3] = aw * bw - ax * bx - ay * by - az * bz;
-    return out;
-};
-
-/**
- * Alias for {@link quat.multiply}
- * @function
- */
-quat.mul = quat.multiply;
-
-/**
- * Scales a quat by a scalar number
- *
- * @param {quat} out the receiving vector
- * @param {quat} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {quat} out
- * @function
- */
-quat.scale = vec4.scale;
-
-/**
- * Rotates a quaternion by the given angle about the X axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateX = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + aw * bx;
-    out[1] = ay * bw + az * bx;
-    out[2] = az * bw - ay * bx;
-    out[3] = aw * bw - ax * bx;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Y axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateY = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        by = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw - az * by;
-    out[1] = ay * bw + aw * by;
-    out[2] = az * bw + ax * by;
-    out[3] = aw * bw - ay * by;
-    return out;
-};
-
-/**
- * Rotates a quaternion by the given angle about the Z axis
- *
- * @param {quat} out quat receiving operation result
- * @param {quat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-quat.rotateZ = function (out, a, rad) {
-    rad *= 0.5;
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bz = Math.sin(rad), bw = Math.cos(rad);
-
-    out[0] = ax * bw + ay * bz;
-    out[1] = ay * bw - ax * bz;
-    out[2] = az * bw + aw * bz;
-    out[3] = aw * bw - az * bz;
-    return out;
-};
-
-/**
- * Calculates the W component of a quat from the X, Y, and Z components.
- * Assumes that quaternion is 1 unit in length.
- * Any existing W component will be ignored.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate W component of
- * @returns {quat} out
- */
-quat.calculateW = function (out, a) {
-    var x = a[0], y = a[1], z = a[2];
-
-    out[0] = x;
-    out[1] = y;
-    out[2] = z;
-    out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
-    return out;
-};
-
-/**
- * Calculates the dot product of two quat's
- *
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @returns {Number} dot product of a and b
- * @function
- */
-quat.dot = vec4.dot;
-
-/**
- * Performs a linear interpolation between two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- * @function
- */
-quat.lerp = vec4.lerp;
-
-/**
- * Performs a spherical linear interpolation between two quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a the first operand
- * @param {quat} b the second operand
- * @param {Number} t interpolation amount between the two inputs
- * @returns {quat} out
- */
-quat.slerp = function (out, a, b, t) {
-    // benchmarks:
-    //    http://jsperf.com/quaternion-slerp-implementations
-
-    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
-        bx = b[0], by = b[1], bz = b[2], bw = b[3];
-
-    var        omega, cosom, sinom, scale0, scale1;
-
-    // calc cosine
-    cosom = ax * bx + ay * by + az * bz + aw * bw;
-    // adjust signs (if necessary)
-    if ( cosom < 0.0 ) {
-        cosom = -cosom;
-        bx = - bx;
-        by = - by;
-        bz = - bz;
-        bw = - bw;
-    }
-    // calculate coefficients
-    if ( (1.0 - cosom) > 0.000001 ) {
-        // standard case (slerp)
-        omega  = Math.acos(cosom);
-        sinom  = Math.sin(omega);
-        scale0 = Math.sin((1.0 - t) * omega) / sinom;
-        scale1 = Math.sin(t * omega) / sinom;
-    } else {
-        // "from" and "to" quaternions are very close
-        //  ... so we can do a linear interpolation
-        scale0 = 1.0 - t;
-        scale1 = t;
-    }
-    // calculate final values
-    out[0] = scale0 * ax + scale1 * bx;
-    out[1] = scale0 * ay + scale1 * by;
-    out[2] = scale0 * az + scale1 * bz;
-    out[3] = scale0 * aw + scale1 * bw;
-
-    return out;
-};
-
-/**
- * Calculates the inverse of a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate inverse of
- * @returns {quat} out
- */
-quat.invert = function(out, a) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
-        dot = a0*a0 + a1*a1 + a2*a2 + a3*a3,
-        invDot = dot ? 1.0/dot : 0;
-
-    // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
-
-    out[0] = -a0*invDot;
-    out[1] = -a1*invDot;
-    out[2] = -a2*invDot;
-    out[3] = a3*invDot;
-    return out;
-};
-
-/**
- * Calculates the conjugate of a quat
- * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quat to calculate conjugate of
- * @returns {quat} out
- */
-quat.conjugate = function (out, a) {
-    out[0] = -a[0];
-    out[1] = -a[1];
-    out[2] = -a[2];
-    out[3] = a[3];
-    return out;
-};
-
-/**
- * Calculates the length of a quat
- *
- * @param {quat} a vector to calculate length of
- * @returns {Number} length of a
- * @function
- */
-quat.length = vec4.length;
-
-/**
- * Alias for {@link quat.length}
- * @function
- */
-quat.len = quat.length;
-
-/**
- * Calculates the squared length of a quat
- *
- * @param {quat} a vector to calculate squared length of
- * @returns {Number} squared length of a
- * @function
- */
-quat.squaredLength = vec4.squaredLength;
-
-/**
- * Alias for {@link quat.squaredLength}
- * @function
- */
-quat.sqrLen = quat.squaredLength;
-
-/**
- * Normalize a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {quat} a quaternion to normalize
- * @returns {quat} out
- * @function
- */
-quat.normalize = vec4.normalize;
-
-/**
- * Creates a quaternion from the given 3x3 rotation matrix.
