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De=Object.prototype.toString,{Z_NO_FLUSH:Te,Z_FINISH:Oe,Z_OK:Fe,Z_STREAM_END:Le,Z_NEED_DICT:Ne,Z_STREAM_ERROR:Ie,Z_DATA_ERROR:Be,Z_MEM_ERROR:Ce}=B;function He(t){this.options=Tt({chunkSize:65536,windowBits:15,to:\"\"},t||{});const e=this.options;e.raw&&e.windowBits>=0&&e.windowBits<16&&(e.windowBits=-e.windowBits,0===e.windowBits&&(e.windowBits=-15)),!(e.windowBits>=0&&e.windowBits<16)||t&&t.windowBits||(e.windowBits+=32),e.windowBits>15&&e.windowBits<48&&0==(15&e.windowBits)&&(e.windowBits|=15),this.err=0,this.msg=\"\",this.ended=!1,this.chunks=[],this.strm=new Ct,this.strm.avail_out=0;let a=Ue.inflateInit2(this.strm,e.windowBits);if(a!==Fe)throw new Error(I[a]);if(this.header=new Se,Ue.inflateGetHeader(this.strm,this.header),e.dictionary&&(\"string\"==typeof e.dictionary?e.dictionary=Nt(e.dictionary):\"[object ArrayBuffer]\"===De.call(e.dictionary)&&(e.dictionary=new Uint8Array(e.dictionary)),e.raw&&(a=Ue.inflateSetDictionary(this.strm,e.dictionary),a!==Fe)))throw new 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Ye,this.deflate.push(\"[\",Xe.Z_NO_FLUSH)}},qe={clear:()=>{We.clear()},addEvent:t=>We.addEvent(t),finish:()=>We.finish(),compress:t=>function(t){return Ge(t)}(t)};addEventListener(\"message\",(function(t){const e=t.data.method,a=t.data.id,i=t.data.arg;if(e in qe&&\"function\"==typeof qe[e])try{const t=qe[e](i);postMessage({id:a,method:e,success:!0,response:t})}catch(t){postMessage({id:a,method:e,success:!1,response:t.message}),console.error(t)}})),postMessage({id:void 0,method:\"init\",success:!0,response:void 0});`;\n\nfunction e(){const e=new Blob([r]);return URL.createObjectURL(e)}\n\n/**\n * Converts a timestamp to ms, if it was in s, or keeps it as ms.\n */\nfunction timestampToMs(timestamp) {\n const isMs = timestamp > 9999999999;\n return isMs ? timestamp : timestamp * 1000;\n}\n\n/**\n * A basic event buffer that does not do any compression.\n * Used as fallback if the compression worker cannot be loaded or is disabled.\n */\nclass EventBufferArray {\n /** All the events that are buffered to be sent. */\n\n constructor() {\n this.events = [];\n }\n\n /** @inheritdoc */\n get hasEvents() {\n return this.events.length > 0;\n }\n\n /** @inheritdoc */\n get type() {\n return 'sync';\n }\n\n /** @inheritdoc */\n destroy() {\n this.events = [];\n }\n\n /** @inheritdoc */\n async addEvent(event) {\n this.events.push(event);\n }\n\n /** @inheritdoc */\n finish() {\n return new Promise(resolve => {\n // Make a copy of the events array reference and immediately clear the\n // events member so that we do not lose new events while uploading\n // attachment.\n const eventsRet = this.events;\n this.events = [];\n resolve(JSON.stringify(eventsRet));\n });\n }\n\n /** @inheritdoc */\n clear() {\n this.events = [];\n }\n\n /** @inheritdoc */\n getEarliestTimestamp() {\n const timestamp = this.events.map(event => event.timestamp).sort()[0];\n\n if (!timestamp) {\n return null;\n }\n\n return timestampToMs(timestamp);\n }\n}\n\n/**\n * Event buffer that uses a web worker to compress events.\n * Exported only for testing.\n */\nclass WorkerHandler {\n\n constructor(worker) {\n this._worker = worker;\n this._id = 0;\n }\n\n /**\n * Ensure the worker is ready (or not).\n * This will either resolve when the worker is ready, or reject if an error occured.\n */\n ensureReady() {\n // Ensure we only check once\n if (this._ensureReadyPromise) {\n return this._ensureReadyPromise;\n }\n\n this._ensureReadyPromise = new Promise((resolve, reject) => {\n this._worker.addEventListener(\n 'message',\n ({ data }) => {\n if ((data ).success) {\n resolve();\n } else {\n reject();\n }\n },\n { once: true },\n );\n\n this._worker.addEventListener(\n 'error',\n error => {\n reject(error);\n },\n { once: true },\n );\n });\n\n return this._ensureReadyPromise;\n }\n\n /**\n * Destroy the worker.\n */\n destroy() {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.log('[Replay] Destroying compression worker');\n this._worker.terminate();\n }\n\n /**\n * Post message to worker and wait for response before resolving promise.\n */\n postMessage(method, arg) {\n const id = this._getAndIncrementId();\n\n return new Promise((resolve, reject) => {\n const listener = ({ data }) => {\n const response = data ;\n if (response.method !== method) {\n return;\n }\n\n // There can be multiple listeners for a single method, the id ensures\n // that the response matches the caller.\n if (response.id !== id) {\n return;\n }\n\n // At this point, we'll always want to remove listener regardless of result status\n this._worker.removeEventListener('message', listener);\n\n if (!response.success) {\n // TODO: Do some error handling, not sure what\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.error('[Replay]', response.response);\n\n reject(new Error('Error in compression worker'));\n return;\n }\n\n resolve(response.response );\n };\n\n // Note: we can't use `once` option because it's possible it needs to\n // listen to multiple messages\n this._worker.addEventListener('message', listener);\n this._worker.postMessage({ id, method, arg });\n });\n }\n\n /** Get the current ID and increment it for the next call. */\n _getAndIncrementId() {\n return this._id++;\n }\n}\n\n/**\n * Event buffer that uses a web worker to compress events.\n * Exported only for testing.\n */\nclass EventBufferCompressionWorker {\n\n constructor(worker) {\n this._worker = new WorkerHandler(worker);\n this._earliestTimestamp = null;\n }\n\n /** @inheritdoc */\n get hasEvents() {\n return !!this._earliestTimestamp;\n }\n\n /** @inheritdoc */\n get type() {\n return 'worker';\n }\n\n /**\n * Ensure the worker is ready (or not).\n * This will either resolve when the worker is ready, or reject if an error occured.\n */\n ensureReady() {\n return this._worker.ensureReady();\n }\n\n /**\n * Destroy the event buffer.\n */\n destroy() {\n this._worker.destroy();\n }\n\n /**\n * Add an event to the event buffer.\n *\n * Returns true if event was successfuly received and processed by worker.\n */\n addEvent(event) {\n const timestamp = timestampToMs(event.timestamp);\n if (!this._earliestTimestamp || timestamp < this._earliestTimestamp) {\n this._earliestTimestamp = timestamp;\n }\n\n return this._sendEventToWorker(event);\n }\n\n /**\n * Finish the event buffer and return the compressed data.\n */\n finish() {\n return this._finishRequest();\n }\n\n /** @inheritdoc */\n clear() {\n this._earliestTimestamp = null;\n // We do not wait on this, as we assume the order of messages is consistent for the worker\n void this._worker.postMessage('clear');\n }\n\n /** @inheritdoc */\n getEarliestTimestamp() {\n return this._earliestTimestamp;\n }\n\n /**\n * Send the event to the worker.\n */\n _sendEventToWorker(event) {\n return this._worker.postMessage('addEvent', JSON.stringify(event));\n }\n\n /**\n * Finish the request and return the compressed data from the worker.\n */\n async _finishRequest() {\n const response = await this._worker.postMessage('finish');\n\n this._earliestTimestamp = null;\n\n return response;\n }\n}\n\n/**\n * This proxy will try to use the compression worker, and fall back to use the simple buffer if an error occurs there.\n * This can happen e.g. if the worker cannot be loaded.\n * Exported only for testing.\n */\nclass EventBufferProxy {\n\n constructor(worker) {\n this._fallback = new EventBufferArray();\n this._compression = new EventBufferCompressionWorker(worker);\n this._used = this._fallback;\n\n this._ensureWorkerIsLoadedPromise = this._ensureWorkerIsLoaded();\n }\n\n /** @inheritdoc */\n get type() {\n return this._used.type;\n }\n\n /** @inheritDoc */\n get hasEvents() {\n return this._used.hasEvents;\n }\n\n /** @inheritDoc */\n destroy() {\n this._fallback.destroy();\n this._compression.destroy();\n }\n\n /** @inheritdoc */\n clear() {\n return this._used.clear();\n }\n\n /** @inheritdoc */\n getEarliestTimestamp() {\n return this._used.getEarliestTimestamp();\n }\n\n /**\n * Add an event to the event buffer.\n *\n * Returns true if event was successfully added.\n */\n addEvent(event) {\n return this._used.addEvent(event);\n }\n\n /** @inheritDoc */\n async finish() {\n // Ensure the worker is loaded, so the sent event is compressed\n await this.ensureWorkerIsLoaded();\n\n return this._used.finish();\n }\n\n /** Ensure the worker has loaded. */\n ensureWorkerIsLoaded() {\n return this._ensureWorkerIsLoadedPromise;\n }\n\n /** Actually check if the worker has been loaded. */\n async _ensureWorkerIsLoaded() {\n try {\n await this._compression.ensureReady();\n } catch (error) {\n // If the worker fails to load, we fall back to the simple buffer.\n // Nothing more to do from our side here\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.log('[Replay] Failed to load the compression worker, falling back to simple buffer');\n return;\n }\n\n // Now we need to switch over the array buffer to the compression worker\n await this._switchToCompressionWorker();\n }\n\n /** Switch the used buffer to the compression worker. */\n async _switchToCompressionWorker() {\n const { events } = this._fallback;\n\n const addEventPromises = [];\n for (const event of events) {\n addEventPromises.push(this._compression.addEvent(event));\n }\n\n // We switch over to the new buffer immediately - any further events will be added\n // after the previously buffered ones\n this._used = this._compression;\n\n // Wait for original events to be re-added before resolving\n try {\n await Promise.all(addEventPromises);\n } catch (error) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.warn('[Replay] Failed to add events when switching buffers.', error);\n }\n }\n}\n\n/**\n * Create an event buffer for replays.\n */\nfunction createEventBuffer({ useCompression }) {\n // eslint-disable-next-line no-restricted-globals\n if (useCompression && window.Worker) {\n try {\n const workerUrl = e();\n\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.log('[Replay] Using compression worker');\n const worker = new Worker(workerUrl);\n return new EventBufferProxy(worker);\n } catch (error) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.log('[Replay] Failed to create compression worker');\n // Fall back to use simple event buffer array\n }\n }\n\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.log('[Replay] Using simple buffer');\n return new EventBufferArray();\n}\n\n/**\n * Removes the session from Session Storage and unsets session in replay instance\n */\nfunction clearSession(replay) {\n deleteSession();\n replay.session = undefined;\n}\n\n/**\n * Deletes a session from storage\n */\nfunction deleteSession() {\n const hasSessionStorage = 'sessionStorage' in WINDOW;\n\n if (!hasSessionStorage) {\n return;\n }\n\n try {\n WINDOW.sessionStorage.removeItem(REPLAY_SESSION_KEY);\n } catch (e) {\n // Ignore potential SecurityError exceptions\n }\n}\n\n/**\n * Given an initial timestamp and an expiry duration, checks to see if current\n * time should be considered as expired.\n */\nfunction isExpired(\n initialTime,\n expiry,\n targetTime = +new Date(),\n) {\n // Always expired if < 0\n if (initialTime === null || expiry === undefined || expiry < 0) {\n return true;\n }\n\n // Never expires if == 0\n if (expiry === 0) {\n return false;\n }\n\n return initialTime + expiry <= targetTime;\n}\n\n/**\n * Checks to see if session is expired\n */\nfunction isSessionExpired(session, timeouts, targetTime = +new Date()) {\n return (\n // First, check that maximum session length has not been exceeded\n isExpired(session.started, timeouts.maxSessionLife, targetTime) ||\n // check that the idle timeout has not been exceeded (i.e. user has\n // performed an action within the last `sessionIdleExpire` ms)\n isExpired(session.lastActivity, timeouts.sessionIdleExpire, targetTime)\n );\n}\n\n/**\n * Given a sample rate, returns true if replay should be sampled.\n *\n * 1.0 = 100% sampling\n * 0.0 = 0% sampling\n */\nfunction isSampled(sampleRate) {\n if (sampleRate === undefined) {\n return false;\n }\n\n // Math.random() returns a number in range of 0 to 1 (inclusive of 0, but not 1)\n return Math.random() < sampleRate;\n}\n\n/**\n * Save a session to session storage.\n */\nfunction saveSession(session) {\n const hasSessionStorage = 'sessionStorage' in WINDOW;\n if (!hasSessionStorage) {\n return;\n }\n\n try {\n WINDOW.sessionStorage.setItem(REPLAY_SESSION_KEY, JSON.stringify(session));\n } catch (e) {\n // Ignore potential SecurityError exceptions\n }\n}\n\n/**\n * Get a session with defaults & applied sampling.\n */\nfunction makeSession(session) {\n const now = Date.now();\n const id = session.id || uuid4();\n // Note that this means we cannot set a started/lastActivity of `0`, but this should not be relevant outside of tests.\n const started = session.started || now;\n const lastActivity = session.lastActivity || now;\n const segmentId = session.segmentId || 0;\n const sampled = session.sampled;\n\n return {\n id,\n started,\n lastActivity,\n segmentId,\n sampled,\n shouldRefresh: true,\n };\n}\n\n/**\n * Get the sampled status for a session based on sample rates & current sampled status.\n */\nfunction getSessionSampleType(sessionSampleRate, allowBuffering) {\n return isSampled(sessionSampleRate) ? 'session' : allowBuffering ? 'buffer' : false;\n}\n\n/**\n * Create a new session, which in its current implementation is a Sentry event\n * that all replays will be saved to as attachments. Currently, we only expect\n * one of these Sentry events per \"replay session\".\n */\nfunction createSession({ sessionSampleRate, allowBuffering, stickySession = false }) {\n const sampled = getSessionSampleType(sessionSampleRate, allowBuffering);\n const session = makeSession({\n sampled,\n });\n\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.log(`[Replay] Creating new session: ${session.id}`);\n\n if (stickySession) {\n saveSession(session);\n }\n\n return session;\n}\n\n/**\n * Fetches a session from storage\n */\nfunction fetchSession() {\n const hasSessionStorage = 'sessionStorage' in WINDOW;\n\n if (!hasSessionStorage) {\n return null;\n }\n\n try {\n // This can throw if cookies are disabled\n const sessionStringFromStorage = WINDOW.sessionStorage.getItem(REPLAY_SESSION_KEY);\n\n if (!sessionStringFromStorage) {\n return null;\n }\n\n const sessionObj = JSON.parse(sessionStringFromStorage) ;\n\n return makeSession(sessionObj);\n } catch (e) {\n return null;\n }\n}\n\n/**\n * Get or create a session\n */\nfunction getSession({\n timeouts,\n currentSession,\n stickySession,\n sessionSampleRate,\n allowBuffering,\n}) {\n // If session exists and is passed, use it instead of always hitting session storage\n const session = currentSession || (stickySession && fetchSession());\n\n if (session) {\n // If there is a session, check if it is valid (e.g. \"last activity\" time\n // should be within the \"session idle time\", and \"session started\" time is\n // within \"max session time\").