(globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,1517,e=>{"use strict";let t,r;var i=e.i(43476),n=e.i(71645),s=e.i(75056),a=e.i(25234),o=e.i(28600),l=e.i(31067),c=e.i(90072),d=e.i(68911);let u=n.forwardRef(function({args:[e=1,t=1,r=1]=[],radius:i=.05,steps:s=1,smoothness:a=4,bevelSegments:o=4,creaseAngle:c=.4,children:d,...u},m){return n.createElement("mesh",(0,l.default)({ref:m},u),n.createElement(f,{args:[e,t,r],radius:i,steps:s,smoothness:a,bevelSegments:o,creaseAngle:c}),d)}),f=n.forwardRef(function({args:[e=1,t=1,r=1]=[],radius:i=.05,steps:s=1,smoothness:a=4,bevelSegments:o=4,creaseAngle:u=.4,...f},m){let p=n.useMemo(()=>{let r,n;return r=new c.Shape,n=i-1e-5,r.absarc(1e-5,1e-5,1e-5,-Math.PI/2,-Math.PI,!0),r.absarc(1e-5,t-2*n,1e-5,Math.PI,Math.PI/2,!0),r.absarc(e-2*n,t-2*n,1e-5,Math.PI/2,0,!0),r.absarc(e-2*n,1e-5,1e-5,0,-Math.PI/2,!0),r},[e,t,i]),h=n.useMemo(()=>({depth:r-2*i,bevelEnabled:!0,bevelSegments:2*o,steps:s,bevelSize:i-1e-5,bevelThickness:i,curveSegments:a}),[r,i,a,o,s]),v=n.useRef(null);return n.useLayoutEffect(()=>{v.current&&(v.current.center(),(0,d.toCreasedNormals)(v.current,u))},[p,h,u]),n.useImperativeHandle(m,()=>v.current),n.createElement("extrudeGeometry",(0,l.default)({ref:v,args:[p,h]},f))});var m=c,p=c;let h=new p.Box3,v=new p.Vector3;class x extends p.InstancedBufferGeometry{constructor(){super(),this.isLineSegmentsGeometry=!0,this.type="LineSegmentsGeometry",this.setIndex([0,2,1,2,3,1,2,4,3,4,5,3,4,6,5,6,7,5]),this.setAttribute("position",new p.Float32BufferAttribute([-1,2,0,1,2,0,-1,1,0,1,1,0,-1,0,0,1,0,0,-1,-1,0,1,-1,0],3)),this.setAttribute("uv",new p.Float32BufferAttribute([-1,2,1,2,-1,1,1,1,-1,-1,1,-1,-1,-2,1,-2],2))}applyMatrix4(e){let t=this.attributes.instanceStart,r=this.attributes.instanceEnd;return void 0!==t&&(t.applyMatrix4(e),r.applyMatrix4(e),t.needsUpdate=!0),null!==this.boundingBox&&this.computeBoundingBox(),null!==this.boundingSphere&&this.computeBoundingSphere(),this}setPositions(e){let t;e instanceof Float32Array?t=e:Array.isArray(e)&&(t=new Float32Array(e));let r=new p.InstancedInterleavedBuffer(t,6,1);return this.setAttribute("instanceStart",new p.InterleavedBufferAttribute(r,3,0)),this.setAttribute("instanceEnd",new p.InterleavedBufferAttribute(r,3,3)),this.computeBoundingBox(),this.computeBoundingSphere(),this}setColors(e,t=3){let r;e instanceof Float32Array?r=e:Array.isArray(e)&&(r=new Float32Array(e));let i=new p.InstancedInterleavedBuffer(r,2*t,1);return this.setAttribute("instanceColorStart",new p.InterleavedBufferAttribute(i,t,0)),this.setAttribute("instanceColorEnd",new p.InterleavedBufferAttribute(i,t,t)),this}fromWireframeGeometry(e){return this.setPositions(e.attributes.position.array),this}fromEdgesGeometry(e){return this.setPositions(e.attributes.position.array),this}fromMesh(e){return this.fromWireframeGeometry(new p.WireframeGeometry(e.geometry)),this}fromLineSegments(e){let t=e.geometry;return this.setPositions(t.attributes.position.array),this}computeBoundingBox(){null===this.boundingBox&&(this.boundingBox=new p.Box3);let e=this.attributes.instanceStart,t=this.attributes.instanceEnd;void 0!==e&&void 0!==t&&(this.boundingBox.setFromBufferAttribute(e),h.setFromBufferAttribute(t),this.boundingBox.union(h))}computeBoundingSphere(){null===this.boundingSphere&&(this.boundingSphere=new p.Sphere),null===this.boundingBox&&this.computeBoundingBox();let e=this.attributes.instanceStart,t=this.attributes.instanceEnd;if(void 0!==e&&void 0!==t){let r=this.boundingSphere.center;this.boundingBox.getCenter(r);let i=0;for(let n=0,s=e.count;n<s;n++)v.fromBufferAttribute(e,n),i=Math.max(i,r.distanceToSquared(v)),v.fromBufferAttribute(t,n),i=Math.max(i,r.distanceToSquared(v));this.boundingSphere.radius=Math.sqrt(i),isNaN(this.boundingSphere.radius)&&console.error("THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.",this)}}toJSON(){}applyMatrix(e){return console.warn("THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4()."),this.applyMatrix4(e)}}var g=c,y=e.i(8560),j=e.i(31497);class b extends g.ShaderMaterial{constructor(e){super({type:"LineMaterial",uniforms:g.UniformsUtils.clone(g.UniformsUtils.merge([y.UniformsLib.common,y.UniformsLib.fog,{worldUnits:{value:1},linewidth:{value:1},resolution:{value:new g.Vector2(1,1)},dashOffset:{value:0},dashScale:{value:1},dashSize:{value:1},gapSize:{value:1}}])),vertexShader:`
				#include <common>
				#include <fog_pars_vertex>
				#include <logdepthbuf_pars_vertex>
				#include <clipping_planes_pars_vertex>