- *
- * NOTE: The resultant quaternion is not normalized, so you should be sure
- * to renormalize the quaternion yourself where necessary.
- *
- * @param {quat} out the receiving quaternion
- * @param {mat3} m rotation matrix
- * @returns {quat} out
- * @function
- */
-quat.fromMat3 = function(out, m) {
-    // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
-    // article "Quaternion Calculus and Fast Animation".
-    var fTrace = m[0] + m[4] + m[8];
-    var fRoot;
-
-    if ( fTrace > 0.0 ) {
-        // |w| > 1/2, may as well choose w > 1/2
-        fRoot = Math.sqrt(fTrace + 1.0);  // 2w
-        out[3] = 0.5 * fRoot;
-        fRoot = 0.5/fRoot;  // 1/(4w)
-        out[0] = (m[7]-m[5])*fRoot;
-        out[1] = (m[2]-m[6])*fRoot;
-        out[2] = (m[3]-m[1])*fRoot;
-    } else {
-        // |w| <= 1/2
-        var i = 0;
-        if ( m[4] > m[0] )
-          i = 1;
-        if ( m[8] > m[i*3+i] )
-          i = 2;
-        var j = (i+1)%3;
-        var k = (i+2)%3;
-
-        fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
-        out[i] = 0.5 * fRoot;
-        fRoot = 0.5 / fRoot;
-        out[3] = (m[k*3+j] - m[j*3+k]) * fRoot;
-        out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
-        out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
-    }
-
-    return out;
-};
-
-/**
- * Returns a string representation of a quatenion
- *
- * @param {quat} vec vector to represent as a string
- * @returns {String} string representation of the vector
- */
-quat.str = function (a) {
-    return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
-};
-
-/*
-if(typeof(exports) !== 'undefined') {
-    exports.quat = quat;
-}
-;*/
-
-
-
-
-
-
-
-
-
-
-
-
-/*
-  })(shim.exports);
-})(this);
-*/
diff --git a/examples/canvas3d/texturedcube/qml/texturedcube/main.qml b/examples/canvas3d/texturedcube/qml/texturedcube/main.qml
deleted file mode 100644
index 92081bb5be991e9c9ce8dbd9931cfa3653062cdf..0000000000000000000000000000000000000000
--- a/examples/canvas3d/texturedcube/qml/texturedcube/main.qml
+++ /dev/null
@@ -1,140 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-import QtQuick 2.0
-import QtCanvas3D 1.0
-
-//! [4]
-import "texturedcube.js" as GLCode
-//! [4]
-
-Item {
-    id: mainview
-    width: 1280
-    height: 768
-    visible: true
-
-    //! [0]
-    Canvas3D {
-        id: canvas3d
-        anchors.fill: parent
-        //! [0]
-        focus: true
-        property double xRotAnim: 0
-        property double yRotAnim: 0
-        property double zRotAnim: 0
-
-        //! [1]
-        // Emitted when one time initializations should happen
-        onInitGL: {
-            GLCode.initGL(canvas3d);
-        }
-
-        // Emitted each time Canvas3D is ready for a new frame
-        onRenderGL: {
-            GLCode.renderGL(canvas3d);
-        }
-        //! [1]
-
-        //! [5]
-        SequentialAnimation {
-            id: objAnimationX
-            loops: Animation.Infinite
-            running: true
-            NumberAnimation {
-                target: canvas3d
-                property: "xRotAnim"
-                from: 0.0
-                to: 120.0
-                duration: 7000
-                easing.type: Easing.InOutQuad
-            }
-            NumberAnimation {
-                target: canvas3d
-                property: "xRotAnim"
-                from: 120.0
-                to: 0.0
-                duration: 7000
-                easing.type: Easing.InOutQuad
-            }
-        }
-        //! [5]
-
-        SequentialAnimation {
-            id: objAnimationY
-            loops: Animation.Infinite
-            running: true
-            NumberAnimation {
-                target: canvas3d
-                property: "yRotAnim"
-                from: 0.0
-                to: 240.0
-                duration: 5000
-                easing.type: Easing.InOutCubic
-            }
-            NumberAnimation {
-                target: canvas3d
-                property: "yRotAnim"
-                from: 240.0
-                to: 0.0
-                duration: 5000
-                easing.type: Easing.InOutCubic
-            }
-        }
-
-        SequentialAnimation {
-            id: objAnimationZ
-            loops: Animation.Infinite
-            running: true
-            NumberAnimation {
-                target: canvas3d
-                property: "zRotAnim"
-                from: -100.0
-                to: 100.0
-                duration: 3000
-                easing.type: Easing.InOutSine
-            }
-            NumberAnimation {
-                target: canvas3d
-                property: "zRotAnim"
-                from: 100.0
-                to: -100.0
-                duration: 3000
-                easing.type: Easing.InOutSine
-            }
-        }
-    }
-}
diff --git a/examples/canvas3d/texturedcube/qml/texturedcube/qtlogo_gray.png b/examples/canvas3d/texturedcube/qml/texturedcube/qtlogo_gray.png
deleted file mode 100644
index 301eb8b7c7725c829468de9b8c50365d2bb17a46..0000000000000000000000000000000000000000
Binary files a/examples/canvas3d/texturedcube/qml/texturedcube/qtlogo_gray.png and /dev/null differ
diff --git a/examples/canvas3d/texturedcube/qml/texturedcube/texturedcube.js b/examples/canvas3d/texturedcube/qml/texturedcube/texturedcube.js
deleted file mode 100644
index acfd1859846c63027d043afb91466259a5a80d63..0000000000000000000000000000000000000000
--- a/examples/canvas3d/texturedcube/qml/texturedcube/texturedcube.js
+++ /dev/null
@@ -1,361 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-Qt.include("glMatrix-0.9.5.min.js")
-
-//
-// Draws a cube that has the Qt logo texture on each face.