\n const isExpired = isSessionExpired(session, timeouts);\n\n if (!isExpired) {\n return { type: 'saved', session };\n } else if (!session.shouldRefresh) {\n // In this case, stop\n // This is the case if we have an error session that is completed (=triggered an error)\n const discardedSession = makeSession({ sampled: false });\n return { type: 'new', session: discardedSession };\n } else {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.log('[Replay] Session has expired');\n }\n // Otherwise continue to create a new session\n }\n\n const newSession = createSession({\n stickySession,\n sessionSampleRate,\n allowBuffering,\n });\n\n return { type: 'new', session: newSession };\n}\n\n/* eslint-disable @typescript-eslint/naming-convention */\n\nvar EventType; (function (EventType) {\n const DomContentLoaded = 0; EventType[EventType[\"DomContentLoaded\"] = DomContentLoaded] = \"DomContentLoaded\";\n const Load = 1; EventType[EventType[\"Load\"] = Load] = \"Load\";\n const FullSnapshot = 2; EventType[EventType[\"FullSnapshot\"] = FullSnapshot] = \"FullSnapshot\";\n const IncrementalSnapshot = 3; EventType[EventType[\"IncrementalSnapshot\"] = IncrementalSnapshot] = \"IncrementalSnapshot\";\n const Meta = 4; EventType[EventType[\"Meta\"] = Meta] = \"Meta\";\n const Custom = 5; EventType[EventType[\"Custom\"] = Custom] = \"Custom\";\n const Plugin = 6; EventType[EventType[\"Plugin\"] = Plugin] = \"Plugin\";\n})(EventType || (EventType = {}));\n\n/**\n * This is a partial copy of rrweb's eventWithTime type which only contains the properties\n * we specifcally need in the SDK.\n */\n\n/**\n * Add an event to the event buffer.\n * `isCheckout` is true if this is either the very first event, or an event triggered by `checkoutEveryNms`.\n */\nasync function addEvent(\n replay,\n event,\n isCheckout,\n) {\n if (!replay.eventBuffer) {\n // This implies that `_isEnabled` is false\n return null;\n }\n\n if (replay.isPaused()) {\n // Do not add to event buffer when recording is paused\n return null;\n }\n\n const timestampInMs = timestampToMs(event.timestamp);\n\n // Throw out events that happen more than 5 minutes ago. This can happen if\n // page has been left open and idle for a long period of time and user\n // comes back to trigger a new session. The performance entries rely on\n // `performance.timeOrigin`, which is when the page first opened.\n if (timestampInMs + replay.timeouts.sessionIdlePause < Date.now()) {\n return null;\n }\n\n try {\n if (isCheckout) {\n replay.eventBuffer.clear();\n }\n\n const replayOptions = replay.getOptions();\n\n const eventAfterPossibleCallback =\n typeof replayOptions.beforeAddRecordingEvent === 'function' && event.type === EventType.Custom\n ? replayOptions.beforeAddRecordingEvent(event)\n : event;\n\n if (!eventAfterPossibleCallback) {\n return;\n }\n\n return await replay.eventBuffer.addEvent(eventAfterPossibleCallback);\n } catch (error) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.error(error);\n await replay.stop('addEvent');\n\n const client = getCurrentHub().getClient();\n\n if (client) {\n client.recordDroppedEvent('internal_sdk_error', 'replay');\n }\n }\n}\n\n/** If the event is an error event */\nfunction isErrorEvent(event) {\n return !event.type;\n}\n\n/** If the event is a transaction event */\nfunction isTransactionEvent(event) {\n return event.type === 'transaction';\n}\n\n/** If the event is an replay event */\nfunction isReplayEvent(event) {\n return event.type === 'replay_event';\n}\n\n/**\n * Returns a listener to be added to `client.on('afterSendErrorEvent, listener)`.\n */\nfunction handleAfterSendEvent(replay) {\n // Custom transports may still be returning `Promise`, which means we cannot expect the status code to be available there\n // TODO (v8): remove this check as it will no longer be necessary\n const enforceStatusCode = isBaseTransportSend();\n\n return (event, sendResponse) => {\n if (!isErrorEvent(event) && !isTransactionEvent(event)) {\n return;\n }\n\n const statusCode = sendResponse && sendResponse.statusCode;\n\n // We only want to do stuff on successful error sending, otherwise you get error replays without errors attached\n // If not using the base transport, we allow `undefined` response (as a custom transport may not implement this correctly yet)\n // If we do use the base transport, we skip if we encountered an non-OK status code\n if (enforceStatusCode && (!statusCode || statusCode < 200 || statusCode >= 300)) {\n return;\n }\n\n // Collect traceIds in _context regardless of `recordingMode`\n // In error mode, _context gets cleared on every checkout\n if (isTransactionEvent(event) && event.contexts && event.contexts.trace && event.contexts.trace.trace_id) {\n replay.getContext().traceIds.add(event.contexts.trace.trace_id );\n return;\n }\n\n // Everything below is just for error events\n if (!isErrorEvent(event)) {\n return;\n }\n\n // Add error to list of errorIds of replay. This is ok to do even if not\n // sampled because context will get reset at next checkout.\n // XXX: There is also a race condition where it's possible to capture an\n // error to Sentry before Replay SDK has loaded, but response returns after\n // it was loaded, and this gets called.\n if (event.event_id) {\n replay.getContext().errorIds.add(event.event_id);\n }\n\n // If error event is tagged with replay id it means it was sampled (when in buffer mode)\n // Need to be very careful that this does not cause an infinite loop\n if (replay.recordingMode === 'buffer' && event.tags && event.tags.replayId) {\n setTimeout(() => {\n // Capture current event buffer as new replay\n void replay.sendBufferedReplayOrFlush();\n });\n }\n };\n}\n\nfunction isBaseTransportSend() {\n const client = getCurrentHub().getClient();\n if (!client) {\n return false;\n }\n\n const transport = client.getTransport();\n if (!transport) {\n return false;\n }\n\n return (\n (transport.send ).__sentry__baseTransport__ || false\n );\n}\n\n/**\n * Returns true if we think the given event is an error originating inside of rrweb.\n */\nfunction isRrwebError(event, hint) {\n if (event.type || !event.exception || !event.exception.values || !event.exception.values.length) {\n return false;\n }\n\n // @ts-ignore this may be set by rrweb when it finds errors\n if (hint.originalException && hint.originalException.__rrweb__) {\n return true;\n }\n\n // Check if any exception originates from rrweb\n return event.exception.values.some(exception => {\n if (!exception.stacktrace || !exception.stacktrace.frames || !exception.stacktrace.frames.length) {\n return false;\n }\n\n return exception.stacktrace.frames.some(frame => frame.filename && frame.filename.includes('/rrweb/src/'));\n });\n}\n\n/**\n * Determine if event should be sampled (only applies in buffer mode).\n * When an event is captured by `hanldleGlobalEvent`, when in buffer mode\n * we determine if we want to sample the error or not.\n */\nfunction shouldSampleForBufferEvent(replay, event) {\n if (replay.recordingMode !== 'buffer') {\n return false;\n }\n\n // ignore this error because otherwise we could loop indefinitely with\n // trying to capture replay and failing\n if (event.message === UNABLE_TO_SEND_REPLAY) {\n return false;\n }\n\n // Require the event to be an error event & to have an exception\n if (!event.exception || event.type) {\n return false;\n }\n\n return isSampled(replay.getOptions().errorSampleRate);\n}\n\n/**\n * Returns a listener to be added to `addGlobalEventProcessor(listener)`.\n */\nfunction handleGlobalEventListener(\n replay,\n includeAfterSendEventHandling = false,\n) {\n const afterSendHandler = includeAfterSendEventHandling ? handleAfterSendEvent(replay) : undefined;\n\n return (event, hint) => {\n if (isReplayEvent(event)) {\n // Replays have separate set of breadcrumbs, do not include breadcrumbs\n // from core SDK\n delete event.breadcrumbs;\n return event;\n }\n\n // We only want to handle errors & transactions, nothing else\n if (!isErrorEvent(event) && !isTransactionEvent(event)) {\n return event;\n }\n\n // Unless `captureExceptions` is enabled, we want to ignore errors coming from rrweb\n // As there can be a bunch of stuff going wrong in internals there, that we don't want to bubble up to users\n if (isRrwebError(event, hint) && !replay.getOptions()._experiments.captureExceptions) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.log('[Replay] Ignoring error from rrweb internals', event);\n return null;\n }\n\n // When in buffer mode, we decide to sample here.\n // Later, in `handleAfterSendEvent`, if the replayId is set, we know that we sampled\n // And convert the buffer session to a full session\n const isErrorEventSampled = shouldSampleForBufferEvent(replay, event);\n\n // Tag errors if it has been sampled in buffer mode, or if it is session mode\n // Only tag transactions if in session mode\n const shouldTagReplayId = isErrorEventSampled || replay.recordingMode === 'session';\n\n if (shouldTagReplayId) {\n event.tags = { ...event.tags, replayId: replay.getSessionId() };\n }\n\n // In cases where a custom client is used that does not support the new hooks (yet),\n // we manually call this hook method here\n if (afterSendHandler) {\n // Pretend the error had a 200 response so we always capture it\n afterSendHandler(event, { statusCode: 200 });\n }\n\n return event;\n };\n}\n\n/**\n * Create a \"span\" for each performance entry.\n */\nfunction createPerformanceSpans(\n replay,\n entries,\n) {\n return entries.map(({ type, start, end, name, data }) => {\n const response = replay.throttledAddEvent({\n type: EventType$1.Custom,\n timestamp: start,\n data: {\n tag: 'performanceSpan',\n payload: {\n op: type,\n description: name,\n startTimestamp: start,\n endTimestamp: end,\n data,\n },\n },\n });\n\n // If response is a string, it means its either THROTTLED or SKIPPED\n return typeof response === 'string' ? Promise.resolve(null) : response;\n });\n}\n\nfunction handleHistory(handlerData) {\n const { from, to } = handlerData;\n\n const now = Date.now() / 1000;\n\n return {\n type: 'navigation.push',\n start: now,\n end: now,\n name: to,\n data: {\n previous: from,\n },\n };\n}\n\n/**\n * Returns a listener to be added to `addInstrumentationHandler('history', listener)`.\n */\nfunction handleHistorySpanListener(replay) {\n return (handlerData) => {\n if (!replay.isEnabled()) {\n return;\n }\n\n const result = handleHistory(handlerData);\n\n if (result === null) {\n return;\n }\n\n // Need to collect visited URLs\n replay.getContext().urls.push(result.name);\n replay.triggerUserActivity();\n\n replay.addUpdate(() => {\n createPerformanceSpans(replay, [result]);\n // Returning false to flush\n return false;\n });\n };\n}\n\n/**\n * Check whether a given request URL should be filtered out. This is so we\n * don't log Sentry ingest requests.\n */\nfunction shouldFilterRequest(replay, url) {\n // If we enabled the `traceInternals` experiment, we want to trace everything\n if ((typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && replay.getOptions()._experiments.traceInternals) {\n return false;\n }\n\n return _isSentryRequest(url);\n}\n\n/**\n * Checks wether a given URL belongs to the configured Sentry DSN.\n */\nfunction _isSentryRequest(url) {\n const client = getCurrentHub().getClient();\n const dsn = client && client.getDsn();\n return dsn ? url.includes(dsn.host) : false;\n}\n\n/** Add a performance entry breadcrumb */\nfunction addNetworkBreadcrumb(\n replay,\n result,\n) {\n if (!replay.isEnabled()) {\n return;\n }\n\n if (result === null) {\n return;\n }\n\n if (shouldFilterRequest(replay, result.name)) {\n return;\n }\n\n replay.addUpdate(() => {\n createPerformanceSpans(replay, [result]);\n // Returning true will cause `addUpdate` to not flush\n // We do not want network requests to cause a flush. This will prevent\n // recurring/polling requests from keeping the replay session alive.\n return true;\n });\n}\n\n/** only exported for tests */\nfunction handleFetch(handlerData) {\n const { startTimestamp, endTimestamp, fetchData, response } = handlerData;\n\n if (!endTimestamp) {\n return null;\n }\n\n // This is only used as a fallback, so we know the body sizes are never set here\n const { method, url } = fetchData;\n\n return {\n type: 'resource.fetch',\n start: startTimestamp / 1000,\n end: endTimestamp / 1000,\n name: url,\n data: {\n method,\n statusCode: response && (response ).status,\n },\n };\n}\n\n/**\n * Returns a listener to be added to `addInstrumentationHandler('fetch', listener)`.\n */\nfunction handleFetchSpanListener(replay) {\n return (handlerData) => {\n if (!replay.isEnabled()) {\n return;\n }\n\n const result = handleFetch(handlerData);\n\n addNetworkBreadcrumb(replay, result);\n };\n}\n\n/** only exported for tests */\nfunction handleXhr(handlerData) {\n const { startTimestamp, endTimestamp, xhr } = handlerData;\n\n const sentryXhrData = xhr[SENTRY_XHR_DATA_KEY];\n\n if (!startTimestamp || !endTimestamp || !sentryXhrData) {\n return null;\n }\n\n // This is only used as a fallback, so we know the body sizes are never set here\n const { method, url, status_code: statusCode } = sentryXhrData;\n\n if (url === undefined) {\n return null;\n }\n\n return {\n type: 'resource.xhr',\n name: url,\n start: startTimestamp / 1000,\n end: endTimestamp / 1000,\n data: {\n method,\n statusCode,\n },\n };\n}\n\n/**\n * Returns a listener to be added to `addInstrumentationHandler('xhr', listener)`.\n */\nfunction handleXhrSpanListener(replay) {\n return (handlerData) => {\n if (!replay.isEnabled()) {\n return;\n }\n\n const result = handleXhr(handlerData);\n\n addNetworkBreadcrumb(replay, result);\n };\n}\n\nconst OBJ = 10;\nconst OBJ_KEY = 11;\nconst OBJ_KEY_STR = 12;\nconst OBJ_VAL = 13;\nconst OBJ_VAL_STR = 14;\nconst OBJ_VAL_COMPLETED = 15;\n\nconst ARR = 20;\nconst ARR_VAL = 21;\nconst ARR_VAL_STR = 22;\nconst ARR_VAL_COMPLETED = 23;\n\nconst ALLOWED_PRIMITIVES = ['true', 'false', 'null'];\n\n/**\n * Complete an incomplete JSON string.\n * This will ensure that the last element always has a `\"~~\"` to indicate it was truncated.