				uniform float linewidth;
				uniform vec2 resolution;

				attribute vec3 instanceStart;
				attribute vec3 instanceEnd;

				#ifdef USE_COLOR
					#ifdef USE_LINE_COLOR_ALPHA
						varying vec4 vLineColor;
						attribute vec4 instanceColorStart;
						attribute vec4 instanceColorEnd;
					#else
						varying vec3 vLineColor;
						attribute vec3 instanceColorStart;
						attribute vec3 instanceColorEnd;
					#endif
				#endif

				#ifdef WORLD_UNITS

					varying vec4 worldPos;
					varying vec3 worldStart;
					varying vec3 worldEnd;

					#ifdef USE_DASH

						varying vec2 vUv;

					#endif

				#else

					varying vec2 vUv;

				#endif

				#ifdef USE_DASH

					uniform float dashScale;
					attribute float instanceDistanceStart;
					attribute float instanceDistanceEnd;
					varying float vLineDistance;

				#endif

				void trimSegment( const in vec4 start, inout vec4 end ) {

					// trim end segment so it terminates between the camera plane and the near plane

					// conservative estimate of the near plane
					float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
					float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
					float nearEstimate = - 0.5 * b / a;

					float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );

					end.xyz = mix( start.xyz, end.xyz, alpha );

				}

				void main() {

					#ifdef USE_COLOR

						vLineColor = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;

					#endif

					#ifdef USE_DASH

						vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
						vUv = uv;

					#endif

					float aspect = resolution.x / resolution.y;

					// camera space
					vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
					vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );

					#ifdef WORLD_UNITS

						worldStart = start.xyz;
						worldEnd = end.xyz;

					#else

						vUv = uv;