-// Each face also has a unique color that modulates the grayscale Qt logo.
-//
-
-var gl;
-var width = 0;
-var height = 0;
-var cubeTexture = 0;
-var mvMatrix = mat4.create();
-var pMatrix  = mat4.create();
-
-var pMatrixUniform;
-var mvMatrixUniform;
-
-var vertexPositionAttribute;
-var textureCoordAttribute;
-var vertexColorAttribute;
-
-var canvas3d;
-
-function log(message) {
-    if (canvas3d.logAllCalls)
-        console.log(message)
-}
-
-//! [0]
-function initGL(canvas) {
-    canvas3d = canvas
-    log("*******************************************************************************************")
-    log("initGL ENTER...")
-
-    // Get the OpenGL context object that represents the API we call
-    gl = canvas.getContext("canvas3d", {depth:true, antialias:true});
-
-    // Setup the OpenGL state
-    gl.enable(gl.DEPTH_TEST);
-    gl.enable(gl.CULL_FACE);
-    gl.cullFace(gl.BACK);
-    gl.clearColor(0.0, 0.0, 0.0, 1.0);
-    gl.clearDepth(1.0);
-    gl.depthFunc(gl.LESS);
-    gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
-
-    // Set the viewport
-    var pixelRatio = canvas.devicePixelRatio;
-    gl.viewport(0, 0, pixelRatio * canvas.width, pixelRatio * canvas.height);
-
-    // Initialize the shader program
-    initShaders();
-
-    // Initialize vertex and color buffers
-    initBuffers();
-
-    // Load the texture
-    var qtLogoImage = TextureImageFactory.newTexImage();
-    qtLogoImage.imageLoaded.connect(function() {
-        cubeTexture = gl.createTexture();
-        gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
-        gl.texImage2D(gl.TEXTURE_2D,    // target
-                      0,                // level
-                      gl.RGBA,          // internalformat
-                      gl.RGBA,          // format
-                      gl.UNSIGNED_BYTE, // type
-                      qtLogoImage);    // pixels
-
-        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
-        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
-        gl.generateMipmap(gl.TEXTURE_2D);
-    });
-    qtLogoImage.imageLoadingFailed.connect(function() {
-        console.log("Texture load FAILED, "+qtLogoImage.errorString);
-    });
-    qtLogoImage.src = "qrc:/qml/texturedcube/qtlogo_gray.png";
-
-    log("...initGL EXIT");
-    log("*******************************************************************************************");
-}
-//! [0]
-
-function degToRad(degrees) {
-    return degrees * Math.PI / 180;
-}
-
-//! [1]
-function renderGL(canvas) {
-    log("*******************************************************************************************");
-    // Check if dimensions or device pixel ratio has changed
-    var pixelRatio = canvas.devicePixelRatio;
-    var currentWidth = canvas.width * pixelRatio;
-    var currentHeight = canvas.height * pixelRatio;
-    if (currentWidth !== width || currentHeight !== height ) {
-        width = currentWidth;
-        height = currentHeight;
-        mat4.perspective(pMatrix, degToRad(45), width / height, 0.1, 500.0);
-        gl.uniformMatrix4fv(pMatrixUniform, false, pMatrix);
-    }
-
-    // Clear the screen
-    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
-
-    // Set and update the model matrix
-    mat4.identity(mvMatrix);
-    // Apply Canvas3D rotation properties to cube translation to make it move about a bit
-    mat4.translate(mvMatrix, mvMatrix, [(canvas.yRotAnim - 120.0) / 120.0,
-                                        (canvas.xRotAnim -  60.0) / 50.0,
-                                        -10.0]);
-    // Apply rotations gotten from Canvas3D properties
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.xRotAnim), [1, 0, 0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.yRotAnim), [0, 1, 0]);
-    mat4.rotate(mvMatrix, mvMatrix, degToRad(canvas.zRotAnim), [0, 0, 1]);
-
-    // Set the matrix to shader
-    gl.uniformMatrix4fv(mvMatrixUniform, false, mvMatrix);
-
-    // Draw the cube
-    gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
-    log("*******************************************************************************************");
-}
-//! [1]
-
-function initBuffers()
-{
-    var cubeVertexPositionBuffer = gl.createBuffer();
-    cubeVertexPositionBuffer.name = "cubeVertexPositionBuffer";
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
-    gl.bufferData(
-                gl.ARRAY_BUFFER,
-                new Float32Array([// Front face
-                                        -1.0, -1.0,  1.0,
-                                        1.0, -1.0,  1.0,
-                                        1.0,  1.0,  1.0,
-                                        -1.0,  1.0,  1.0,
-
-                                        // Back face
-                                        -1.0, -1.0, -1.0,
-                                        -1.0,  1.0, -1.0,
-                                        1.0,  1.0, -1.0,
-                                        1.0, -1.0, -1.0,
-
-                                        // Top face
-                                        -1.0,  1.0, -1.0,
-                                        -1.0,  1.0,  1.0,
-                                        1.0,  1.0,  1.0,
-                                        1.0,  1.0, -1.0,
-
-                                        // Bottom face
-                                        -1.0, -1.0, -1.0,
-                                        1.0, -1.0, -1.0,
-                                        1.0, -1.0,  1.0,
-                                        -1.0, -1.0,  1.0,
-
-                                        // Right face
-                                        1.0, -1.0, -1.0,
-                                        1.0,  1.0, -1.0,
-                                        1.0,  1.0,  1.0,
-                                        1.0, -1.0,  1.0,
-
-                                        // Left face
-                                        -1.0, -1.0, -1.0,
-                                        -1.0, -1.0,  1.0,
-                                        -1.0,  1.0,  1.0,
-                                        -1.0,  1.0, -1.0
-                                       ]),