\n * For example, `[1,2,` will be completed to `[1,2,\"~~\"]`\n * and `{\"aa\":\"b` will be completed to `{\"aa\":\"b~~\"}`\n */\nfunction completeJson(incompleteJson, stack) {\n if (!stack.length) {\n return incompleteJson;\n }\n\n let json = incompleteJson;\n\n // Most checks are only needed for the last step in the stack\n const lastPos = stack.length - 1;\n const lastStep = stack[lastPos];\n\n json = _fixLastStep(json, lastStep);\n\n // Complete remaining steps - just add closing brackets\n for (let i = lastPos; i >= 0; i--) {\n const step = stack[i];\n\n switch (step) {\n case OBJ:\n json = `${json}}`;\n break;\n case ARR:\n json = `${json}]`;\n break;\n }\n }\n\n return json;\n}\n\nfunction _fixLastStep(json, lastStep) {\n switch (lastStep) {\n // Object cases\n case OBJ:\n return `${json}\"~~\":\"~~\"`;\n case OBJ_KEY:\n return `${json}:\"~~\"`;\n case OBJ_KEY_STR:\n return `${json}~~\":\"~~\"`;\n case OBJ_VAL:\n return _maybeFixIncompleteObjValue(json);\n case OBJ_VAL_STR:\n return `${json}~~\"`;\n case OBJ_VAL_COMPLETED:\n return `${json},\"~~\":\"~~\"`;\n\n // Array cases\n case ARR:\n return `${json}\"~~\"`;\n case ARR_VAL:\n return _maybeFixIncompleteArrValue(json);\n case ARR_VAL_STR:\n return `${json}~~\"`;\n case ARR_VAL_COMPLETED:\n return `${json},\"~~\"`;\n }\n\n return json;\n}\n\nfunction _maybeFixIncompleteArrValue(json) {\n const pos = _findLastArrayDelimiter(json);\n\n if (pos > -1) {\n const part = json.slice(pos + 1);\n\n if (ALLOWED_PRIMITIVES.includes(part.trim())) {\n return `${json},\"~~\"`;\n }\n\n // Everything else is replaced with `\"~~\"`\n return `${json.slice(0, pos + 1)}\"~~\"`;\n }\n\n // fallback, this shouldn't happen, to be save\n return json;\n}\n\nfunction _findLastArrayDelimiter(json) {\n for (let i = json.length - 1; i >= 0; i--) {\n const char = json[i];\n\n if (char === ',' || char === '[') {\n return i;\n }\n }\n\n return -1;\n}\n\nfunction _maybeFixIncompleteObjValue(json) {\n const startPos = json.lastIndexOf(':');\n\n const part = json.slice(startPos + 1);\n\n if (ALLOWED_PRIMITIVES.includes(part.trim())) {\n return `${json},\"~~\":\"~~\"`;\n }\n\n // Everything else is replaced with `\"~~\"`\n // This also means we do not have incomplete numbers, e.g `[1` is replaced with `[\"~~\"]`\n return `${json.slice(0, startPos + 1)}\"~~\"`;\n}\n\n/**\n * Evaluate an (incomplete) JSON string.\n */\nfunction evaluateJson(json) {\n const stack = [];\n\n for (let pos = 0; pos < json.length; pos++) {\n _evaluateJsonPos(stack, json, pos);\n }\n\n return stack;\n}\n\nfunction _evaluateJsonPos(stack, json, pos) {\n const curStep = stack[stack.length - 1];\n\n const char = json[pos];\n\n const whitespaceRegex = /\\s/;\n\n if (whitespaceRegex.test(char)) {\n return;\n }\n\n if (char === '\"' && !_isEscaped(json, pos)) {\n _handleQuote(stack, curStep);\n return;\n }\n\n switch (char) {\n case '{':\n _handleObj(stack, curStep);\n break;\n case '[':\n _handleArr(stack, curStep);\n break;\n case ':':\n _handleColon(stack, curStep);\n break;\n case ',':\n _handleComma(stack, curStep);\n break;\n case '}':\n _handleObjClose(stack, curStep);\n break;\n case ']':\n _handleArrClose(stack, curStep);\n break;\n }\n}\n\nfunction _handleQuote(stack, curStep) {\n // End of obj value\n if (curStep === OBJ_VAL_STR) {\n stack.pop();\n stack.push(OBJ_VAL_COMPLETED);\n return;\n }\n\n // End of arr value\n if (curStep === ARR_VAL_STR) {\n stack.pop();\n stack.push(ARR_VAL_COMPLETED);\n return;\n }\n\n // Start of obj value\n if (curStep === OBJ_VAL) {\n stack.push(OBJ_VAL_STR);\n return;\n }\n\n // Start of arr value\n if (curStep === ARR_VAL) {\n stack.push(ARR_VAL_STR);\n return;\n }\n\n // Start of obj key\n if (curStep === OBJ) {\n stack.push(OBJ_KEY_STR);\n return;\n }\n\n // End of obj key\n if (curStep === OBJ_KEY_STR) {\n stack.pop();\n stack.push(OBJ_KEY);\n return;\n }\n}\n\nfunction _handleObj(stack, curStep) {\n // Initial object\n if (!curStep) {\n stack.push(OBJ);\n return;\n }\n\n // New object as obj value\n if (curStep === OBJ_VAL) {\n stack.push(OBJ);\n return;\n }\n\n // New object as array element\n if (curStep === ARR_VAL) {\n stack.push(OBJ);\n }\n\n // New object as first array element\n if (curStep === ARR) {\n stack.push(OBJ);\n return;\n }\n}\n\nfunction _handleArr(stack, curStep) {\n // Initial array\n if (!curStep) {\n stack.push(ARR);\n stack.push(ARR_VAL);\n return;\n }\n\n // New array as obj value\n if (curStep === OBJ_VAL) {\n stack.push(ARR);\n stack.push(ARR_VAL);\n return;\n }\n\n // New array as array element\n if (curStep === ARR_VAL) {\n stack.push(ARR);\n stack.push(ARR_VAL);\n }\n\n // New array as first array element\n if (curStep === ARR) {\n stack.push(ARR);\n stack.push(ARR_VAL);\n return;\n }\n}\n\nfunction _handleColon(stack, curStep) {\n if (curStep === OBJ_KEY) {\n stack.pop();\n stack.push(OBJ_VAL);\n }\n}\n\nfunction _handleComma(stack, curStep) {\n // Comma after obj value\n if (curStep === OBJ_VAL) {\n stack.pop();\n return;\n }\n if (curStep === OBJ_VAL_COMPLETED) {\n // Pop OBJ_VAL_COMPLETED & OBJ_VAL\n stack.pop();\n stack.pop();\n return;\n }\n\n // Comma after arr value\n if (curStep === ARR_VAL) {\n // do nothing - basically we'd pop ARR_VAL but add it right back\n return;\n }\n\n if (curStep === ARR_VAL_COMPLETED) {\n // Pop ARR_VAL_COMPLETED\n stack.pop();\n\n // basically we'd pop ARR_VAL but add it right back\n return;\n }\n}\n\nfunction _handleObjClose(stack, curStep) {\n // Empty object {}\n if (curStep === OBJ) {\n stack.pop();\n }\n\n // Object with element\n if (curStep === OBJ_VAL) {\n // Pop OBJ_VAL, OBJ\n stack.pop();\n stack.pop();\n }\n\n // Obj with element\n if (curStep === OBJ_VAL_COMPLETED) {\n // Pop OBJ_VAL_COMPLETED, OBJ_VAL, OBJ\n stack.pop();\n stack.pop();\n stack.pop();\n }\n\n // if was obj value, complete it\n if (stack[stack.length - 1] === OBJ_VAL) {\n stack.push(OBJ_VAL_COMPLETED);\n }\n\n // if was arr value, complete it\n if (stack[stack.length - 1] === ARR_VAL) {\n stack.push(ARR_VAL_COMPLETED);\n }\n}\n\nfunction _handleArrClose(stack, curStep) {\n // Empty array []\n if (curStep === ARR) {\n stack.pop();\n }\n\n // Array with element\n if (curStep === ARR_VAL) {\n // Pop ARR_VAL, ARR\n stack.pop();\n stack.pop();\n }\n\n // Array with element\n if (curStep === ARR_VAL_COMPLETED) {\n // Pop ARR_VAL_COMPLETED, ARR_VAL, ARR\n stack.pop();\n stack.pop();\n stack.pop();\n }\n\n // if was obj value, complete it\n if (stack[stack.length - 1] === OBJ_VAL) {\n stack.push(OBJ_VAL_COMPLETED);\n }\n\n // if was arr value, complete it\n if (stack[stack.length - 1] === ARR_VAL) {\n stack.push(ARR_VAL_COMPLETED);\n }\n}\n\nfunction _isEscaped(str, pos) {\n const previousChar = str[pos - 1];\n\n return previousChar === '\\\\' && !_isEscaped(str, pos - 1);\n}\n\n/* eslint-disable max-lines */\n\n/**\n * Takes an incomplete JSON string, and returns a hopefully valid JSON string.\n * Note that this _can_ fail, so you should check the return value is valid JSON.\n */\nfunction fixJson(incompleteJson) {\n const stack = evaluateJson(incompleteJson);\n\n return completeJson(incompleteJson, stack);\n}\n\n/** Get the size of a body. */\nfunction getBodySize(\n body,\n textEncoder,\n) {\n if (!body) {\n return undefined;\n }\n\n try {\n if (typeof body === 'string') {\n return textEncoder.encode(body).length;\n }\n\n if (body instanceof URLSearchParams) {\n return textEncoder.encode(body.toString()).length;\n }\n\n if (body instanceof FormData) {\n const formDataStr = _serializeFormData(body);\n return textEncoder.encode(formDataStr).length;\n }\n\n if (body instanceof Blob) {\n return body.size;\n }\n\n if (body instanceof ArrayBuffer) {\n return body.byteLength;\n }\n\n // Currently unhandled types: ArrayBufferView, ReadableStream\n } catch (e) {\n // just return undefined\n }\n\n return undefined;\n}\n\n/** Convert a Content-Length header to number/undefined. */\nfunction parseContentLengthHeader(header) {\n if (!header) {\n return undefined;\n }\n\n const size = parseInt(header, 10);\n return isNaN(size) ? undefined : size;\n}\n\n/** Get the string representation of a body. */\nfunction getBodyString(body) {\n if (typeof body === 'string') {\n return body;\n }\n\n if (body instanceof URLSearchParams) {\n return body.toString();\n }\n\n if (body instanceof FormData) {\n return _serializeFormData(body);\n }\n\n return undefined;\n}\n\n/** Convert ReplayNetworkRequestData to a PerformanceEntry. */\nfunction makeNetworkReplayBreadcrumb(\n type,\n data,\n) {\n if (!data) {\n return null;\n }\n\n const { startTimestamp, endTimestamp, url, method, statusCode, request, response } = data;\n\n const result = {\n type,\n start: startTimestamp / 1000,\n end: endTimestamp / 1000,\n name: url,\n data: dropUndefinedKeys({\n method,\n statusCode,\n request,\n response,\n }),\n };\n\n return result;\n}\n\n/** Build the request or response part of a replay network breadcrumb that was skipped. */\nfunction buildSkippedNetworkRequestOrResponse(bodySize) {\n return {\n headers: {},\n size: bodySize,\n _meta: {\n warnings: ['URL_SKIPPED'],\n },\n };\n}\n\n/** Build the request or response part of a replay network breadcrumb. */\nfunction buildNetworkRequestOrResponse(\n headers,\n bodySize,\n body,\n) {\n if (!bodySize && Object.keys(headers).length === 0) {\n return undefined;\n }\n\n if (!bodySize) {\n return {\n headers,\n };\n }\n\n if (!body) {\n return {\n headers,\n size: bodySize,\n };\n }\n\n const info = {\n headers,\n size: bodySize,\n };\n\n const { body: normalizedBody, warnings } = normalizeNetworkBody(body);\n info.body = normalizedBody;\n if (warnings.length > 0) {\n info._meta = {\n warnings,\n };\n }\n\n return info;\n}\n\n/** Filter a set of headers */\nfunction getAllowedHeaders(headers, allowedHeaders) {\n return Object.keys(headers).reduce((filteredHeaders, key) => {\n const normalizedKey = key.toLowerCase();\n // Avoid putting empty strings into the headers\n if (allowedHeaders.includes(normalizedKey) && headers[key]) {\n filteredHeaders[normalizedKey] = headers[key];\n }\n return filteredHeaders;\n }, {});\n}\n\nfunction _serializeFormData(formData) {\n // This is a bit simplified, but gives us a decent estimate\n // This converts e.g. { name: 'Anne Smith', age: 13 } to 'name=Anne+Smith&age=13'\n // @ts-ignore passing FormData to URLSearchParams actually works\n return new URLSearchParams(formData).toString();\n}\n\nfunction normalizeNetworkBody(body)\n\n {\n if (!body || typeof body !== 'string') {\n return {\n body,\n warnings: [],\n };\n }\n\n const exceedsSizeLimit = body.length > NETWORK_BODY_MAX_SIZE;\n\n if (_strIsProbablyJson(body)) {\n try {\n const json = exceedsSizeLimit ? fixJson(body.slice(0, NETWORK_BODY_MAX_SIZE)) : body;\n const normalizedBody = JSON.parse(json);\n return {\n body: normalizedBody,\n warnings: exceedsSizeLimit ? ['JSON_TRUNCATED'] : [],\n };\n } catch (e3) {\n return {\n body: exceedsSizeLimit ? `${body.slice(0, NETWORK_BODY_MAX_SIZE)}…` : body,\n warnings: exceedsSizeLimit ? ['INVALID_JSON', 'TEXT_TRUNCATED'] : ['INVALID_JSON'],\n };\n }\n }\n\n return {\n body: exceedsSizeLimit ? `${body.slice(0, NETWORK_BODY_MAX_SIZE)}…` : body,\n warnings: exceedsSizeLimit ? ['TEXT_TRUNCATED'] : [],\n };\n}\n\nfunction _strIsProbablyJson(str) {\n const first = str[0];\n const last = str[str.length - 1];\n\n // Simple check: If this does not start & end with {} or [], it's not JSON\n return (first === '[' && last === ']') || (first === '{' && last === '}');\n}\n\n/** Match an URL against a list of strings/Regex. */\nfunction urlMatches(url, urls) {\n const fullUrl = getFullUrl(url);\n\n return stringMatchesSomePattern(fullUrl, urls);\n}\n\n/** exported for tests */\nfunction getFullUrl(url, baseURI = WINDOW.document.baseURI) {\n // Short circuit for common cases:\n if (url.startsWith('http://') || url.startsWith('https://') || url.startsWith(WINDOW.location.origin)) {\n return url;\n }\n const fixedUrl = new URL(url, baseURI);\n\n // If these do not match, we are not dealing with a relative URL, so just return it\n if (fixedUrl.origin !== new URL(baseURI).origin) {\n return url;\n }\n\n const fullUrl = fixedUrl.href;\n\n // Remove trailing slashes, if they don't match the original URL\n if (!url.endsWith('/') && fullUrl.endsWith('/')) {\n return fullUrl.slice(0, -1);\n }\n\n return fullUrl;\n}\n\n/**\n * Capture a fetch breadcrumb to a replay.\n * This adds additional data (where approriate).\n */\nasync function captureFetchBreadcrumbToReplay(\n breadcrumb,\n hint,\n options\n\n,\n) {\n try {\n const data = await _prepareFetchData(breadcrumb, hint, options);\n\n // Create a replay performance entry from this breadcrumb\n const result = makeNetworkReplayBreadcrumb('resource.fetch', data);\n addNetworkBreadcrumb(options.replay, result);\n } catch (error) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.error('[Replay] Failed to capture fetch breadcrumb', error);\n }\n}\n\n/**\n * Enrich a breadcrumb with additional data.\n * This has to be sync & mutate the given breadcrumb,\n * as the breadcrumb is afterwards consumed by other handlers.\n */\nfunction enrichFetchBreadcrumb(\n breadcrumb,\n hint,\n options,\n) {\n const { input, response } = hint;\n\n const body = _getFetchRequestArgBody(input);\n const reqSize = getBodySize(body, options.textEncoder);\n\n const resSize = response ? parseContentLengthHeader(response.headers.get('content-length')) : undefined;\n\n if (reqSize !== undefined) {\n breadcrumb.data.request_body_size = reqSize;\n }\n if (resSize !== undefined) {\n breadcrumb.data.response_body_size = resSize;\n }\n}\n\nasync function _prepareFetchData(\n breadcrumb,\n hint,\n options\n\n,\n) {\n const { startTimestamp, endTimestamp } = hint;\n\n const {\n url,\n method,\n status_code: statusCode = 0,\n request_body_size: requestBodySize,\n response_body_size: responseBodySize,\n } = breadcrumb.data;\n\n const captureDetails = urlMatches(url, options.networkDetailAllowUrls);\n\n const request = captureDetails\n ? _getRequestInfo(options, hint.input, requestBodySize)\n : buildSkippedNetworkRequestOrResponse(requestBodySize);\n const response = await _getResponseInfo(captureDetails, options, hint.response, responseBodySize);\n\n return {\n startTimestamp,\n endTimestamp,\n url,\n method,\n statusCode,\n request,\n response,\n };\n}\n\nfunction _getRequestInfo(\n { networkCaptureBodies, networkRequestHeaders },\n input,\n requestBodySize,\n) {\n const headers = getRequestHeaders(input, networkRequestHeaders);\n\n if (!networkCaptureBodies) {\n return buildNetworkRequestOrResponse(headers, requestBodySize, undefined);\n }\n\n // We only want to transmit string or string-like bodies\n const requestBody = _getFetchRequestArgBody(input);\n const bodyStr = getBodyString(requestBody);\n return buildNetworkRequestOrResponse(headers, requestBodySize, bodyStr);\n}\n\nasync function _getResponseInfo(\n captureDetails,\n {\n networkCaptureBodies,\n textEncoder,\n networkResponseHeaders,\n }\n\n,\n response,\n responseBodySize,\n) {\n if (!captureDetails && responseBodySize !== undefined) {\n return buildSkippedNetworkRequestOrResponse(responseBodySize);\n }\n\n const headers = getAllHeaders(response.headers, networkResponseHeaders);\n\n if (!networkCaptureBodies && responseBodySize !