					#endif

					// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
					// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
					// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
					// perhaps there is a more elegant solution -- WestLangley

					bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column

					if ( perspective ) {

						if ( start.z < 0.0 && end.z >= 0.0 ) {

							trimSegment( start, end );

						} else if ( end.z < 0.0 && start.z >= 0.0 ) {

							trimSegment( end, start );

						}

					}

					// clip space
					vec4 clipStart = projectionMatrix * start;
					vec4 clipEnd = projectionMatrix * end;

					// ndc space
					vec3 ndcStart = clipStart.xyz / clipStart.w;
					vec3 ndcEnd = clipEnd.xyz / clipEnd.w;

					// direction
					vec2 dir = ndcEnd.xy - ndcStart.xy;

					// account for clip-space aspect ratio
					dir.x *= aspect;
					dir = normalize( dir );

					#ifdef WORLD_UNITS

						// get the offset direction as perpendicular to the view vector
						vec3 worldDir = normalize( end.xyz - start.xyz );
						vec3 offset;
						if ( position.y < 0.5 ) {

							offset = normalize( cross( start.xyz, worldDir ) );

						} else {

							offset = normalize( cross( end.xyz, worldDir ) );

						}

						// sign flip
						if ( position.x < 0.0 ) offset *= - 1.0;

						float forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );

						// don't extend the line if we're rendering dashes because we
						// won't be rendering the endcaps
						#ifndef USE_DASH

							// extend the line bounds to encompass  endcaps
							start.xyz += - worldDir * linewidth * 0.5;
							end.xyz += worldDir * linewidth * 0.5;

							// shift the position of the quad so it hugs the forward edge of the line
							offset.xy -= dir * forwardOffset;
							offset.z += 0.5;

						#endif

						// endcaps
						if ( position.y > 1.0 || position.y < 0.0 ) {

							offset.xy += dir * 2.0 * forwardOffset;

						}

						// adjust for linewidth
						offset *= linewidth * 0.5;

						// set the world position
						worldPos = ( position.y < 0.5 ) ? start : end;
						worldPos.xyz += offset;

						// project the worldpos
						vec4 clip = projectionMatrix * worldPos;

						// shift the depth of the projected points so the line
						// segments overlap neatly
						vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
						clip.z = clipPose.z * clip.w;

					#else

						vec2 offset = vec2( dir.y, - dir.x );
						// undo aspect ratio adjustment
						dir.x /= aspect;
						offset.x /= aspect;

						// sign flip
						if ( position.x < 0.0 ) offset *= - 1.0;

						// endcaps
						if ( position.y < 0.0 ) {

							offset += - dir;

						} else if ( position.y > 1.0 ) {

							offset += dir;

						}

						// adjust for linewidth
						offset *= linewidth;

						// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
						offset /= resolution.y;

						// select end
						vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;

						// back to clip space
						offset *= clip.w;

						clip.xy += offset;

					#endif

					gl_Position = clip;

					vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation

					#include <logdepthbuf_vertex>
					#include <clipping_planes_vertex>
					#include <fog_vertex>

				}
			`,fragmentShader:`
				uniform vec3 diffuse;
				uniform float opacity;
				uniform float linewidth;

				#ifdef USE_DASH

					uniform float dashOffset;
					uniform float dashSize;
					uniform float gapSize;

				#endif

				varying float vLineDistance;

				#ifdef WORLD_UNITS

					varying vec4 worldPos;
					varying vec3 worldStart;
					varying vec3 worldEnd;

					#ifdef USE_DASH

						varying vec2 vUv;

					#endif

				#else

					varying vec2 vUv;

				#endif

				#include <common>
				#include <fog_pars_fragment>
				#include <logdepthbuf_pars_fragment>
				#include <clipping_planes_pars_fragment>