-                gl.STATIC_DRAW);
-    gl.enableVertexAttribArray(vertexPositionAttribute);
-    gl.vertexAttribPointer(vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);
-
-    var cubeVertexColorBuffer = gl.createBuffer();
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexColorBuffer);
-    var colors = [
-                [0.0,  1.0,  1.0,  1.0],    // Front face: white
-                [1.0,  0.0,  0.0,  1.0],    // Back face: red
-                [0.0,  1.0,  0.0,  1.0],    // Top face: green
-                [0.0,  0.0,  1.0,  1.0],    // Bottom face: blue
-                [1.0,  1.0,  0.0,  1.0],    // Right face: yellow
-                [1.0,  0.0,  1.0,  1.0]     // Left face: purple
-            ];
-    var generatedColors = [];
-    for (var j=0; j<6; j++) {
-        var c = colors[j];
-
-        for (var i=0; i<4; i++) {
-            generatedColors = generatedColors.concat(c);
-        }
-    }
-    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(generatedColors), gl.STATIC_DRAW);
-    gl.enableVertexAttribArray(vertexColorAttribute);
-    gl.vertexAttribPointer(vertexColorAttribute, 4, gl.FLOAT, false, 0, 0);
-
-    var cubeVerticesTextureCoordBuffer = gl.createBuffer();
-    gl.bindBuffer(gl.ARRAY_BUFFER, cubeVerticesTextureCoordBuffer);
-    var textureCoordinates = [
-                // Front
-                1.0,  0.0,
-                0.0,  0.0,
-                0.0,  1.0,
-                1.0,  1.0,
-                // Back
-                1.0,  0.0,
-                0.0,  0.0,
-                0.0,  1.0,
-                1.0,  1.0,
-                // Top
-                1.0,  0.0,
-                0.0,  0.0,
-                0.0,  1.0,
-                1.0,  1.0,
-                // Bottom
-                1.0,  0.0,
-                0.0,  0.0,
-                0.0,  1.0,
-                1.0,  1.0,
-                // Right
-                1.0,  0.0,
-                0.0,  0.0,
-                0.0,  1.0,
-                1.0,  1.0,
-                // Left
-                1.0,  0.0,
-                0.0,  0.0,
-                0.0,  1.0,
-                1.0,  1.0
-            ];
-    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),
-                  gl.STATIC_DRAW);
-    gl.enableVertexAttribArray(textureCoordAttribute);
-    gl.vertexAttribPointer(textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
-
-    var cubeVertexIndexBuffer = gl.createBuffer();
-    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
-    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,
-                  new Uint16Array([
-                                            0,  1,  2,      0,  2,  3,    // front
-                                            4,  5,  6,      4,  6,  7,    // back
-                                            8,  9,  10,     8,  10, 11,   // top
-                                            12, 13, 14,     12, 14, 15,   // bottom
-                                            16, 17, 18,     16, 18, 19,   // right
-                                            20, 21, 22,     20, 22, 23    // left
-                                        ]),
-                  gl.STATIC_DRAW);
-
-    log("    } initBuffers EXIT")
-}
-
-function initShaders()
-{
-    log("    initShaders ENTER {")
-    var vertexShader = getShader(gl,
-                                 "attribute highp vec3 aVertexPosition;                 \
-                              attribute mediump vec4 aVertexColor;                   \
-                              attribute highp vec2 aTextureCoord;                    \
-                                                                                     \
-                              uniform mat4 uMVMatrix;                                \
-                              uniform mat4 uPMatrix;                                 \
-                                                                                     \
-                              varying mediump vec4 vColor;                           \
-                              varying highp vec2 vTextureCoord;                      \
-                              varying highp vec4 vPos;                               \
-                                                                                     \
-                              void main(void) {                                      \
-                                  vPos = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);                 \
-                                  gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);          \
-                                  vColor = aVertexColor;                             \
-                                  vTextureCoord = aTextureCoord;                     \
-                              }", gl.VERTEX_SHADER);
-    var fragmentShader = getShader(gl,
-                                   "varying mediump vec4 vColor;                   \
-                               varying highp vec2 vTextureCoord;               \
-                               varying highp vec4 vPos;                        \
-                                                                               \
-                               uniform sampler2D uSampler;                     \
-                                                                               \
-                               void main(void) {                               \
-                                   gl_FragColor = vColor * texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));                   \
-                               }", gl.FRAGMENT_SHADER);
-
-    var shaderProgram = gl.createProgram();
-    gl.attachShader(shaderProgram, vertexShader);
-    gl.attachShader(shaderProgram, fragmentShader);
-    gl.linkProgram(shaderProgram);
-    gl.deleteShader(vertexShader);
-    gl.deleteShader(fragmentShader);
-
-    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
-        console.log("Could not initialise shaders");
-        console.log(gl.getProgramInfoLog(shaderProgram));
-    }
-
-    gl.useProgram(shaderProgram);
-
-    // look up where the vertex data needs to go.