== undefined) {\n return buildNetworkRequestOrResponse(headers, responseBodySize, undefined);\n }\n\n // Only clone the response if we need to\n try {\n // We have to clone this, as the body can only be read once\n const res = response.clone();\n const bodyText = await _parseFetchBody(res);\n\n const size =\n bodyText && bodyText.length && responseBodySize === undefined\n ? getBodySize(bodyText, textEncoder)\n : responseBodySize;\n\n if (!captureDetails) {\n return buildSkippedNetworkRequestOrResponse(size);\n }\n\n if (networkCaptureBodies) {\n return buildNetworkRequestOrResponse(headers, size, bodyText);\n }\n\n return buildNetworkRequestOrResponse(headers, size, undefined);\n } catch (e) {\n // fallback\n return buildNetworkRequestOrResponse(headers, responseBodySize, undefined);\n }\n}\n\nasync function _parseFetchBody(response) {\n try {\n return await response.text();\n } catch (e2) {\n return undefined;\n }\n}\n\nfunction _getFetchRequestArgBody(fetchArgs = []) {\n // We only support getting the body from the fetch options\n if (fetchArgs.length !== 2 || typeof fetchArgs[1] !== 'object') {\n return undefined;\n }\n\n return (fetchArgs[1] ).body;\n}\n\nfunction getAllHeaders(headers, allowedHeaders) {\n const allHeaders = {};\n\n allowedHeaders.forEach(header => {\n if (headers.get(header)) {\n allHeaders[header] = headers.get(header) ;\n }\n });\n\n return allHeaders;\n}\n\nfunction getRequestHeaders(fetchArgs, allowedHeaders) {\n if (fetchArgs.length === 1 && typeof fetchArgs[0] !== 'string') {\n return getHeadersFromOptions(fetchArgs[0] , allowedHeaders);\n }\n\n if (fetchArgs.length === 2) {\n return getHeadersFromOptions(fetchArgs[1] , allowedHeaders);\n }\n\n return {};\n}\n\nfunction getHeadersFromOptions(\n input,\n allowedHeaders,\n) {\n if (!input) {\n return {};\n }\n\n const headers = input.headers;\n\n if (!headers) {\n return {};\n }\n\n if (headers instanceof Headers) {\n return getAllHeaders(headers, allowedHeaders);\n }\n\n // We do not support this, as it is not really documented (anymore?)\n if (Array.isArray(headers)) {\n return {};\n }\n\n return getAllowedHeaders(headers, allowedHeaders);\n}\n\n/**\n * Capture an XHR breadcrumb to a replay.\n * This adds additional data (where approriate).\n */\nasync function captureXhrBreadcrumbToReplay(\n breadcrumb,\n hint,\n options,\n) {\n try {\n const data = _prepareXhrData(breadcrumb, hint, options);\n\n // Create a replay performance entry from this breadcrumb\n const result = makeNetworkReplayBreadcrumb('resource.xhr', data);\n addNetworkBreadcrumb(options.replay, result);\n } catch (error) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.error('[Replay] Failed to capture fetch breadcrumb', error);\n }\n}\n\n/**\n * Enrich a breadcrumb with additional data.\n * This has to be sync & mutate the given breadcrumb,\n * as the breadcrumb is afterwards consumed by other handlers.\n */\nfunction enrichXhrBreadcrumb(\n breadcrumb,\n hint,\n options,\n) {\n const { xhr, input } = hint;\n\n const reqSize = getBodySize(input, options.textEncoder);\n const resSize = xhr.getResponseHeader('content-length')\n ? parseContentLengthHeader(xhr.getResponseHeader('content-length'))\n : getBodySize(xhr.response, options.textEncoder);\n\n if (reqSize !== undefined) {\n breadcrumb.data.request_body_size = reqSize;\n }\n if (resSize !== undefined) {\n breadcrumb.data.response_body_size = resSize;\n }\n}\n\nfunction _prepareXhrData(\n breadcrumb,\n hint,\n options,\n) {\n const { startTimestamp, endTimestamp, input, xhr } = hint;\n\n const {\n url,\n method,\n status_code: statusCode = 0,\n request_body_size: requestBodySize,\n response_body_size: responseBodySize,\n } = breadcrumb.data;\n\n if (!url) {\n return null;\n }\n\n if (!urlMatches(url, options.networkDetailAllowUrls)) {\n const request = buildSkippedNetworkRequestOrResponse(requestBodySize);\n const response = buildSkippedNetworkRequestOrResponse(responseBodySize);\n return {\n startTimestamp,\n endTimestamp,\n url,\n method,\n statusCode,\n request,\n response,\n };\n }\n\n const xhrInfo = xhr[SENTRY_XHR_DATA_KEY];\n const networkRequestHeaders = xhrInfo\n ? getAllowedHeaders(xhrInfo.request_headers, options.networkRequestHeaders)\n : {};\n const networkResponseHeaders = getAllowedHeaders(getResponseHeaders(xhr), options.networkResponseHeaders);\n\n const request = buildNetworkRequestOrResponse(\n networkRequestHeaders,\n requestBodySize,\n options.networkCaptureBodies ? getBodyString(input) : undefined,\n );\n const response = buildNetworkRequestOrResponse(\n networkResponseHeaders,\n responseBodySize,\n options.networkCaptureBodies ? hint.xhr.responseText : undefined,\n );\n\n return {\n startTimestamp,\n endTimestamp,\n url,\n method,\n statusCode,\n request,\n response,\n };\n}\n\nfunction getResponseHeaders(xhr) {\n const headers = xhr.getAllResponseHeaders();\n\n if (!headers) {\n return {};\n }\n\n return headers.split('\\r\\n').reduce((acc, line) => {\n const [key, value] = line.split(': ');\n acc[key.toLowerCase()] = value;\n return acc;\n }, {});\n}\n\n/**\n * This method does two things:\n * - It enriches the regular XHR/fetch breadcrumbs with request/response size data\n * - It captures the XHR/fetch breadcrumbs to the replay\n * (enriching it with further data that is _not_ added to the regular breadcrumbs)\n */\nfunction handleNetworkBreadcrumbs(replay) {\n const client = getCurrentHub().getClient();\n\n try {\n const textEncoder = new TextEncoder();\n\n const { networkDetailAllowUrls, networkCaptureBodies, networkRequestHeaders, networkResponseHeaders } =\n replay.getOptions();\n\n const options = {\n replay,\n textEncoder,\n networkDetailAllowUrls,\n networkCaptureBodies,\n networkRequestHeaders,\n networkResponseHeaders,\n };\n\n if (client && client.on) {\n client.on('beforeAddBreadcrumb', (breadcrumb, hint) => beforeAddNetworkBreadcrumb(options, breadcrumb, hint));\n } else {\n // Fallback behavior\n addInstrumentationHandler('fetch', handleFetchSpanListener(replay));\n addInstrumentationHandler('xhr', handleXhrSpanListener(replay));\n }\n } catch (e2) {\n // Do nothing\n }\n}\n\n/** just exported for tests */\nfunction beforeAddNetworkBreadcrumb(\n options,\n breadcrumb,\n hint,\n) {\n if (!breadcrumb.data) {\n return;\n }\n\n try {\n if (_isXhrBreadcrumb(breadcrumb) && _isXhrHint(hint)) {\n // This has to be sync, as we need to ensure the breadcrumb is enriched in the same tick\n // Because the hook runs synchronously, and the breadcrumb is afterwards passed on\n // So any async mutations to it will not be reflected in the final breadcrumb\n enrichXhrBreadcrumb(breadcrumb, hint, options);\n\n void captureXhrBreadcrumbToReplay(breadcrumb, hint, options);\n }\n\n if (_isFetchBreadcrumb(breadcrumb) && _isFetchHint(hint)) {\n // This has to be sync, as we need to ensure the breadcrumb is enriched in the same tick\n // Because the hook runs synchronously, and the breadcrumb is afterwards passed on\n // So any async mutations to it will not be reflected in the final breadcrumb\n enrichFetchBreadcrumb(breadcrumb, hint, options);\n\n void captureFetchBreadcrumbToReplay(breadcrumb, hint, options);\n }\n } catch (e) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.warn('Error when enriching network breadcrumb');\n }\n}\n\nfunction _isXhrBreadcrumb(breadcrumb) {\n return breadcrumb.category === 'xhr';\n}\n\nfunction _isFetchBreadcrumb(breadcrumb) {\n return breadcrumb.category === 'fetch';\n}\n\nfunction _isXhrHint(hint) {\n return hint && hint.xhr;\n}\n\nfunction _isFetchHint(hint) {\n return hint && hint.response;\n}\n\nlet _LAST_BREADCRUMB = null;\n\nconst handleScopeListener =\n (replay) =>\n (scope) => {\n if (!replay.isEnabled()) {\n return;\n }\n\n const result = handleScope(scope);\n\n if (!result) {\n return;\n }\n\n addBreadcrumbEvent(replay, result);\n };\n\n/**\n * An event handler to handle scope changes.\n */\nfunction handleScope(scope) {\n // TODO (v8): Remove this guard. This was put in place because we introduced\n // Scope.getLastBreadcrumb mid-v7 which caused incompatibilities with older SDKs.\n // For now, we'll just return null if the method doesn't exist but we should eventually\n // get rid of this guard.\n const newBreadcrumb = scope.getLastBreadcrumb && scope.getLastBreadcrumb();\n\n // Listener can be called when breadcrumbs have not changed, so we store the\n // reference to the last crumb and only return a crumb if it has changed\n if (_LAST_BREADCRUMB === newBreadcrumb || !newBreadcrumb) {\n return null;\n }\n\n _LAST_BREADCRUMB = newBreadcrumb;\n\n if (\n newBreadcrumb.category &&\n (['fetch', 'xhr', 'sentry.event', 'sentry.transaction'].includes(newBreadcrumb.category) ||\n newBreadcrumb.category.startsWith('ui.'))\n ) {\n return null;\n }\n\n if (newBreadcrumb.category === 'console') {\n return normalizeConsoleBreadcrumb(newBreadcrumb);\n }\n\n return createBreadcrumb(newBreadcrumb);\n}\n\n/** exported for tests only */\nfunction normalizeConsoleBreadcrumb(breadcrumb) {\n const args = breadcrumb.data && breadcrumb.data.arguments;\n\n if (!Array.isArray(args) || args.length === 0) {\n return createBreadcrumb(breadcrumb);\n }\n\n let isTruncated = false;\n\n // Avoid giant args captures\n const normalizedArgs = args.map(arg => {\n if (!arg) {\n return arg;\n }\n if (typeof arg === 'string') {\n if (arg.length > CONSOLE_ARG_MAX_SIZE) {\n isTruncated = true;\n return `${arg.slice(0, CONSOLE_ARG_MAX_SIZE)}…`;\n }\n\n return arg;\n }\n if (typeof arg === 'object') {\n try {\n const normalizedArg = normalize(arg, 7);\n const stringified = JSON.stringify(normalizedArg);\n if (stringified.length > CONSOLE_ARG_MAX_SIZE) {\n const fixedJson = fixJson(stringified.slice(0, CONSOLE_ARG_MAX_SIZE));\n const json = JSON.parse(fixedJson);\n // We only set this after JSON.parse() was successfull, so we know we didn't run into `catch`\n isTruncated = true;\n return json;\n }\n return normalizedArg;\n } catch (e) {\n // fall back to default\n }\n }\n\n return arg;\n });\n\n return createBreadcrumb({\n ...breadcrumb,\n data: {\n ...breadcrumb.data,\n arguments: normalizedArgs,\n ...(isTruncated ? { _meta: { warnings: ['CONSOLE_ARG_TRUNCATED'] } } : {}),\n },\n });\n}\n\n/**\n * Add global listeners that cannot be removed.\n */\nfunction addGlobalListeners(replay) {\n // Listeners from core SDK //\n const scope = getCurrentHub().getScope();\n const client = getCurrentHub().getClient();\n\n if (scope) {\n scope.addScopeListener(handleScopeListener(replay));\n }\n addInstrumentationHandler('dom', handleDomListener(replay));\n addInstrumentationHandler('history', handleHistorySpanListener(replay));\n handleNetworkBreadcrumbs(replay);\n\n // Tag all (non replay) events that get sent to Sentry with the current\n // replay ID so that we can reference them later in the UI\n addGlobalEventProcessor(handleGlobalEventListener(replay, !hasHooks(client)));\n\n // If a custom client has no hooks yet, we continue to use the \"old\" implementation\n if (hasHooks(client)) {\n client.on('afterSendEvent', handleAfterSendEvent(replay));\n client.on('createDsc', (dsc) => {\n const replayId = replay.getSessionId();\n // We do not want to set the DSC when in buffer mode, as that means the replay has not been sent (yet)\n if (replayId && replay.isEnabled() && replay.recordingMode === 'session') {\n dsc.replay_id = replayId;\n }\n });\n\n client.on('startTransaction', transaction => {\n replay.lastTransaction = transaction;\n });\n\n // We may be missing the initial startTransaction due to timing issues,\n // so we capture it on finish again.\n client.on('finishTransaction', transaction => {\n replay.lastTransaction = transaction;\n });\n }\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction hasHooks(client) {\n return !!(client && client.on);\n}\n\n/**\n * Create a \"span\" for the total amount of memory being used by JS objects\n * (including v8 internal objects).\n */\nasync function addMemoryEntry(replay) {\n // window.performance.memory is a non-standard API and doesn't work on all browsers, so we try-catch this\n try {\n return Promise.all(\n createPerformanceSpans(replay, [\n // @ts-ignore memory doesn't exist on type Performance as the API is non-standard (we check that it exists above)\n createMemoryEntry(WINDOW.performance.memory),\n ]),\n );\n } catch (error) {\n // Do nothing\n return [];\n }\n}\n\nfunction createMemoryEntry(memoryEntry) {\n const { jsHeapSizeLimit, totalJSHeapSize, usedJSHeapSize } = memoryEntry;\n // we don't want to use `getAbsoluteTime` because it adds the event time to the\n // time origin, so we get the current timestamp instead\n const time = Date.now() / 1000;\n return {\n type: 'memory',\n name: 'memory',\n start: time,\n end: time,\n data: {\n memory: {\n jsHeapSizeLimit,\n totalJSHeapSize,\n usedJSHeapSize,\n },\n },\n };\n}\n\n// Map entryType -> function to normalize data for event\n// @ts-ignore TODO: entry type does not fit the create* functions entry type\nconst ENTRY_TYPES\n\n = {\n // @ts-ignore TODO: entry type does not fit the create* functions entry type\n resource: createResourceEntry,\n paint: createPaintEntry,\n // @ts-ignore TODO: entry type does not fit the create* functions entry type\n navigation: createNavigationEntry,\n // @ts-ignore TODO: entry type does not fit the create* functions entry type\n ['largest-contentful-paint']: createLargestContentfulPaint,\n};\n\n/**\n * Create replay performance entries from the browser performance entries.\n */\nfunction createPerformanceEntries(\n entries,\n) {\n return entries.map(createPerformanceEntry).filter(Boolean) ;\n}\n\nfunction createPerformanceEntry(entry) {\n if (ENTRY_TYPES[entry.entryType] === undefined) {\n return null;\n }\n\n return ENTRY_TYPES[entry.entryType](entry);\n}\n\nfunction getAbsoluteTime(time) {\n // browserPerformanceTimeOrigin can be undefined if `performance` or\n // `performance.now` doesn't exist, but this is already checked by this integration\n return ((browserPerformanceTimeOrigin || WINDOW.performance.timeOrigin) + time) / 1000;\n}\n\nfunction createPaintEntry(entry) {\n const { duration, entryType, name, startTime } = entry;\n\n const start = getAbsoluteTime(startTime);\n return {\n type: entryType,\n name,\n start,\n end: start + duration,\n data: undefined,\n };\n}\n\nfunction createNavigationEntry(entry) {\n const {\n entryType,\n name,\n decodedBodySize,\n duration,\n domComplete,\n encodedBodySize,\n domContentLoadedEventStart,\n domContentLoadedEventEnd,\n domInteractive,\n loadEventStart,\n loadEventEnd,\n redirectCount,\n startTime,\n transferSize,\n type,\n } = entry;\n\n // Ignore entries with no duration, they do not seem to be useful and cause dupes\n if (duration === 0) {\n return null;\n }\n\n return {\n type: `${entryType}.