				#ifdef USE_COLOR
					#ifdef USE_LINE_COLOR_ALPHA
						varying vec4 vLineColor;
					#else
						varying vec3 vLineColor;
					#endif
				#endif

				vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {

					float mua;
					float mub;

					vec3 p13 = p1 - p3;
					vec3 p43 = p4 - p3;

					vec3 p21 = p2 - p1;

					float d1343 = dot( p13, p43 );
					float d4321 = dot( p43, p21 );
					float d1321 = dot( p13, p21 );
					float d4343 = dot( p43, p43 );
					float d2121 = dot( p21, p21 );

					float denom = d2121 * d4343 - d4321 * d4321;

					float numer = d1343 * d4321 - d1321 * d4343;

					mua = numer / denom;
					mua = clamp( mua, 0.0, 1.0 );
					mub = ( d1343 + d4321 * ( mua ) ) / d4343;
					mub = clamp( mub, 0.0, 1.0 );

					return vec2( mua, mub );

				}

				void main() {

					#include <clipping_planes_fragment>

					#ifdef USE_DASH

						if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps

						if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX

					#endif

					float alpha = opacity;

					#ifdef WORLD_UNITS

						// Find the closest points on the view ray and the line segment
						vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
						vec3 lineDir = worldEnd - worldStart;
						vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );

						vec3 p1 = worldStart + lineDir * params.x;
						vec3 p2 = rayEnd * params.y;
						vec3 delta = p1 - p2;
						float len = length( delta );
						float norm = len / linewidth;

						#ifndef USE_DASH

							#ifdef USE_ALPHA_TO_COVERAGE

								float dnorm = fwidth( norm );
								alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );

							#else

								if ( norm > 0.5 ) {

									discard;

								}

							#endif

						#endif

					#else

						#ifdef USE_ALPHA_TO_COVERAGE

							// artifacts appear on some hardware if a derivative is taken within a conditional
							float a = vUv.x;
							float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
							float len2 = a * a + b * b;
							float dlen = fwidth( len2 );

							if ( abs( vUv.y ) > 1.0 ) {

								alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );

							}

						#else

							if ( abs( vUv.y ) > 1.0 ) {

								float a = vUv.x;
								float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
								float len2 = a * a + b * b;

								if ( len2 > 1.0 ) discard;

							}

						#endif

					#endif

					vec4 diffuseColor = vec4( diffuse, alpha );
					#ifdef USE_COLOR
						#ifdef USE_LINE_COLOR_ALPHA
							diffuseColor *= vLineColor;
						#else
							diffuseColor.rgb *= vLineColor;
						#endif
					#endif

					#include <logdepthbuf_fragment>

					gl_FragColor = diffuseColor;

					#include <tonemapping_fragment>
					#include <${j.version>=154?"colorspace_fragment":"encodings_fragment"}>
					#include <fog_fragment>
					#include <premultiplied_alpha_fragment>