-    vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
-    gl.enableVertexAttribArray(vertexPositionAttribute);
-    vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
-    gl.enableVertexAttribArray(vertexColorAttribute);
-    textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
-    gl.enableVertexAttribArray(textureCoordAttribute);
-
-    pMatrixUniform  = gl.getUniformLocation(shaderProgram, "uPMatrix");
-    mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
-
-    var textureSamplerUniform = gl.getUniformLocation(shaderProgram, "uSampler")
-    gl.activeTexture(gl.TEXTURE0);
-    gl.bindTexture(gl.TEXTURE_2D, cubeTexture);
-    gl.uniform1i(textureSamplerUniform, 0);
-
-    log("    } initShaders EXIT");
-}
-
-function getShader(gl, str, type) {
-    var shader = gl.createShader(type);
-    gl.shaderSource(shader, str);
-    gl.compileShader(shader);
-
-    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
-        console.log("JS:Shader compile failed");
-        console.log(gl.getShaderInfoLog(shader));
-        return null;
-    }
-
-    return shader;
-}
diff --git a/examples/canvas3d/texturedcube/texturedcube.pro b/examples/canvas3d/texturedcube/texturedcube.pro
deleted file mode 100644
index 89a810fd69c87e79ca40aa474920bac06deebbdc..0000000000000000000000000000000000000000
--- a/examples/canvas3d/texturedcube/texturedcube.pro
+++ /dev/null
@@ -1,11 +0,0 @@
-!include( ../examples.pri ) {
-    error( "Couldn't find the examples.pri file!" )
-}
-
-SOURCES += main.cpp
-
-OTHER_FILES += qml/texturedcube/* \
-               doc/src/* \
-               doc/images/*
-
-RESOURCES += texturedcube.qrc
diff --git a/examples/canvas3d/texturedcube/texturedcube.qrc b/examples/canvas3d/texturedcube/texturedcube.qrc
deleted file mode 100644
index 2d42582ff4124cf48cc4664c2a603f4cd94680e6..0000000000000000000000000000000000000000
--- a/examples/canvas3d/texturedcube/texturedcube.qrc
+++ /dev/null
@@ -1,8 +0,0 @@
-<RCC>
-    <qresource prefix="/">
-        <file>qml/texturedcube/glMatrix-0.9.5.min.js</file>
-        <file>qml/texturedcube/main.qml</file>
-        <file>qml/texturedcube/texturedcube.js</file>
-        <file>qml/texturedcube/qtlogo_gray.png</file>
-    </qresource>
-</RCC>
diff --git a/src/abstractobject3d.cpp b/src/abstractobject3d.cpp
index bb873bceb429900edd5e8d098a84273e0706c3a0..cb16d65c8cb5c3d428cae7a6f50eb8d02b231bd6 100644
--- a/src/abstractobject3d.cpp
+++ b/src/abstractobject3d.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/abstractobject3d_p.h b/src/abstractobject3d_p.h
index a2d9fb1bbdd028ef34ff560ddda77d477b3a9a52..4d931cf19b84d47bf9608c210da686b0cd12b471 100644
--- a/src/abstractobject3d_p.h
+++ b/src/abstractobject3d_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/activeinfo3d.cpp b/src/activeinfo3d.cpp
index 1efba1b98a64e52e2e4f63bbd5c2366bb8a2f34c..234dae49b4f840454ea45bf4596093f70cd3dcba 100644
--- a/src/activeinfo3d.cpp
+++ b/src/activeinfo3d.cpp
@@ -1,24 +1,24 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
@@ -26,7 +26,7 @@
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 2.0 or later as published by the Free
 ** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/activeinfo3d_p.h b/src/activeinfo3d_p.h
index b200075eb24f0b765b3cd5b78e12375d7a69b080..eb66cb5fd9ed4fb47ae28816c80cd77c9c8af4a5 100644
--- a/src/activeinfo3d_p.h
+++ b/src/activeinfo3d_p.h
@@ -1,24 +1,24 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
@@ -26,7 +26,7 @@
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 2.0 or later as published by the Free
 ** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/arrayutils.cpp b/src/arrayutils.cpp
index e8ba44d0a7a2d3c5d28d65dbc0b1632298459d6f..ee47b5daa1e0e701d9a4d8161ddec4365b496f02 100644
--- a/src/arrayutils.cpp
+++ b/src/arrayutils.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/arrayutils_p.h b/src/arrayutils_p.h
index 553ea0405f6cd5ef4153a3b0863dbdb367df2913..51e821fc0c1c370f3bc1b6bc71b7b29767f0e724 100644
--- a/src/arrayutils_p.h
+++ b/src/arrayutils_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/buffer3d.cpp b/src/buffer3d.cpp
index ba4205f79394b8d5347a8bf2af40a9575b36711f..92eab0ab86e85dbbbc2b23d22807118a712ff2c0 100644
--- a/src/buffer3d.cpp
+++ b/src/buffer3d.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/buffer3d_p.h b/src/buffer3d_p.h