${type}`,\n start: getAbsoluteTime(startTime),\n end: getAbsoluteTime(domComplete),\n name,\n data: {\n size: transferSize,\n decodedBodySize,\n encodedBodySize,\n duration,\n domInteractive,\n domContentLoadedEventStart,\n domContentLoadedEventEnd,\n loadEventStart,\n loadEventEnd,\n domComplete,\n redirectCount,\n },\n };\n}\n\nfunction createResourceEntry(\n entry,\n) {\n const {\n entryType,\n initiatorType,\n name,\n responseEnd,\n startTime,\n decodedBodySize,\n encodedBodySize,\n responseStatus,\n transferSize,\n } = entry;\n\n // Core SDK handles these\n if (['fetch', 'xmlhttprequest'].includes(initiatorType)) {\n return null;\n }\n\n return {\n type: `${entryType}.${initiatorType}`,\n start: getAbsoluteTime(startTime),\n end: getAbsoluteTime(responseEnd),\n name,\n data: {\n size: transferSize,\n statusCode: responseStatus,\n decodedBodySize,\n encodedBodySize,\n },\n };\n}\n\nfunction createLargestContentfulPaint(\n entry,\n) {\n const { entryType, startTime, size } = entry;\n\n let startTimeOrNavigationActivation = 0;\n\n if (WINDOW.performance) {\n const navEntry = WINDOW.performance.getEntriesByType('navigation')[0]\n\n;\n\n // See https://github.com/GoogleChrome/web-vitals/blob/9f11c4c6578fb4c5ee6fa4e32b9d1d756475f135/src/lib/getActivationStart.ts#L21\n startTimeOrNavigationActivation = (navEntry && navEntry.activationStart) || 0;\n }\n\n // value is in ms\n const value = Math.max(startTime - startTimeOrNavigationActivation, 0);\n // LCP doesn't have a \"duration\", it just happens at a single point in time.\n // But the UI expects both, so use end (in seconds) for both timestamps.\n const end = getAbsoluteTime(startTimeOrNavigationActivation) + value / 1000;\n\n return {\n type: entryType,\n name: entryType,\n start: end,\n end,\n data: {\n value, // LCP \"duration\" in ms\n size,\n // Not sure why this errors, Node should be correct (Argument of type 'Node' is not assignable to parameter of type 'INode')\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n nodeId: record.mirror.getId(entry.element ),\n },\n };\n}\n\n/**\n * Heavily simplified debounce function based on lodash.debounce.\n *\n * This function takes a callback function (@param fun) and delays its invocation\n * by @param wait milliseconds. Optionally, a maxWait can be specified in @param options,\n * which ensures that the callback is invoked at least once after the specified max. wait time.\n *\n * @param func the function whose invocation is to be debounced\n * @param wait the minimum time until the function is invoked after it was called once\n * @param options the options object, which can contain the `maxWait` property\n *\n * @returns the debounced version of the function, which needs to be called at least once to start the\n * debouncing process. Subsequent calls will reset the debouncing timer and, in case @paramfunc\n * was already invoked in the meantime, return @param func's return value.\n * The debounced function has two additional properties:\n * - `flush`: Invokes the debounced function immediately and returns its return value\n * - `cancel`: Cancels the debouncing process and resets the debouncing timer\n */\nfunction debounce(func, wait, options) {\n let callbackReturnValue;\n\n let timerId;\n let maxTimerId;\n\n const maxWait = options && options.maxWait ? Math.max(options.maxWait, wait) : 0;\n\n function invokeFunc() {\n cancelTimers();\n callbackReturnValue = func();\n return callbackReturnValue;\n }\n\n function cancelTimers() {\n timerId !== undefined && clearTimeout(timerId);\n maxTimerId !== undefined && clearTimeout(maxTimerId);\n timerId = maxTimerId = undefined;\n }\n\n function flush() {\n if (timerId !== undefined || maxTimerId !== undefined) {\n return invokeFunc();\n }\n return callbackReturnValue;\n }\n\n function debounced() {\n if (timerId) {\n clearTimeout(timerId);\n }\n timerId = setTimeout(invokeFunc, wait);\n\n if (maxWait && maxTimerId === undefined) {\n maxTimerId = setTimeout(invokeFunc, maxWait);\n }\n\n return callbackReturnValue;\n }\n\n debounced.cancel = cancelTimers;\n debounced.flush = flush;\n return debounced;\n}\n\n/**\n * Handler for recording events.\n *\n * Adds to event buffer, and has varying flushing behaviors if the event was a checkout.\n */\nfunction getHandleRecordingEmit(replay) {\n let hadFirstEvent = false;\n\n return (event, _isCheckout) => {\n // If this is false, it means session is expired, create and a new session and wait for checkout\n if (!replay.checkAndHandleExpiredSession()) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.warn('[Replay] Received replay event after session expired.');\n\n return;\n }\n\n // `_isCheckout` is only set when the checkout is due to `checkoutEveryNms`\n // We also want to treat the first event as a checkout, so we handle this specifically here\n const isCheckout = _isCheckout || !hadFirstEvent;\n hadFirstEvent = true;\n\n // The handler returns `true` if we do not want to trigger debounced flush, `false` if we want to debounce flush.\n replay.addUpdate(() => {\n // The session is always started immediately on pageload/init, but for\n // error-only replays, it should reflect the most recent checkout\n // when an error occurs. Clear any state that happens before this current\n // checkout. This needs to happen before `addEvent()` which updates state\n // dependent on this reset.\n if (replay.recordingMode === 'buffer' && isCheckout) {\n replay.setInitialState();\n }\n\n // We need to clear existing events on a checkout, otherwise they are\n // incremental event updates and should be appended\n void addEvent(replay, event, isCheckout);\n\n // Different behavior for full snapshots (type=2), ignore other event types\n // See https://github.com/rrweb-io/rrweb/blob/d8f9290ca496712aa1e7d472549480c4e7876594/packages/rrweb/src/types.ts#L16\n if (!isCheckout) {\n return false;\n }\n\n // Additionally, create a meta event that will capture certain SDK settings.\n // In order to handle buffer mode, this needs to either be done when we\n // receive checkout events or at flush time.\n //\n // `isCheckout` is always true, but want to be explicit that it should\n // only be added for checkouts\n void addSettingsEvent(replay, isCheckout);\n\n // If there is a previousSessionId after a full snapshot occurs, then\n // the replay session was started due to session expiration. The new session\n // is started before triggering a new checkout and contains the id\n // of the previous session. Do not immediately flush in this case\n // to avoid capturing only the checkout and instead the replay will\n // be captured if they perform any follow-up actions.\n if (replay.session && replay.session.previousSessionId) {\n return true;\n }\n\n // When in buffer mode, make sure we adjust the session started date to the current earliest event of the buffer\n // this should usually be the timestamp of the checkout event, but to be safe...\n if (replay.recordingMode === 'buffer' && replay.session && replay.eventBuffer) {\n const earliestEvent = replay.eventBuffer.getEarliestTimestamp();\n if (earliestEvent) {\n replay.session.started = earliestEvent;\n\n if (replay.getOptions().stickySession) {\n saveSession(replay.session);\n }\n }\n }\n\n const options = replay.getOptions();\n\n // TODO: We want this as an experiment so that we can test\n // internally and create metrics before making this the default\n if (options._experiments.delayFlushOnCheckout) {\n // If the full snapshot is due to an initial load, we will not have\n // a previous session ID. In this case, we want to buffer events\n // for a set amount of time before flushing. This can help avoid\n // capturing replays of users that immediately close the window.\n setTimeout(() => replay.conditionalFlush(), options._experiments.delayFlushOnCheckout);\n\n // Cancel any previously debounced flushes to ensure there are no [near]\n // simultaneous flushes happening. The latter request should be\n // insignificant in this case, so wait for additional user interaction to\n // trigger a new flush.\n //\n // This can happen because there's no guarantee that a recording event\n // happens first. e.g. a mouse click can happen and trigger a debounced\n // flush before the checkout.\n replay.cancelFlush();\n\n return true;\n }\n\n // Flush immediately so that we do not miss the first segment, otherwise\n // it can prevent loading on the UI. This will cause an increase in short\n // replays (e.g. opening and closing a tab quickly), but these can be\n // filtered on the UI.\n if (replay.recordingMode === 'session') {\n // We want to ensure the worker is ready, as otherwise we'd always send the first event uncompressed\n void replay.flushImmediate();\n }\n\n return true;\n });\n };\n}\n\n/**\n * Exported for tests\n */\nfunction createOptionsEvent(replay) {\n const options = replay.getOptions();\n return {\n type: EventType.Custom,\n timestamp: Date.now(),\n data: {\n tag: 'options',\n payload: {\n sessionSampleRate: options.sessionSampleRate,\n errorSampleRate: options.errorSampleRate,\n useCompressionOption: options.useCompression,\n blockAllMedia: options.blockAllMedia,\n maskAllText: options.maskAllText,\n maskAllInputs: options.maskAllInputs,\n useCompression: replay.eventBuffer ? replay.eventBuffer.type === 'worker' : false,\n networkDetailHasUrls: options.networkDetailAllowUrls.length > 0,\n networkCaptureBodies: options.networkCaptureBodies,\n networkRequestHasHeaders: options.networkRequestHeaders.length > 0,\n networkResponseHasHeaders: options.networkResponseHeaders.length > 0,\n },\n },\n };\n}\n\n/**\n * Add a \"meta\" event that contains a simplified view on current configuration\n * options. This should only be included on the first segment of a recording.\n */\nfunction addSettingsEvent(replay, isCheckout) {\n // Only need to add this event when sending the first segment\n if (!isCheckout || !replay.session || replay.session.segmentId !== 0) {\n return Promise.resolve(null);\n }\n\n return addEvent(replay, createOptionsEvent(replay), false);\n}\n\n/**\n * Create a replay envelope ready to be sent.\n * This includes both the replay event, as well as the recording data.\n */\nfunction createReplayEnvelope(\n replayEvent,\n recordingData,\n dsn,\n tunnel,\n) {\n return createEnvelope(\n createEventEnvelopeHeaders(replayEvent, getSdkMetadataForEnvelopeHeader(replayEvent), tunnel, dsn),\n [\n [{ type: 'replay_event' }, replayEvent],\n [\n {\n type: 'replay_recording',\n // If string then we need to encode to UTF8, otherwise will have\n // wrong size. TextEncoder has similar browser support to\n // MutationObserver, although it does not accept IE11.\n length:\n typeof recordingData === 'string' ? new TextEncoder().encode(recordingData).length : recordingData.length,\n },\n recordingData,\n ],\n ],\n );\n}\n\n/**\n * Prepare the recording data ready to be sent.\n */\nfunction prepareRecordingData({\n recordingData,\n headers,\n}\n\n) {\n let payloadWithSequence;\n\n // XXX: newline is needed to separate sequence id from events\n const replayHeaders = `${JSON.stringify(headers)}\n`;\n\n if (typeof recordingData === 'string') {\n payloadWithSequence = `${replayHeaders}${recordingData}`;\n } else {\n const enc = new TextEncoder();\n // XXX: newline is needed to separate sequence id from events\n const sequence = enc.encode(replayHeaders);\n // Merge the two Uint8Arrays\n payloadWithSequence = new Uint8Array(sequence.length + recordingData.length);\n payloadWithSequence.set(sequence);\n payloadWithSequence.set(recordingData, sequence.length);\n }\n\n return payloadWithSequence;\n}\n\n/**\n * Prepare a replay event & enrich it with the SDK metadata.\n */\nasync function prepareReplayEvent({\n client,\n scope,\n replayId: event_id,\n event,\n}\n\n) {\n const integrations =\n typeof client._integrations === 'object' && client._integrations !== null && !Array.isArray(client._integrations)\n ? Object.keys(client._integrations)\n : undefined;\n const preparedEvent = (await prepareEvent(\n client.getOptions(),\n event,\n { event_id, integrations },\n scope,\n )) ;\n\n // If e.g. a global event processor returned null\n if (!preparedEvent) {\n return null;\n }\n\n // This normally happens in browser client \"_prepareEvent\"\n // but since we do not use this private method from the client, but rather the plain import\n // we need to do this manually.\n preparedEvent.platform = preparedEvent.platform || 'javascript';\n\n // extract the SDK name because `client._prepareEvent` doesn't add it to the event\n const metadata = client.getSdkMetadata && client.getSdkMetadata();\n const { name, version } = (metadata && metadata.sdk) || {};\n\n preparedEvent.sdk = {\n ...preparedEvent.sdk,\n name: name || 'sentry.javascript.unknown',\n version: version || '0.0.0',\n };\n\n return preparedEvent;\n}\n\n/**\n * Send replay attachment using `fetch()`\n */\nasync function sendReplayRequest({\n recordingData,\n replayId,\n segmentId: segment_id,\n eventContext,\n timestamp,\n session,\n}) {\n const preparedRecordingData = prepareRecordingData({\n recordingData,\n headers: {\n segment_id,\n },\n });\n\n const { urls, errorIds, traceIds, initialTimestamp } = eventContext;\n\n const hub = getCurrentHub();\n const client = hub.getClient();\n const scope = hub.getScope();\n const transport = client && client.getTransport();\n const dsn = client && client.getDsn();\n\n if (!client || !scope || !transport || !dsn || !session.sampled) {\n return;\n }\n\n const baseEvent = {\n type: REPLAY_EVENT_NAME,\n replay_start_timestamp: initialTimestamp / 1000,\n timestamp: timestamp / 1000,\n error_ids: errorIds,\n trace_ids: traceIds,\n urls,\n replay_id: replayId,\n segment_id,\n replay_type: session.sampled,\n };\n\n const replayEvent = await prepareReplayEvent({ scope, client, replayId, event: baseEvent });\n\n if (!replayEvent) {\n // Taken from baseclient's `_processEvent` method, where this is handled for errors/transactions\n client.recordDroppedEvent('event_processor', 'replay', baseEvent);\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.log('An event processor returned `null`, will not send event.');\n return;\n }\n\n /*\n For reference, the fully built event looks something like this:\n {\n \"type\": \"replay_event\",\n \"timestamp\": 1670837008.634,\n \"error_ids\": [\n \"errorId\"\n ],\n \"trace_ids\": [\n \"traceId\"\n ],\n \"urls\": [\n \"https://example.com\"\n ],\n \"replay_id\": \"eventId\",\n \"segment_id\": 3,\n \"replay_type\": \"error\",\n \"platform\": \"javascript\",\n \"event_id\": \"eventId\",\n \"environment\": \"production\",\n \"sdk\": {\n \"integrations\": [\n \"BrowserTracing\",\n \"Replay\"\n ],\n \"name\": \"sentry.javascript.browser\",\n \"version\": \"7.25.0\"\n },\n \"sdkProcessingMetadata\": {},\n \"contexts\": {\n },\n }\n */\n\n const envelope = createReplayEnvelope(replayEvent, preparedRecordingData, dsn, client.getOptions().tunnel);\n\n let response;\n\n try {\n response = await transport.send(envelope);\n } catch (err) {\n const error = new Error(UNABLE_TO_SEND_REPLAY);\n\n try {\n // In case browsers don't allow this property to be writable\n // @ts-ignore This needs lib es2022 and newer\n error.cause = err;\n } catch (e) {\n // nothing to do\n }\n throw error;\n }\n\n // TODO (v8): we can remove this guard once transport.send's type signature doesn't include void anymore\n if (!response) {\n return response;\n }\n\n // If the status code is invalid, we want to immediately stop & not retry\n if (typeof response.statusCode === 'number' && (response.statusCode < 200 || response.statusCode >= 300)) {\n throw new TransportStatusCodeError(response.statusCode);\n }\n\n return response;\n}\n\n/**\n * This error indicates that the transport returned an invalid status code.