				}
			`,clipping:!0}),this.isLineMaterial=!0,this.onBeforeCompile=function(){this.transparent?this.defines.USE_LINE_COLOR_ALPHA="1":delete this.defines.USE_LINE_COLOR_ALPHA},Object.defineProperties(this,{color:{enumerable:!0,get:function(){return this.uniforms.diffuse.value},set:function(e){this.uniforms.diffuse.value=e}},worldUnits:{enumerable:!0,get:function(){return"WORLD_UNITS"in this.defines},set:function(e){!0===e?this.defines.WORLD_UNITS="":delete this.defines.WORLD_UNITS}},linewidth:{enumerable:!0,get:function(){return this.uniforms.linewidth.value},set:function(e){this.uniforms.linewidth.value=e}},dashed:{enumerable:!0,get:function(){return"USE_DASH"in this.defines},set(e){!!e!="USE_DASH"in this.defines&&(this.needsUpdate=!0),!0===e?this.defines.USE_DASH="":delete this.defines.USE_DASH}},dashScale:{enumerable:!0,get:function(){return this.uniforms.dashScale.value},set:function(e){this.uniforms.dashScale.value=e}},dashSize:{enumerable:!0,get:function(){return this.uniforms.dashSize.value},set:function(e){this.uniforms.dashSize.value=e}},dashOffset:{enumerable:!0,get:function(){return this.uniforms.dashOffset.value},set:function(e){this.uniforms.dashOffset.value=e}},gapSize:{enumerable:!0,get:function(){return this.uniforms.gapSize.value},set:function(e){this.uniforms.gapSize.value=e}},opacity:{enumerable:!0,get:function(){return this.uniforms.opacity.value},set:function(e){this.uniforms.opacity.value=e}},resolution:{enumerable:!0,get:function(){return this.uniforms.resolution.value},set:function(e){this.uniforms.resolution.value.copy(e)}},alphaToCoverage:{enumerable:!0,get:function(){return"USE_ALPHA_TO_COVERAGE"in this.defines},set:function(e){!!e!="USE_ALPHA_TO_COVERAGE"in this.defines&&(this.needsUpdate=!0),!0===e?(this.defines.USE_ALPHA_TO_COVERAGE="",this.extensions.derivatives=!0):(delete this.defines.USE_ALPHA_TO_COVERAGE,this.extensions.derivatives=!1)}}}),this.setValues(e)}}let S=j.version>=125?"uv1":"uv2",M=new m.Vector4,w=new m.Vector3,E=new m.Vector3,A=new m.Vector4,_=new m.Vector4,U=new m.Vector4,z=new m.Vector3,R=new m.Matrix4,P=new m.Line3,D=new m.Vector3,I=new m.Box3,L=new m.Sphere,C=new m.Vector4;function B(e,t,i){return C.set(0,0,-t,1).applyMatrix4(e.projectionMatrix),C.multiplyScalar(1/C.w),C.x=r/i.width,C.y=r/i.height,C.applyMatrix4(e.projectionMatrixInverse),C.multiplyScalar(1/C.w),Math.abs(Math.max(C.x,C.y))}class F extends m.Mesh{constructor(e=new x,t=new b({color:0xffffff*Math.random()})){super(e,t),this.isLineSegments2=!0,this.type="LineSegments2"}computeLineDistances(){let e=this.geometry,t=e.attributes.instanceStart,r=e.attributes.instanceEnd,i=new Float32Array(2*t.count);for(let e=0,n=0,s=t.count;e<s;e++,n+=2)w.fromBufferAttribute(t,e),E.fromBufferAttribute(r,e),i[n]=0===n?0:i[n-1],i[n+1]=i[n]+w.distanceTo(E);let n=new m.InstancedInterleavedBuffer(i,2,1);return e.setAttribute("instanceDistanceStart",new m.InterleavedBufferAttribute(n,1,0)),e.setAttribute("instanceDistanceEnd",new m.InterleavedBufferAttribute(n,1,1)),this}raycast(e,i){let n,s,a=this.material.worldUnits,o=e.camera;null!==o||a||console.error('LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2 while worldUnits is set to false.');let l=void 0!==e.params.Line2&&e.params.Line2.threshold||0;t=e.ray;let c=this.matrixWorld,d=this.geometry,u=this.material;if(r=u.linewidth+l,null===d.boundingSphere&&d.computeBoundingSphere(),L.copy(d.boundingSphere).applyMatrix4(c),a)n=.5*r;else{let e=Math.max(o.near,L.distanceToPoint(t.origin));n=B(o,e,u.resolution)}if(L.radius+=n,!1!