index 10f8c9552fc1562f63fa4451b19d4dbfdd714768..fa4e01429758b3ddb7188edb40a18d4f93c14ffa 100644
--- a/src/buffer3d_p.h
+++ b/src/buffer3d_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/canvas3d.cpp b/src/canvas3d.cpp
index 8958cc8bcc3d75f91dfbe5a654d3381c7a4464b0..9ecb2b1b9fb146853c706fa3467ea1482a64593e 100644
--- a/src/canvas3d.cpp
+++ b/src/canvas3d.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/canvas3d_p.h b/src/canvas3d_p.h
index c20a3b79fcf2e1badfc44a5a50e03ce474284782..bbd5676d492312740935213c640ea010c7895112 100644
--- a/src/canvas3d_p.h
+++ b/src/canvas3d_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/canvas3dcommon_p.h b/src/canvas3dcommon_p.h
index 568517a710fbf251bacb048e7e7964911c667883..227c30bf8a31b57dea0448885440627a39e01a93 100644
--- a/src/canvas3dcommon_p.h
+++ b/src/canvas3dcommon_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/canvasglstatedump.cpp b/src/canvasglstatedump.cpp
index 2d207ee18b03a169e3aca770dfe5eca6436917a5..d3c63477085fe7c57d400d6497fa49b4e9041bf2 100644
--- a/src/canvasglstatedump.cpp
+++ b/src/canvasglstatedump.cpp
@@ -1,24 +1,24 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
@@ -26,7 +26,7 @@
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 2.0 or later as published by the Free
 ** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/canvasglstatedump_p.h b/src/canvasglstatedump_p.h
index fd43a997f33e523f8214850d22f0d2442f954541..924d2cfcf2f51b65da3a2def2d3783c786e6031b 100644
--- a/src/canvasglstatedump_p.h
+++ b/src/canvasglstatedump_p.h
@@ -1,24 +1,24 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
@@ -26,7 +26,7 @@
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 2.0 or later as published by the Free
 ** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/canvasrendernode.cpp b/src/canvasrendernode.cpp
index 4b102247fe857e2c44af115052ba05ebac1ef29e..bb412da8fe51f2e7f24d4ec25f86fba29ef5cabc 100644
--- a/src/canvasrendernode.cpp
+++ b/src/canvasrendernode.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/canvasrendernode_p.h b/src/canvasrendernode_p.h
index 21ad8988c26d2d2c75a8d978a5d99853d66f3a80..d20a63d39f37b485f6b9b71a352cdc6e841a913e 100644
--- a/src/canvasrendernode_p.h
+++ b/src/canvasrendernode_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/context3d.cpp b/src/context3d.cpp
index ceb0a368e23529c8269aaa20d3698679acee2c69..c53ef61f54961e0c475408f53555d2b63e76e60a 100644
--- a/src/context3d.cpp
+++ b/src/context3d.cpp
@@ -1,24 +1,24 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
@@ -26,7 +26,7 @@
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 2.0 or later as published by the Free
 ** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/context3d_p.h b/src/context3d_p.h
index 10e6f701a3a8ef55924798391804b41f7fa84eb2..efd2e48ae28a035338f8808cd6abf0131695f7f8 100644
--- a/src/context3d_p.h
+++ b/src/context3d_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/contextattributes.cpp b/src/contextattributes.cpp
index 422fb4567e2468ff1bcfc7141409275d55c15104..a02a04496b7212cf43f972143180943bcbb8a688 100644
--- a/src/contextattributes.cpp
+++ b/src/contextattributes.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/contextattributes_p.h b/src/contextattributes_p.h
index af67a058c1b4ada097ebc6714257b50e8813f7aa..935925e25e3ebc989a87973abfde694dabca53a8 100644
--- a/src/contextattributes_p.h
+++ b/src/contextattributes_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/contextextensions.cpp b/src/contextextensions.cpp
index 51038f9b3b4362218b53b332233dd80840726174..f7fb11d94cf91001a31fb47d89cfc186a11c20bf 100644
--- a/src/contextextensions.cpp
+++ b/src/contextextensions.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/contextextensions_p.h b/src/contextextensions_p.h
index d70aa7b2b84ddcfcd86718f077060f0cc275dece..96074621b7242f73c8460319ac80cbfb1c853fa0 100644
--- a/src/contextextensions_p.h
+++ b/src/contextextensions_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/designer/default/Canvas3D.qml b/src/designer/default/Canvas3D.qml
index 5afafa9a9b41f4123704cc76d3979653bbea24db..e30de09ddbd0b212a16331b88d740d625e9a5c5f 100644
--- a/src/designer/default/Canvas3D.qml
+++ b/src/designer/default/Canvas3D.qml
@@ -1,39 +1,3 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
-**
-** This file is part of the QtCanvas3D module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 3 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