\n */\nclass TransportStatusCodeError extends Error {\n constructor(statusCode) {\n super(`Transport returned status code ${statusCode}`);\n }\n}\n\n/**\n * Finalize and send the current replay event to Sentry\n */\nasync function sendReplay(\n replayData,\n retryConfig = {\n count: 0,\n interval: RETRY_BASE_INTERVAL,\n },\n) {\n const { recordingData, options } = replayData;\n\n // short circuit if there's no events to upload (this shouldn't happen as _runFlush makes this check)\n if (!recordingData.length) {\n return;\n }\n\n try {\n await sendReplayRequest(replayData);\n return true;\n } catch (err) {\n if (err instanceof TransportStatusCodeError) {\n throw err;\n }\n\n // Capture error for every failed replay\n setContext('Replays', {\n _retryCount: retryConfig.count,\n });\n\n if ((typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && options._experiments && options._experiments.captureExceptions) {\n captureException(err);\n }\n\n // If an error happened here, it's likely that uploading the attachment\n // failed, we'll can retry with the same events payload\n if (retryConfig.count >= RETRY_MAX_COUNT) {\n const error = new Error(`${UNABLE_TO_SEND_REPLAY} - max retries exceeded`);\n\n try {\n // In case browsers don't allow this property to be writable\n // @ts-ignore This needs lib es2022 and newer\n error.cause = err;\n } catch (e) {\n // nothing to do\n }\n\n throw error;\n }\n\n // will retry in intervals of 5, 10, 30\n retryConfig.interval *= ++retryConfig.count;\n\n return await new Promise((resolve, reject) => {\n setTimeout(async () => {\n try {\n await sendReplay(replayData, retryConfig);\n resolve(true);\n } catch (err) {\n reject(err);\n }\n }, retryConfig.interval);\n });\n }\n}\n\nconst THROTTLED = '__THROTTLED';\nconst SKIPPED = '__SKIPPED';\n\n/**\n * Create a throttled function off a given function.\n * When calling the throttled function, it will call the original function only\n * if it hasn't been called more than `maxCount` times in the last `durationSeconds`.\n *\n * Returns `THROTTLED` if throttled for the first time, after that `SKIPPED`,\n * or else the return value of the original function.\n */\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction throttle(\n fn,\n maxCount,\n durationSeconds,\n) {\n const counter = new Map();\n\n const _cleanup = (now) => {\n const threshold = now - durationSeconds;\n counter.forEach((_value, key) => {\n if (key < threshold) {\n counter.delete(key);\n }\n });\n };\n\n const _getTotalCount = () => {\n return [...counter.values()].reduce((a, b) => a + b, 0);\n };\n\n let isThrottled = false;\n\n return (...rest) => {\n // Date in second-precision, which we use as basis for the throttling\n const now = Math.floor(Date.now() / 1000);\n\n // First, make sure to delete any old entries\n _cleanup(now);\n\n // If already over limit, do nothing\n if (_getTotalCount() >= maxCount) {\n const wasThrottled = isThrottled;\n isThrottled = true;\n return wasThrottled ? SKIPPED : THROTTLED;\n }\n\n isThrottled = false;\n const count = counter.get(now) || 0;\n counter.set(now, count + 1);\n\n return fn(...rest);\n };\n}\n\n/* eslint-disable max-lines */ // TODO: We might want to split this file up\n\n/**\n * The main replay container class, which holds all the state and methods for recording and sending replays.\n */\nclass ReplayContainer {\n __init() {this.eventBuffer = null;}\n\n /**\n * List of PerformanceEntry from PerformanceObserver\n */\n __init2() {this.performanceEvents = [];}\n\n /**\n * Recording can happen in one of three modes:\n * - session: Record the whole session, sending it continuously\n * - buffer: Always keep the last 60s of recording, requires:\n * - having replaysOnErrorSampleRate > 0 to capture replay when an error occurs\n * - or calling `flush()` to send the replay\n */\n __init3() {this.recordingMode = 'session';}\n\n /**\n * The current or last active transcation.\n * This is only available when performance is enabled.\n */\n\n /**\n * These are here so we can overwrite them in tests etc.\n * @hidden\n */\n __init4() {this.timeouts = {\n sessionIdlePause: SESSION_IDLE_PAUSE_DURATION,\n sessionIdleExpire: SESSION_IDLE_EXPIRE_DURATION,\n maxSessionLife: MAX_SESSION_LIFE,\n }; }\n\n /**\n * Options to pass to `rrweb.record()`\n */\n\n __init5() {this._performanceObserver = null;}\n\n __init6() {this._flushLock = null;}\n\n /**\n * Timestamp of the last user activity. This lives across sessions.\n */\n __init7() {this._lastActivity = Date.now();}\n\n /**\n * Is the integration currently active?\n */\n __init8() {this._isEnabled = false;}\n\n /**\n * Paused is a state where:\n * - DOM Recording is not listening at all\n * - Nothing will be added to event buffer (e.g. core SDK events)\n */\n __init9() {this._isPaused = false;}\n\n /**\n * Have we attached listeners to the core SDK?\n * Note we have to track this as there is no way to remove instrumentation handlers.\n */\n __init10() {this._hasInitializedCoreListeners = false;}\n\n /**\n * Function to stop recording\n */\n __init11() {this._stopRecording = null;}\n\n __init12() {this._context = {\n errorIds: new Set(),\n traceIds: new Set(),\n urls: [],\n initialTimestamp: Date.now(),\n initialUrl: '',\n };}\n\n constructor({\n options,\n recordingOptions,\n }\n\n) {ReplayContainer.prototype.__init.call(this);ReplayContainer.prototype.__init2.call(this);ReplayContainer.prototype.__init3.call(this);ReplayContainer.prototype.__init4.call(this);ReplayContainer.prototype.__init5.call(this);ReplayContainer.prototype.__init6.call(this);ReplayContainer.prototype.__init7.call(this);ReplayContainer.prototype.__init8.call(this);ReplayContainer.prototype.__init9.call(this);ReplayContainer.prototype.__init10.call(this);ReplayContainer.prototype.__init11.call(this);ReplayContainer.prototype.__init12.call(this);ReplayContainer.prototype.__init13.call(this);ReplayContainer.prototype.__init14.call(this);ReplayContainer.prototype.__init15.call(this);ReplayContainer.prototype.__init16.call(this);ReplayContainer.prototype.__init17.call(this);ReplayContainer.prototype.__init18.call(this);\n this._recordingOptions = recordingOptions;\n this._options = options;\n\n this._debouncedFlush = debounce(() => this._flush(), this._options.flushMinDelay, {\n maxWait: this._options.flushMaxDelay,\n });\n\n this._throttledAddEvent = throttle(\n (event, isCheckout) => addEvent(this, event, isCheckout),\n // Max 300 events...\n 300,\n // ... per 5s\n 5,\n );\n }\n\n /** Get the event context. */\n getContext() {\n return this._context;\n }\n\n /** If recording is currently enabled. */\n isEnabled() {\n return this._isEnabled;\n }\n\n /** If recording is currently paused. */\n isPaused() {\n return this._isPaused;\n }\n\n /** Get the replay integration options. */\n getOptions() {\n return this._options;\n }\n\n /**\n * Initializes the plugin based on sampling configuration. Should not be\n * called outside of constructor.\n */\n initializeSampling() {\n const { errorSampleRate, sessionSampleRate } = this._options;\n\n // If neither sample rate is > 0, then do nothing - user will need to call one of\n // `start()` or `startBuffering` themselves.\n if (errorSampleRate <= 0 && sessionSampleRate <= 0) {\n return;\n }\n\n // Otherwise if there is _any_ sample rate set, try to load an existing\n // session, or create a new one.\n const isSessionSampled = this._loadAndCheckSession();\n\n if (!isSessionSampled) {\n // This should only occur if `errorSampleRate` is 0 and was unsampled for\n // session-based replay. In this case there is nothing to do.\n return;\n }\n\n if (!this.session) {\n // This should not happen, something wrong has occurred\n this._handleException(new Error('Unable to initialize and create session'));\n return;\n }\n\n if (this.session.sampled && this.session.sampled !== 'session') {\n // If not sampled as session-based, then recording mode will be `buffer`\n // Note that we don't explicitly check if `sampled === 'buffer'` because we\n // could have sessions from Session storage that are still `error` from\n // prior SDK version.\n this.recordingMode = 'buffer';\n }\n\n this._initializeRecording();\n }\n\n /**\n * Start a replay regardless of sampling rate. Calling this will always\n * create a new session. Will throw an error if replay is already in progress.\n *\n * Creates or loads a session, attaches listeners to varying events (DOM,\n * _performanceObserver, Recording, Sentry SDK, etc)\n */\n start() {\n if (this._isEnabled && this.recordingMode === 'session') {\n throw new Error('Replay recording is already in progress');\n }\n\n if (this._isEnabled && this.recordingMode === 'buffer') {\n throw new Error('Replay buffering is in progress, call `flush()` to save the replay');\n }\n\n const previousSessionId = this.session && this.session.id;\n\n const { session } = getSession({\n timeouts: this.timeouts,\n stickySession: Boolean(this._options.stickySession),\n currentSession: this.session,\n // This is intentional: create a new session-based replay when calling `start()`\n sessionSampleRate: 1,\n allowBuffering: false,\n });\n\n session.previousSessionId = previousSessionId;\n this.session = session;\n\n this._initializeRecording();\n }\n\n /**\n * Start replay buffering. Buffers until `flush()` is called or, if\n * `replaysOnErrorSampleRate` > 0, an error occurs.\n */\n startBuffering() {\n if (this._isEnabled) {\n throw new Error('Replay recording is already in progress');\n }\n\n const previousSessionId = this.session && this.session.id;\n\n const { session } = getSession({\n timeouts: this.timeouts,\n stickySession: Boolean(this._options.stickySession),\n currentSession: this.session,\n sessionSampleRate: 0,\n allowBuffering: true,\n });\n\n session.previousSessionId = previousSessionId;\n this.session = session;\n\n this.recordingMode = 'buffer';\n this._initializeRecording();\n }\n\n /**\n * Start recording.\n *\n * Note that this will cause a new DOM checkout\n */\n startRecording() {\n try {\n this._stopRecording = record({\n ...this._recordingOptions,\n // When running in error sampling mode, we need to overwrite `checkoutEveryNms`\n // Without this, it would record forever, until an error happens, which we don't want\n // instead, we'll always keep the last 60 seconds of replay before an error happened\n ...(this.recordingMode === 'buffer' && { checkoutEveryNms: BUFFER_CHECKOUT_TIME }),\n emit: getHandleRecordingEmit(this),\n onMutation: this._onMutationHandler,\n });\n } catch (err) {\n this._handleException(err);\n }\n }\n\n /**\n * Stops the recording, if it was running.\n *\n * Returns true if it was previously stopped, or is now stopped,\n * otherwise false.\n */\n stopRecording() {\n try {\n if (this._stopRecording) {\n this._stopRecording();\n this._stopRecording = undefined;\n }\n\n return true;\n } catch (err) {\n this._handleException(err);\n return false;\n }\n }\n\n /**\n * Currently, this needs to be manually called (e.g. for tests). Sentry SDK\n * does not support a teardown\n */\n async stop(reason) {\n if (!this._isEnabled) {\n return;\n }\n\n try {\n if ((typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__)) {\n const msg = `[Replay] Stopping Replay${reason ? ` triggered by ${reason}` : ''}`;\n\n // When `traceInternals` is enabled, we want to log this to the console\n // Else, use the regular debug output\n // eslint-disable-next-line\n const log = this.getOptions()._experiments.traceInternals ? console.warn : logger.log;\n log(msg);\n }\n\n // We can't move `_isEnabled` after awaiting a flush, otherwise we can\n // enter into an infinite loop when `stop()` is called while flushing.\n this._isEnabled = false;\n this._removeListeners();\n this.stopRecording();\n\n this._debouncedFlush.cancel();\n // See comment above re: `_isEnabled`, we \"force\" a flush, ignoring the\n // `_isEnabled` state of the plugin since it was disabled above.\n if (this.recordingMode === 'session') {\n await this._flush({ force: true });\n }\n\n // After flush, destroy event buffer\n this.eventBuffer && this.eventBuffer.destroy();\n this.eventBuffer = null;\n\n // Clear session from session storage, note this means if a new session\n // is started after, it will not have `previousSessionId`\n clearSession(this);\n } catch (err) {\n this._handleException(err);\n }\n }\n\n /**\n * Pause some replay functionality. See comments for `_isPaused`.\n * This differs from stop as this only stops DOM recording, it is\n * not as thorough of a shutdown as `stop()`.\n */\n pause() {\n this._isPaused = true;\n this.stopRecording();\n }\n\n /**\n * Resumes recording, see notes for `pause().\n *\n * Note that calling `startRecording()` here will cause a\n * new DOM checkout.`\n */\n resume() {\n if (!this._loadAndCheckSession()) {\n return;\n }\n\n this._isPaused = false;\n this.startRecording();\n }\n\n /**\n * If not in \"session\" recording mode, flush event buffer which will create a new replay.\n * Unless `continueRecording` is false, the replay will continue to record and\n * behave as a \"session\"-based replay.\n *\n * Otherwise, queue up a flush.\n */\n async sendBufferedReplayOrFlush({ continueRecording = true } = {}) {\n if (this.recordingMode === 'session') {\n return this.flushImmediate();\n }\n\n // Allow flush to complete before resuming as a session recording, otherwise\n // the checkout from `startRecording` may be included in the payload.\n // Prefer to keep the error replay as a separate (and smaller) segment\n // than the session replay.\n await this.flushImmediate();\n\n const hasStoppedRecording = this.stopRecording();\n\n if (!continueRecording || !hasStoppedRecording) {\n return;\n }\n\n // Re-start recording, but in \"session\" recording mode\n\n // Reset all \"capture on error\" configuration before\n // starting a new recording\n this.recordingMode = 'session';\n\n // Once this session ends, we do not want to refresh it\n if (this.session) {\n this.session.shouldRefresh = false;\n this._maybeSaveSession();\n }\n\n this.startRecording();\n }\n\n /**\n * We want to batch uploads of replay events. Save events only if\n * `` milliseconds have elapsed since the last event\n * *OR* if `` milliseconds have elapsed.