==t.intersectsSphere(L)){if(null===d.boundingBox&&d.computeBoundingBox(),I.copy(d.boundingBox).applyMatrix4(c),a)s=.5*r;else{let e=Math.max(o.near,I.distanceToPoint(t.origin));s=B(o,e,u.resolution)}I.expandByScalar(s),!1!==t.intersectsBox(I)&&(a?function(e,i){let n=e.matrixWorld,s=e.geometry,a=s.attributes.instanceStart,o=s.attributes.instanceEnd,l=Math.min(s.instanceCount,a.count);for(let s=0;s<l;s++){P.start.fromBufferAttribute(a,s),P.end.fromBufferAttribute(o,s),P.applyMatrix4(n);let l=new m.Vector3,c=new m.Vector3;t.distanceSqToSegment(P.start,P.end,c,l),c.distanceTo(l)<.5*r&&i.push({point:c,pointOnLine:l,distance:t.origin.distanceTo(c),object:e,face:null,faceIndex:s,uv:null,[S]:null})}}(this,i):function(e,i,n){let s=i.projectionMatrix,a=e.material.resolution,o=e.matrixWorld,l=e.geometry,c=l.attributes.instanceStart,d=l.attributes.instanceEnd,u=Math.min(l.instanceCount,c.count),f=-i.near;t.at(1,U),U.w=1,U.applyMatrix4(i.matrixWorldInverse),U.applyMatrix4(s),U.multiplyScalar(1/U.w),U.x*=a.x/2,U.y*=a.y/2,U.z=0,z.copy(U),R.multiplyMatrices(i.matrixWorldInverse,o);for(let i=0;i<u;i++){if(A.fromBufferAttribute(c,i),_.fromBufferAttribute(d,i),A.w=1,_.w=1,A.applyMatrix4(R),_.applyMatrix4(R),A.z>f&&_.z>f)continue;if(A.z>f){let e=A.z-_.z,t=(A.z-f)/e;A.lerp(_,t)}else if(_.z>f){let e=_.z-A.z,t=(_.z-f)/e;_.lerp(A,t)}A.applyMatrix4(s),_.applyMatrix4(s),A.multiplyScalar(1/A.w),_.multiplyScalar(1/_.w),A.x*=a.x/2,A.y*=a.y/2,_.x*=a.x/2,_.y*=a.y/2,P.start.copy(A),P.start.z=0,P.end.copy(_),P.end.z=0;let l=P.closestPointToPointParameter(z,!0);P.at(l,D);let u=m.MathUtils.lerp(A.z,_.z,l),p=u>=-1&&u<=1,h=z.distanceTo(D)<.5*r;if(p&&h){P.start.fromBufferAttribute(c,i),P.end.fromBufferAttribute(d,i),P.start.applyMatrix4(o),P.end.applyMatrix4(o);let r=new m.Vector3,s=new m.Vector3;t.distanceSqToSegment(P.start,P.end,s,r),n.push({point:s,pointOnLine:r,distance:t.origin.distanceTo(s),object:e,face:null,faceIndex:i,uv:null,[S]:null})}}}(this,o,i))}}onBeforeRender(e){let t=this.material.uniforms;t&&t.resolution&&(e.getViewport(M),this.material.uniforms.resolution.value.set(M.z,M.w))}}class T extends x{constructor(){super(),this.isLineGeometry=!0,this.type="LineGeometry"}setPositions(e){let t=e.length-3,r=new Float32Array(2*t);for(let 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0:m.length)===4?4:3,j=n.useMemo(()=>{let i=a?new x:new T,n=e.map(e=>{let t=Array.isArray(e);return e instanceof c.Vector3||e instanceof c.Vector4?[e.x,e.y,e.z]:e instanceof c.Vector2?[e.x,e.y,0]:t&&3===e.length?[e[0],e[1],e[2]]:t&&2===e.length?[e[0],e[1],0]:e});if(i.setPositions(n.flat()),r){t=0xffffff;let e=r.map(e=>e instanceof c.Color?e.toArray():e);i.setColors(e.flat(),y)}return i},[e,a,r,y]);return n.useLayoutEffect(()=>{v.computeLineDistances()},[e,v]),n.useLayoutEffect(()=>{d?g.defines.USE_DASH="":delete g.defines.USE_DASH,g.needsUpdate=!0},[d,g]),n.useEffect(()=>()=>{j.dispose(),g.dispose()},[j]),n.createElement("primitive",(0,l.default)({object:v,ref:f},u),n.createElement("primitive",{object:j,attach:"geometry"}),n.createElement("primitive",(0,l.default)({object:g,attach:"material",color:t,vertexColors:!!r,resolution:[h.width,h.height],linewidth:null!=(p=null!=i?i:s)?p:1,dashed:d,transparent:4===y},u)))});var O=c,N=e.i(67335);let V=parseInt(c.REVISION.replace(/\D+/g,""));class H extends O.ShaderMaterial{constructor(){super({uniforms:{time:{value:0},pixelRatio:{value:1}},vertexShader:`
        uniform float pixelRatio;
        uniform float time;
        attribute float size;  
        attribute float speed;  
        attribute float opacity;
        attribute vec3 noise;
        attribute vec3 color;
        varying vec3 vColor;
        varying float vOpacity;