-** ensure the GNU Lesser General Public License version 3 requirements
-** will be met: https://www.gnu.org/licenses/lgpl.html.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free
-** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
-** ensure the GNU General Public License version 2.0 requirements will be
-** met: http://www.gnu.org/licenses/gpl-2.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
 import QtQuick 2.0
 import QtCanvas3D 1.0
 
diff --git a/src/enumtostringmap.cpp b/src/enumtostringmap.cpp
index 0bd741ab946252af20e4f9d5a1c5cec2fdfac96e..2fafb027c5fded3e857143e146c06d5ad3e0b101 100644
--- a/src/enumtostringmap.cpp
+++ b/src/enumtostringmap.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/enumtostringmap_p.h b/src/enumtostringmap_p.h
index 0dbad80f5ba73a52ae206d46f1d20a4b9e433079..ce07588f9c1e0bfc5c6f497befbdd9b8285a8288 100644
--- a/src/enumtostringmap_p.h
+++ b/src/enumtostringmap_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/framebuffer3d.cpp b/src/framebuffer3d.cpp
index 6d45beedc750f6ce5e9168e4ffab62e5e97ca185..742ea9a4040b01ff42090f93186373bc0c72d975 100644
--- a/src/framebuffer3d.cpp
+++ b/src/framebuffer3d.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/framebuffer3d_p.h b/src/framebuffer3d_p.h
index 9b344df59e1695cabfc12ffd88f9ae304170f12a..1f85912f1ea89fd5b5b2423bc326f2e83b418ad8 100644
--- a/src/framebuffer3d_p.h
+++ b/src/framebuffer3d_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/program3d.cpp b/src/program3d.cpp
index 8777e2dc718a7334ed81acfb04cf3422b99624f1..6ab8ecb3592073b085ead8863313a5a7747a2ee1 100644
--- a/src/program3d.cpp
+++ b/src/program3d.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/program3d_p.h b/src/program3d_p.h
index d57afc92c11347c48dfe9e2759c1e60dade9d1e8..da22bc808f6943c0be27c621a3dfb9310dabf186 100644
--- a/src/program3d_p.h
+++ b/src/program3d_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/qcanvas3d_plugin.cpp b/src/qcanvas3d_plugin.cpp
index 7baeb2bc89f0b50e7a94f65db25271298f1bbe54..cbc2239e363466267c31f86d00989e79434ecb02 100644
--- a/src/qcanvas3d_plugin.cpp
+++ b/src/qcanvas3d_plugin.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/qcanvas3d_plugin.h b/src/qcanvas3d_plugin.h
index 13294251377dea6ad51f46f9a75a189a893288aa..34fe771e7f6556688034710e9928ab788f8f2bd8 100644
--- a/src/qcanvas3d_plugin.h
+++ b/src/qcanvas3d_plugin.h
@@ -1,24 +1,24 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
@@ -26,7 +26,7 @@
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 2.0 or later as published by the Free
 ** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
@@ -56,7 +56,7 @@
 
 using namespace QtCanvas3D;
 
-Q_DECLARE_METATYPE(QtCanvas3D::CanvasBuffer)
+Q_DECLARE_METATYPE(CanvasBuffer)
 
 QML_DECLARE_TYPE(Canvas)
 QML_DECLARE_TYPE(CanvasContext)
diff --git a/src/renderbuffer3d.cpp b/src/renderbuffer3d.cpp
index c9d257cf2d018ee2202469c59eefb2481bbbee0d..8a4cb6db407fe4c86d10b17f75753e704bc355a6 100644
--- a/src/renderbuffer3d.cpp
+++ b/src/renderbuffer3d.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/renderbuffer3d_p.h b/src/renderbuffer3d_p.h
index 7f4ebb0cd8e9faba181ac7367cab03dee8f39467..045ae539787aa7db415a46c083b4d136feb5a2bf 100644
--- a/src/renderbuffer3d_p.h
+++ b/src/renderbuffer3d_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/shader3d.cpp b/src/shader3d.cpp
index 8f622cdf109e4c6d5210c7ea1563101fcd3cfbda..afc8026a47172631de9737a020073bf3c342d6c9 100644
--- a/src/shader3d.cpp
+++ b/src/shader3d.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/shader3d_p.h b/src/shader3d_p.h
index 7d5ea0073554152804ee43240850a17f7420d28f..4f8b79873618a02b01acbf104b6e60c725285566 100644
--- a/src/shader3d_p.h
+++ b/src/shader3d_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/shaderprecisionformat.cpp b/src/shaderprecisionformat.cpp
index 9370b0050276322ef14911e8dfc03d5b1ce2ec2c..3b9005406d0ef5dfeb26c2484c742ee9d71a9e4c 100644
--- a/src/shaderprecisionformat.cpp
+++ b/src/shaderprecisionformat.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/shaderprecisionformat_p.h b/src/shaderprecisionformat_p.h
index 4e107250a5eaf7c0aefdc5ad38e8843a2b4e1296..aaaac14a8b077a5ddea0c9c2452be90dec757ac4 100644
--- a/src/shaderprecisionformat_p.h
+++ b/src/shaderprecisionformat_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/teximage3d.cpp b/src/teximage3d.cpp