\n *\n * Accepts a callback to perform side-effects and returns true to stop batch\n * processing and hand back control to caller.\n */\n addUpdate(cb) {\n // We need to always run `cb` (e.g. in the case of `this.recordingMode == 'buffer'`)\n const cbResult = cb();\n\n // If this option is turned on then we will only want to call `flush`\n // explicitly\n if (this.recordingMode === 'buffer') {\n return;\n }\n\n // If callback is true, we do not want to continue with flushing -- the\n // caller will need to handle it.\n if (cbResult === true) {\n return;\n }\n\n // addUpdate is called quite frequently - use _debouncedFlush so that it\n // respects the flush delays and does not flush immediately\n this._debouncedFlush();\n }\n\n /**\n * Updates the user activity timestamp and resumes recording. This should be\n * called in an event handler for a user action that we consider as the user\n * being \"active\" (e.g. a mouse click).\n */\n triggerUserActivity() {\n this._updateUserActivity();\n\n // This case means that recording was once stopped due to inactivity.\n // Ensure that recording is resumed.\n if (!this._stopRecording) {\n // Create a new session, otherwise when the user action is flushed, it\n // will get rejected due to an expired session.\n if (!this._loadAndCheckSession()) {\n return;\n }\n\n // Note: This will cause a new DOM checkout\n this.resume();\n return;\n }\n\n // Otherwise... recording was never suspended, continue as normalish\n this.checkAndHandleExpiredSession();\n\n this._updateSessionActivity();\n }\n\n /**\n * Only flush if `this.recordingMode === 'session'`\n */\n conditionalFlush() {\n if (this.recordingMode === 'buffer') {\n return Promise.resolve();\n }\n\n return this.flushImmediate();\n }\n\n /**\n * Always flush via `_debouncedFlush` so that we do not have flushes triggered\n * from calling both `flush` and `_debouncedFlush`. Otherwise, there could be\n * cases of mulitple flushes happening closely together.\n */\n flushImmediate() {\n this._debouncedFlush();\n // `.flush` is provided by the debounced function, analogously to lodash.debounce\n return this._debouncedFlush.flush() ;\n }\n\n /**\n * Cancels queued up flushes.\n */\n cancelFlush() {\n this._debouncedFlush.cancel();\n }\n\n /** Get the current sesion (=replay) ID */\n getSessionId() {\n return this.session && this.session.id;\n }\n\n /**\n * Checks if recording should be stopped due to user inactivity. Otherwise\n * check if session is expired and create a new session if so. Triggers a new\n * full snapshot on new session.\n *\n * Returns true if session is not expired, false otherwise.\n * @hidden\n */\n checkAndHandleExpiredSession() {\n const oldSessionId = this.getSessionId();\n\n // Prevent starting a new session if the last user activity is older than\n // SESSION_IDLE_PAUSE_DURATION. Otherwise non-user activity can trigger a new\n // session+recording. This creates noisy replays that do not have much\n // content in them.\n if (\n this._lastActivity &&\n isExpired(this._lastActivity, this.timeouts.sessionIdlePause) &&\n this.session &&\n this.session.sampled === 'session'\n ) {\n // Pause recording only for session-based replays. Otherwise, resuming\n // will create a new replay and will conflict with users who only choose\n // to record error-based replays only. (e.g. the resumed replay will not\n // contain a reference to an error)\n this.pause();\n return;\n }\n\n // --- There is recent user activity --- //\n // This will create a new session if expired, based on expiry length\n if (!this._loadAndCheckSession()) {\n return;\n }\n\n // Session was expired if session ids do not match\n const expired = oldSessionId !== this.getSessionId();\n\n if (!expired) {\n return true;\n }\n\n // Session is expired, trigger a full snapshot (which will create a new session)\n this._triggerFullSnapshot();\n\n return false;\n }\n\n /**\n * Capture some initial state that can change throughout the lifespan of the\n * replay. This is required because otherwise they would be captured at the\n * first flush.\n */\n setInitialState() {\n const urlPath = `${WINDOW.location.pathname}${WINDOW.location.hash}${WINDOW.location.search}`;\n const url = `${WINDOW.location.origin}${urlPath}`;\n\n this.performanceEvents = [];\n\n // Reset _context as well\n this._clearContext();\n\n this._context.initialUrl = url;\n this._context.initialTimestamp = Date.now();\n this._context.urls.push(url);\n }\n\n /**\n * Add a breadcrumb event, that may be throttled.\n * If it was throttled, we add a custom breadcrumb to indicate that.\n */\n throttledAddEvent(\n event,\n isCheckout,\n ) {\n const res = this._throttledAddEvent(event, isCheckout);\n\n // If this is THROTTLED, it means we have throttled the event for the first time\n // In this case, we want to add a breadcrumb indicating that something was skipped\n if (res === THROTTLED) {\n const breadcrumb = createBreadcrumb({\n category: 'replay.throttled',\n });\n\n this.addUpdate(() => {\n void addEvent(this, {\n type: EventType$1.Custom,\n timestamp: breadcrumb.timestamp || 0,\n data: {\n tag: 'breadcrumb',\n payload: breadcrumb,\n metric: true,\n },\n });\n });\n }\n\n return res;\n }\n\n /**\n * This will get the parametrized route name of the current page.\n * This is only available if performance is enabled, and if an instrumented router is used.\n */\n getCurrentRoute() {\n const lastTransaction = this.lastTransaction || getCurrentHub().getScope().getTransaction();\n if (!lastTransaction || !['route', 'custom'].includes(lastTransaction.metadata.source)) {\n return undefined;\n }\n\n return lastTransaction.name;\n }\n\n /**\n * Initialize and start all listeners to varying events (DOM,\n * Performance Observer, Recording, Sentry SDK, etc)\n */\n _initializeRecording() {\n this.setInitialState();\n\n // this method is generally called on page load or manually - in both cases\n // we should treat it as an activity\n this._updateSessionActivity();\n\n this.eventBuffer = createEventBuffer({\n useCompression: this._options.useCompression,\n });\n\n this._removeListeners();\n this._addListeners();\n\n // Need to set as enabled before we start recording, as `record()` can trigger a flush with a new checkout\n this._isEnabled = true;\n\n this.startRecording();\n }\n\n /** A wrapper to conditionally capture exceptions. */\n _handleException(error) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.error('[Replay]', error);\n\n if ((typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && this._options._experiments && this._options._experiments.captureExceptions) {\n captureException(error);\n }\n }\n\n /**\n * Loads (or refreshes) the current session.\n * Returns false if session is not recorded.\n */\n _loadAndCheckSession() {\n const { type, session } = getSession({\n timeouts: this.timeouts,\n stickySession: Boolean(this._options.stickySession),\n currentSession: this.session,\n sessionSampleRate: this._options.sessionSampleRate,\n allowBuffering: this._options.errorSampleRate > 0,\n });\n\n // If session was newly created (i.e. was not loaded from storage), then\n // enable flag to create the root replay\n if (type === 'new') {\n this.setInitialState();\n }\n\n const currentSessionId = this.getSessionId();\n if (session.id !== currentSessionId) {\n session.previousSessionId = currentSessionId;\n }\n\n this.session = session;\n\n if (!this.session.sampled) {\n void this.stop('session unsampled');\n return false;\n }\n\n return true;\n }\n\n /**\n * Adds listeners to record events for the replay\n */\n _addListeners() {\n try {\n WINDOW.document.addEventListener('visibilitychange', this._handleVisibilityChange);\n WINDOW.addEventListener('blur', this._handleWindowBlur);\n WINDOW.addEventListener('focus', this._handleWindowFocus);\n WINDOW.addEventListener('keydown', this._handleKeyboardEvent);\n\n // There is no way to remove these listeners, so ensure they are only added once\n if (!this._hasInitializedCoreListeners) {\n addGlobalListeners(this);\n\n this._hasInitializedCoreListeners = true;\n }\n } catch (err) {\n this._handleException(err);\n }\n\n // PerformanceObserver //\n if (!('PerformanceObserver' in WINDOW)) {\n return;\n }\n\n this._performanceObserver = setupPerformanceObserver(this);\n }\n\n /**\n * Cleans up listeners that were created in `_addListeners`\n */\n _removeListeners() {\n try {\n WINDOW.document.removeEventListener('visibilitychange', this._handleVisibilityChange);\n\n WINDOW.removeEventListener('blur', this._handleWindowBlur);\n WINDOW.removeEventListener('focus', this._handleWindowFocus);\n WINDOW.removeEventListener('keydown', this._handleKeyboardEvent);\n\n if (this._performanceObserver) {\n this._performanceObserver.disconnect();\n this._performanceObserver = null;\n }\n } catch (err) {\n this._handleException(err);\n }\n }\n\n /**\n * Handle when visibility of the page content changes. Opening a new tab will\n * cause the state to change to hidden because of content of current page will\n * be hidden. Likewise, moving a different window to cover the contents of the\n * page will also trigger a change to a hidden state.\n */\n __init13() {this._handleVisibilityChange = () => {\n if (WINDOW.document.visibilityState === 'visible') {\n this._doChangeToForegroundTasks();\n } else {\n this._doChangeToBackgroundTasks();\n }\n };}\n\n /**\n * Handle when page is blurred\n */\n __init14() {this._handleWindowBlur = () => {\n const breadcrumb = createBreadcrumb({\n category: 'ui.blur',\n });\n\n // Do not count blur as a user action -- it's part of the process of them\n // leaving the page\n this._doChangeToBackgroundTasks(breadcrumb);\n };}\n\n /**\n * Handle when page is focused\n */\n __init15() {this._handleWindowFocus = () => {\n const breadcrumb = createBreadcrumb({\n category: 'ui.focus',\n });\n\n // Do not count focus as a user action -- instead wait until they focus and\n // interactive with page\n this._doChangeToForegroundTasks(breadcrumb);\n };}\n\n /** Ensure page remains active when a key is pressed. */\n __init16() {this._handleKeyboardEvent = (event) => {\n handleKeyboardEvent(this, event);\n };}\n\n /**\n * Tasks to run when we consider a page to be hidden (via blurring and/or visibility)\n */\n _doChangeToBackgroundTasks(breadcrumb) {\n if (!this.session) {\n return;\n }\n\n const expired = isSessionExpired(this.session, this.timeouts);\n\n if (breadcrumb && !expired) {\n this._createCustomBreadcrumb(breadcrumb);\n }\n\n // Send replay when the page/tab becomes hidden. There is no reason to send\n // replay if it becomes visible, since no actions we care about were done\n // while it was hidden\n void this.conditionalFlush();\n }\n\n /**\n * Tasks to run when we consider a page to be visible (via focus and/or visibility)\n */\n _doChangeToForegroundTasks(breadcrumb) {\n if (!this.session) {\n return;\n }\n\n const isSessionActive = this.checkAndHandleExpiredSession();\n\n if (!isSessionActive) {\n // If the user has come back to the page within SESSION_IDLE_PAUSE_DURATION\n // ms, we will re-use the existing session, otherwise create a new\n // session\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.log('[Replay] Document has become active, but session has expired');\n return;\n }\n\n if (breadcrumb) {\n this._createCustomBreadcrumb(breadcrumb);\n }\n }\n\n /**\n * Trigger rrweb to take a full snapshot which will cause this plugin to\n * create a new Replay event.\n */\n _triggerFullSnapshot(checkout = true) {\n try {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.log('[Replay] Taking full rrweb snapshot');\n record.takeFullSnapshot(checkout);\n } catch (err) {\n this._handleException(err);\n }\n }\n\n /**\n * Update user activity (across session lifespans)\n */\n _updateUserActivity(_lastActivity = Date.now()) {\n this._lastActivity = _lastActivity;\n }\n\n /**\n * Updates the session's last activity timestamp\n */\n _updateSessionActivity(_lastActivity = Date.now()) {\n if (this.session) {\n this.session.lastActivity = _lastActivity;\n this._maybeSaveSession();\n }\n }\n\n /**\n * Helper to create (and buffer) a replay breadcrumb from a core SDK breadcrumb\n */\n _createCustomBreadcrumb(breadcrumb) {\n this.addUpdate(() => {\n void this.throttledAddEvent({\n type: EventType$1.Custom,\n timestamp: breadcrumb.timestamp || 0,\n data: {\n tag: 'breadcrumb',\n payload: breadcrumb,\n },\n });\n });\n }\n\n /**\n * Observed performance events are added to `this.performanceEvents`. These\n * are included in the replay event before it is finished and sent to Sentry.\n */\n _addPerformanceEntries() {\n // Copy and reset entries before processing\n const entries = [...this.performanceEvents];\n this.performanceEvents = [];\n\n return Promise.all(createPerformanceSpans(this, createPerformanceEntries(entries)));\n }\n\n /**\n * Clear _context\n */\n _clearContext() {\n // XXX: `initialTimestamp` and `initialUrl` do not get cleared\n this._context.errorIds.clear();\n this._context.traceIds.clear();\n this._context.urls = [];\n }\n\n /** Update the initial timestamp based on the buffer content. */\n _updateInitialTimestampFromEventBuffer() {\n const { session, eventBuffer } = this;\n if (!session || !eventBuffer) {\n return;\n }\n\n // we only ever update this on the initial segment\n if (session.segmentId) {\n return;\n }\n\n const earliestEvent = eventBuffer.getEarliestTimestamp();\n if (earliestEvent && earliestEvent < this._context.initialTimestamp) {\n this._context.initialTimestamp = earliestEvent;\n }\n }\n\n /**\n * Return and clear _context\n */\n _popEventContext() {\n const _context = {\n initialTimestamp: this._context.initialTimestamp,\n initialUrl: this._context.initialUrl,\n errorIds: Array.from(this._context.errorIds),\n traceIds: Array.from(this._context.traceIds),\n urls: this._context.urls,\n };\n\n this._clearContext();\n\n return _context;\n }\n\n /**\n * Flushes replay event buffer to Sentry.\n *\n * Performance events are only added right before flushing - this is\n * due to the buffered performance observer events.\n *\n * Should never be called directly, only by `flush`\n */\n async _runFlush() {\n if (!this.session || !this.eventBuffer) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.error('[Replay] No session or eventBuffer found to flush.');\n return;\n }\n\n await this._addPerformanceEntries();\n\n // Check eventBuffer again, as it could have been stopped in the meanwhile\n if (!this.eventBuffer || !this.eventBuffer.hasEvents) {\n return;\n }\n\n // Only attach memory event if eventBuffer is not empty\n await addMemoryEntry(this);\n\n // Check eventBuffer again, as it could have been stopped in the meanwhile\n if (!this.eventBuffer) {\n return;\n }\n\n try {\n // This uses the data from the eventBuffer, so we need to call this before `finish()\n this._updateInitialTimestampFromEventBuffer();\n\n // Note this empties the event buffer regardless of outcome of sending replay\n const recordingData = await this.eventBuffer.finish();\n\n // NOTE: Copy values from instance members, as it's possible they could\n // change before the flush finishes.