        void main() {
          vec4 modelPosition = modelMatrix * vec4(position, 1.0);
          modelPosition.y += sin(time * speed + modelPosition.x * noise.x * 100.0) * 0.2;
          modelPosition.z += cos(time * speed + modelPosition.x * noise.y * 100.0) * 0.2;
          modelPosition.x += cos(time * speed + modelPosition.x * noise.z * 100.0) * 0.2;
          vec4 viewPosition = viewMatrix * modelPosition;
          vec4 projectionPostion = projectionMatrix * viewPosition;
          gl_Position = projectionPostion;
          gl_PointSize = size * 25. * pixelRatio;
          gl_PointSize *= (1.0 / - viewPosition.z);
          vColor = color;
          vOpacity = opacity;
        }
      `,fragmentShader:`
        varying vec3 vColor;
        varying float vOpacity;
        void main() {
          float distanceToCenter = distance(gl_PointCoord, vec2(0.5));
          float strength = 0.05 / distanceToCenter - 0.1;
          gl_FragColor = vec4(vColor, strength * vOpacity);
          #include <tonemapping_fragment>
          #include <${V>=154?"colorspace_fragment":"encodings_fragment"}>
        }
      `})}get time(){return this.uniforms.time.value}set time(e){this.uniforms.time.value=e}get pixelRatio(){return this.uniforms.pixelRatio.value}set pixelRatio(e){this.uniforms.pixelRatio.value=e}}let W=e=>e&&e.constructor===Float32Array,$=e=>e instanceof O.Vector2||e instanceof O.Vector3||e instanceof O.Vector4,q=e=>Array.isArray(e)?e:$(e)?e.toArray():[e,e,e];function Y(e,t,r){return n.useMemo(()=>{if(void 0!==t)if(W(t))return t;else{if(t instanceof O.Color){let r=Array.from({length:3*e},()=>[t.r,t.g,t.b]).flat();return Float32Array.from(r)}if($(t)||Array.isArray(t)){let r=Array.from({length:3*e},()=>q(t)).flat();return Float32Array.from(r)}return Float32Array.from({length:e},()=>t)}return Float32Array.from({length:e},r)},[t])}let K=n.forwardRef(({noise:e=1,count:t=100,speed:r=1,opacity:i=1,scale:s=1,size:c,color:d,children:u,...f},m)=>{n.useMemo(()=>(0,N.extend)({SparklesImplMaterial:H}),[]);let p=n.useRef(null),h=(0,o.useThree)(e=>e.viewport.dpr),v=q(s),x=n.useMemo(()=>Float32Array.from(Array.from({length:t},()=>v.map(O.MathUtils.randFloatSpread)).flat()),[t,...v]),g=Y(t,c,Math.random),y=Y(t,i),j=Y(t,r),b=Y(3*t,e),S=Y(void 0===d?3*t:t,W(d)?d:new O.Color(d),()=>1);return(0,a.useFrame)(e=>{p.current&&p.current.material&&(p.current.material.time=e.clock.elapsedTime)}),n.useImperativeHandle(m,()=>p.current,[]),n.createElement("points",(0,l.default)({key:`particle-${t}-${JSON.stringify(s)}`},f,{ref:p}),n.createElement("bufferGeometry",null,n.createElement("bufferAttribute",{attach:"attributes-position",args:[x,3]}),n.createElement("bufferAttribute",{attach:"attributes-size",args:[g,1]}),n.createElement("bufferAttribute",{attach:"attributes-opacity",args:[y,1]}),n.createElement("bufferAttribute",{attach:"attributes-speed",args:[j,1]}),n.createElement("bufferAttribute",{attach:"attributes-color",args:[S,3]}),n.createElement("bufferAttribute",{attach:"attributes-noise",args:[b,3]})),u||n.createElement("sparklesImplMaterial",{transparent:!0,pixelRatio:h,depthWrite:!1}))});var Z=e.i(60099),J=e.i(78140),X=e.i(68834);let Q=0,ee=(0,X.create)(e=>(c.DefaultLoadingManager.onStart=(t,r,i)=>{e({active:!0,item:t,loaded:r,total:i,progress:(r-Q)/(i-Q)*100})},c.DefaultLoadingManager.onLoad=()=>{e({active:!1})},c.DefaultLoadingManager.onError=t=>e(e=>({errors:[...e.errors,t]})),c.DefaultLoadingManager.onProgress=(t,r,i)=>{r===i&&(Q=i),e({active:!0,item:t,loaded:r,total:i,progress:(r-Q)/(i-Q)*100||100})},{errors:[],active:!1,progress:0,item:"",loaded:0,total:0})),et={uniforms:{tDiffuse:{value:null},h:{value:1/512}},vertexShader:`
      varying vec2 vUv;