index 8bc107af5d173046e27a0de8dc2c34c77980ed58..0dbf35b23bf7beefa8afe2c9b75fdab6b22680ed 100644
--- a/src/teximage3d.cpp
+++ b/src/teximage3d.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/teximage3d_p.h b/src/teximage3d_p.h
index 1a8629adfa768da0ac231cd6b361aa3dca3ca993..3e90b3d9ae2380262d94ab506e738671d2f8b0c9 100644
--- a/src/teximage3d_p.h
+++ b/src/teximage3d_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/texture3d.cpp b/src/texture3d.cpp
index 3d7d0156938d3f0906ab12f794e50acc2881521e..0f7f52345e1f7e9215c1b33c0bf2f2e60b536110 100644
--- a/src/texture3d.cpp
+++ b/src/texture3d.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/texture3d_p.h b/src/texture3d_p.h
index 2aba52285f2ab110e73e5780a7e19a0c61cad43a..d67f00dc61e930b7b86e33460bb9b502fc698f11 100644
--- a/src/texture3d_p.h
+++ b/src/texture3d_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/uniformlocation.cpp b/src/uniformlocation.cpp
index 456ca00accec4a3b5052cb0b60eadeb7c2e27166..6c3a8f3ae62879dc25f647daee0fe0d20c2f399d 100644
--- a/src/uniformlocation.cpp
+++ b/src/uniformlocation.cpp
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/src/uniformlocation_p.h b/src/uniformlocation_p.h
index b276d04f17038cf2bb7d8c107a65a6749a982951..fb1548ba50f5f5027c94ea2ab6cb41e60b77f5d3 100644
--- a/src/uniformlocation_p.h
+++ b/src/uniformlocation_p.h
@@ -1,32 +1,32 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
 ** GNU General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 2.0 or later as published by the Free 
-** Software Foundation and appearing in the file LICENSE.GPL included in 
-** the packaging of this file.  Please review the following information to
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/tests/auto/qmltest/canvas3d/tst_canvas3d.qml b/tests/auto/qmltest/canvas3d/tst_canvas3d.qml
index 705b93c25467699b871c8e069d8ed7f74e72d0db..d5f7edce37dac4327028b55f55fc12d0e03c58e8 100644
--- a/tests/auto/qmltest/canvas3d/tst_canvas3d.qml
+++ b/tests/auto/qmltest/canvas3d/tst_canvas3d.qml
@@ -1,24 +1,24 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
-** This file is part of the test suite of the Qt Toolkit.
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
@@ -26,7 +26,7 @@
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 2.0 or later as published by the Free
 ** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **
diff --git a/tests/auto/qmltest/tst_qmltest.cpp b/tests/auto/qmltest/tst_qmltest.cpp
index 44c1ddea8c79d9de1bdf08cca25a3ac66183b2d7..172f9a2d8dfd017b7eab848504ad8141b509fa2d 100644
--- a/tests/auto/qmltest/tst_qmltest.cpp
+++ b/tests/auto/qmltest/tst_qmltest.cpp
@@ -1,24 +1,24 @@
 /****************************************************************************
 **
-** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
-** Contact: http://www.qt-project.org/legal
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
 **
-** This file is part of the test suite of the Qt Toolkit.
+** This file is part of the QtCanvas3D module of the Qt Toolkit.
 **
-** $QT_BEGIN_LICENSE:LGPL$
+** $QT_BEGIN_LICENSE:LGPL3$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and Digia.  For licensing terms and
-** conditions see http://qt.digia.com/licensing.  For further information
-** use the contact form at http://qt.digia.com/contact-us.
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
 **
 ** GNU Lesser General Public License Usage
 ** Alternatively, this file may be used under the terms of the GNU Lesser
 ** General Public License version 3 as published by the Free Software
 ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
-** packaging of this file.  Please review the following information to
+** packaging of this file. Please review the following information to
 ** ensure the GNU Lesser General Public License version 3 requirements
 ** will be met: https://www.gnu.org/licenses/lgpl.html.
 **
@@ -26,7 +26,7 @@
 ** Alternatively, this file may be used under the terms of the GNU
 ** General Public License version 2.0 or later as published by the Free
 ** Software Foundation and appearing in the file LICENSE.GPL included in
-** the packaging of this file.  Please review the following information to
+** the packaging of this file. Please review the following information to
 ** ensure the GNU General Public License version 2.0 requirements will be
 ** met: http://www.gnu.org/licenses/gpl-2.0.html.
 **