      void main() {

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

      }
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    uniform sampler2D tDiffuse;
    uniform float h;

    varying vec2 vUv;

    void main() {

    	vec4 sum = vec4( 0.0 );

    	sum += texture2D( tDiffuse, vec2( vUv.x - 4.0 * h, vUv.y ) ) * 0.051;
    	sum += texture2D( tDiffuse, vec2( vUv.x - 3.0 * h, vUv.y ) ) * 0.0918;
    	sum += texture2D( tDiffuse, vec2( vUv.x - 2.0 * h, vUv.y ) ) * 0.12245;
    	sum += texture2D( tDiffuse, vec2( vUv.x - 1.0 * h, vUv.y ) ) * 0.1531;
    	sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
    	sum += texture2D( tDiffuse, vec2( vUv.x + 1.0 * h, vUv.y ) ) * 0.1531;
    	sum += texture2D( tDiffuse, vec2( vUv.x + 2.0 * h, vUv.y ) ) * 0.12245;
    	sum += texture2D( tDiffuse, vec2( vUv.x + 3.0 * h, vUv.y ) ) * 0.0918;
    	sum += texture2D( tDiffuse, vec2( vUv.x + 4.0 * h, vUv.y ) ) * 0.051;

    	gl_FragColor = sum;

    }
  `},er={uniforms:{tDiffuse:{value:null},v:{value:1/512}},vertexShader:`
    varying vec2 vUv;

    void main() {

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

    }
  `,fragmentShader:`

  uniform sampler2D tDiffuse;
  uniform float v;

  varying vec2 vUv;

  void main() {

    vec4 sum = vec4( 0.0 );

    sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 4.0 * v ) ) * 0.051;
    sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 3.0 * v ) ) * 0.0918;
    sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 2.0 * v ) ) * 0.12245;
    sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y - 1.0 * v ) ) * 0.1531;
    sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y ) ) * 0.1633;
    sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 1.0 * v ) ) * 0.1531;
    sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 2.0 * v ) ) * 0.12245;
    sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 3.0 * v ) ) * 0.0918;
    sum += texture2D( tDiffuse, vec2( vUv.x, vUv.y + 4.0 * v ) ) * 0.051;

    gl_FragColor = sum;

  }
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textures   ${i.textures}
programs   ${e.info.programs?.length??0}
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