\n const replayId = this.session.id;\n const eventContext = this._popEventContext();\n // Always increment segmentId regardless of outcome of sending replay\n const segmentId = this.session.segmentId++;\n this._maybeSaveSession();\n\n await sendReplay({\n replayId,\n recordingData,\n segmentId,\n eventContext,\n session: this.session,\n options: this.getOptions(),\n timestamp: Date.now(),\n });\n } catch (err) {\n this._handleException(err);\n\n // This means we retried 3 times and all of them failed,\n // or we ran into a problem we don't want to retry, like rate limiting.\n // In this case, we want to completely stop the replay - otherwise, we may get inconsistent segments\n void this.stop('sendReplay');\n\n const client = getCurrentHub().getClient();\n\n if (client) {\n client.recordDroppedEvent('send_error', 'replay');\n }\n }\n }\n\n /**\n * Flush recording data to Sentry. Creates a lock so that only a single flush\n * can be active at a time. Do not call this directly.\n */\n __init17() {this._flush = async ({\n force = false,\n }\n\n = {}) => {\n if (!this._isEnabled && !force) {\n // This can happen if e.g. the replay was stopped because of exceeding the retry limit\n return;\n }\n\n if (!this.checkAndHandleExpiredSession()) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.error('[Replay] Attempting to finish replay event after session expired.');\n return;\n }\n\n if (!this.session) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.error('[Replay] No session found to flush.');\n return;\n }\n\n // A flush is about to happen, cancel any queued flushes\n this._debouncedFlush.cancel();\n\n // this._flushLock acts as a lock so that future calls to `_flush()`\n // will be blocked until this promise resolves\n if (!this._flushLock) {\n this._flushLock = this._runFlush();\n await this._flushLock;\n this._flushLock = null;\n return;\n }\n\n // Wait for previous flush to finish, then call the debounced `_flush()`.\n // It's possible there are other flush requests queued and waiting for it\n // to resolve. We want to reduce all outstanding requests (as well as any\n // new flush requests that occur within a second of the locked flush\n // completing) into a single flush.\n\n try {\n await this._flushLock;\n } catch (err) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.error(err);\n } finally {\n this._debouncedFlush();\n }\n };}\n\n /** Save the session, if it is sticky */\n _maybeSaveSession() {\n if (this.session && this._options.stickySession) {\n saveSession(this.session);\n }\n }\n\n /** Handler for rrweb.record.onMutation */\n __init18() {this._onMutationHandler = (mutations) => {\n const count = mutations.length;\n\n const mutationLimit = this._options.mutationLimit;\n const mutationBreadcrumbLimit = this._options.mutationBreadcrumbLimit;\n const overMutationLimit = mutationLimit && count > mutationLimit;\n\n // Create a breadcrumb if a lot of mutations happen at the same time\n // We can show this in the UI as an information with potential performance improvements\n if (count > mutationBreadcrumbLimit || overMutationLimit) {\n const breadcrumb = createBreadcrumb({\n category: 'replay.mutations',\n data: {\n count,\n limit: overMutationLimit,\n },\n });\n this._createCustomBreadcrumb(breadcrumb);\n }\n\n // Stop replay if over the mutation limit\n if (overMutationLimit) {\n void this.stop('mutationLimit');\n return false;\n }\n\n // `true` means we use the regular mutation handling by rrweb\n return true;\n };}\n}\n\nfunction getOption(\n selectors,\n defaultSelectors,\n deprecatedClassOption,\n deprecatedSelectorOption,\n) {\n const deprecatedSelectors = typeof deprecatedSelectorOption === 'string' ? deprecatedSelectorOption.split(',') : [];\n\n const allSelectors = [\n ...selectors,\n // @deprecated\n ...deprecatedSelectors,\n\n // sentry defaults\n ...defaultSelectors,\n ];\n\n // @deprecated\n if (typeof deprecatedClassOption !== 'undefined') {\n // NOTE: No support for RegExp\n if (typeof deprecatedClassOption === 'string') {\n allSelectors.push(`.${deprecatedClassOption}`);\n }\n\n // eslint-disable-next-line no-console\n console.warn(\n '[Replay] You are using a deprecated configuration item for privacy. Read the documentation on how to use the new privacy configuration.',\n );\n }\n\n return allSelectors.join(',');\n}\n\n/**\n * Returns privacy related configuration for use in rrweb\n */\nfunction getPrivacyOptions({\n mask,\n unmask,\n block,\n unblock,\n ignore,\n\n // eslint-disable-next-line deprecation/deprecation\n blockClass,\n // eslint-disable-next-line deprecation/deprecation\n blockSelector,\n // eslint-disable-next-line deprecation/deprecation\n maskTextClass,\n // eslint-disable-next-line deprecation/deprecation\n maskTextSelector,\n // eslint-disable-next-line deprecation/deprecation\n ignoreClass,\n}) {\n const defaultBlockedElements = ['base[href=\"/\"]'];\n\n const maskSelector = getOption(mask, ['.sentry-mask', '[data-sentry-mask]'], maskTextClass, maskTextSelector);\n const unmaskSelector = getOption(unmask, ['.sentry-unmask', '[data-sentry-unmask]']);\n\n const options = {\n // We are making the decision to make text and input selectors the same\n maskTextSelector: maskSelector,\n unmaskTextSelector: unmaskSelector,\n maskInputSelector: maskSelector,\n unmaskInputSelector: unmaskSelector,\n\n blockSelector: getOption(\n block,\n ['.sentry-block', '[data-sentry-block]', ...defaultBlockedElements],\n blockClass,\n blockSelector,\n ),\n unblockSelector: getOption(unblock, ['.sentry-unblock', '[data-sentry-unblock]']),\n ignoreSelector: getOption(ignore, ['.sentry-ignore', '[data-sentry-ignore]', 'input[type=\"file\"]'], ignoreClass),\n };\n\n if (blockClass instanceof RegExp) {\n options.blockClass = blockClass;\n }\n\n if (maskTextClass instanceof RegExp) {\n options.maskTextClass = maskTextClass;\n }\n\n return options;\n}\n\n/**\n * Returns true if we are in the browser.\n */\nfunction isBrowser() {\n // eslint-disable-next-line no-restricted-globals\n return typeof window !== 'undefined' && (!isNodeEnv() || isElectronNodeRenderer());\n}\n\n// Electron renderers with nodeIntegration enabled are detected as Node.js so we specifically test for them\nfunction isElectronNodeRenderer() {\n return typeof process !== 'undefined' && (process ).type === 'renderer';\n}\n\nconst MEDIA_SELECTORS =\n 'img,image,svg,video,object,picture,embed,map,audio,link[rel=\"icon\"],link[rel=\"apple-touch-icon\"]';\n\nconst DEFAULT_NETWORK_HEADERS = ['content-length', 'content-type', 'accept'];\n\nlet _initialized = false;\n\n/**\n * The main replay integration class, to be passed to `init({ integrations: [] })`.\n */\nclass Replay {\n /**\n * @inheritDoc\n */\n static __initStatic() {this.id = 'Replay';}\n\n /**\n * @inheritDoc\n */\n __init() {this.name = Replay.id;}\n\n /**\n * Options to pass to `rrweb.record()`\n */\n\n /**\n * Initial options passed to the replay integration, merged with default values.\n * Note: `sessionSampleRate` and `errorSampleRate` are not required here, as they\n * can only be finally set when setupOnce() is called.\n *\n * @private\n */\n\n constructor({\n flushMinDelay = DEFAULT_FLUSH_MIN_DELAY,\n flushMaxDelay = DEFAULT_FLUSH_MAX_DELAY,\n stickySession = true,\n useCompression = true,\n _experiments = {},\n sessionSampleRate,\n errorSampleRate,\n maskAllText = true,\n maskAllInputs = true,\n blockAllMedia = true,\n\n mutationBreadcrumbLimit = 750,\n mutationLimit = 10000,\n\n networkDetailAllowUrls = [],\n networkCaptureBodies = true,\n networkRequestHeaders = [],\n networkResponseHeaders = [],\n\n mask = [],\n unmask = [],\n block = [],\n unblock = [],\n ignore = [],\n maskFn,\n\n beforeAddRecordingEvent,\n\n // eslint-disable-next-line deprecation/deprecation\n blockClass,\n // eslint-disable-next-line deprecation/deprecation\n blockSelector,\n // eslint-disable-next-line deprecation/deprecation\n maskInputOptions,\n // eslint-disable-next-line deprecation/deprecation\n maskTextClass,\n // eslint-disable-next-line deprecation/deprecation\n maskTextSelector,\n // eslint-disable-next-line deprecation/deprecation\n ignoreClass,\n } = {}) {Replay.prototype.__init.call(this);\n this._recordingOptions = {\n maskAllInputs,\n maskAllText,\n maskInputOptions: { ...(maskInputOptions || {}), password: true },\n maskTextFn: maskFn,\n maskInputFn: maskFn,\n\n ...getPrivacyOptions({\n mask,\n unmask,\n block,\n unblock,\n ignore,\n blockClass,\n blockSelector,\n maskTextClass,\n maskTextSelector,\n ignoreClass,\n }),\n\n // Our defaults\n slimDOMOptions: 'all',\n inlineStylesheet: true,\n // Disable inline images as it will increase segment/replay size\n inlineImages: false,\n // collect fonts, but be aware that `sentry.io` needs to be an allowed\n // origin for playback\n collectFonts: true,\n };\n\n this._initialOptions = {\n flushMinDelay,\n flushMaxDelay,\n stickySession,\n sessionSampleRate,\n errorSampleRate,\n useCompression,\n blockAllMedia,\n maskAllInputs,\n maskAllText,\n mutationBreadcrumbLimit,\n mutationLimit,\n networkDetailAllowUrls,\n networkCaptureBodies,\n networkRequestHeaders: _getMergedNetworkHeaders(networkRequestHeaders),\n networkResponseHeaders: _getMergedNetworkHeaders(networkResponseHeaders),\n beforeAddRecordingEvent,\n\n _experiments,\n };\n\n if (typeof sessionSampleRate === 'number') {\n // eslint-disable-next-line\n console.warn(\n `[Replay] You are passing \\`sessionSampleRate\\` to the Replay integration.\nThis option is deprecated and will be removed soon.\nInstead, configure \\`replaysSessionSampleRate\\` directly in the SDK init options, e.g.:\nSentry.init({ replaysSessionSampleRate: ${sessionSampleRate} })`,\n );\n\n this._initialOptions.sessionSampleRate = sessionSampleRate;\n }\n\n if (typeof errorSampleRate === 'number') {\n // eslint-disable-next-line\n console.warn(\n `[Replay] You are passing \\`errorSampleRate\\` to the Replay integration.\nThis option is deprecated and will be removed soon.\nInstead, configure \\`replaysOnErrorSampleRate\\` directly in the SDK init options, e.g.:\nSentry.init({ replaysOnErrorSampleRate: ${errorSampleRate} })`,\n );\n\n this._initialOptions.errorSampleRate = errorSampleRate;\n }\n\n if (this._initialOptions.blockAllMedia) {\n // `blockAllMedia` is a more user friendly option to configure blocking\n // embedded media elements\n this._recordingOptions.blockSelector = !this._recordingOptions.blockSelector\n ? MEDIA_SELECTORS\n : `${this._recordingOptions.blockSelector},${MEDIA_SELECTORS}`;\n }\n\n if (this._isInitialized && isBrowser()) {\n throw new Error('Multiple Sentry Session Replay instances are not supported');\n }\n\n this._isInitialized = true;\n }\n\n /** If replay has already been initialized */\n get _isInitialized() {\n return _initialized;\n }\n\n /** Update _isInitialized */\n set _isInitialized(value) {\n _initialized = value;\n }\n\n /**\n * Setup and initialize replay container\n */\n setupOnce() {\n if (!isBrowser()) {\n return;\n }\n\n this._setup();\n\n // Once upon a time, we tried to create a transaction in `setupOnce` and it would\n // potentially create a transaction before some native SDK integrations have run\n // and applied their own global event processor. An example is:\n // https://github.com/getsentry/sentry-javascript/blob/b47ceafbdac7f8b99093ce6023726ad4687edc48/packages/browser/src/integrations/useragent.ts\n //\n // So we call `this._initialize()` in next event loop as a workaround to wait for other\n // global event processors to finish. This is no longer needed, but keeping it\n // here to avoid any future issues.\n setTimeout(() => this._initialize());\n }\n\n /**\n * Start a replay regardless of sampling rate. Calling this will always\n * create a new session. Will throw an error if replay is already in progress.\n *\n * Creates or loads a session, attaches listeners to varying events (DOM,\n * PerformanceObserver, Recording, Sentry SDK, etc)\n */\n start() {\n if (!this._replay) {\n return;\n }\n\n this._replay.start();\n }\n\n /**\n * Start replay buffering. Buffers until `flush()` is called or, if\n * `replaysOnErrorSampleRate` > 0, until an error occurs.\n */\n startBuffering() {\n if (!this._replay) {\n return;\n }\n\n this._replay.startBuffering();\n }\n\n /**\n * Currently, this needs to be manually called (e.g. for tests). Sentry SDK\n * does not support a teardown\n */\n stop() {\n if (!this._replay) {\n return Promise.resolve();\n }\n\n return this._replay.stop();\n }\n\n /**\n * If not in \"session\" recording mode, flush event buffer which will create a new replay.\n * Unless `continueRecording` is false, the replay will continue to record and\n * behave as a \"session\"-based replay.\n *\n * Otherwise, queue up a flush.\n */\n flush(options) {\n if (!this._replay || !this._replay.isEnabled()) {\n return Promise.resolve();\n }\n\n return this._replay.sendBufferedReplayOrFlush(options);\n }\n\n /**\n * Get the current session ID.\n */\n getReplayId() {\n if (!this._replay || !this._replay.isEnabled()) {\n return;\n }\n\n return this._replay.getSessionId();\n }\n /**\n * Initializes replay.\n */\n _initialize() {\n if (!this._replay) {\n return;\n }\n\n this._replay.initializeSampling();\n }\n\n /** Setup the integration. */\n _setup() {\n // Client is not available in constructor, so we need to wait until setupOnce\n const finalOptions = loadReplayOptionsFromClient(this._initialOptions);\n\n this._replay = new ReplayContainer({\n options: finalOptions,\n recordingOptions: this._recordingOptions,\n });\n }\n} Replay.__initStatic();\n\n/** Parse Replay-related options from SDK options */\nfunction loadReplayOptionsFromClient(initialOptions) {\n const client = getCurrentHub().getClient();\n const opt = client && (client.getOptions() );\n\n const finalOptions = { sessionSampleRate: 0, errorSampleRate: 0, ...dropUndefinedKeys(initialOptions) };\n\n if (!opt) {\n // eslint-disable-next-line no-console\n console.warn('SDK client is not available.');\n return finalOptions;\n }\n\n if (\n initialOptions.sessionSampleRate == null && // TODO remove once deprecated rates are removed\n initialOptions.errorSampleRate == null && // TODO remove once deprecated rates are removed\n opt.replaysSessionSampleRate == null &&\n opt.replaysOnErrorSampleRate == null\n ) {\n // eslint-disable-next-line no-console\n console.warn(\n 'Replay is disabled because neither `replaysSessionSampleRate` nor `replaysOnErrorSampleRate` are set.',\n );\n }\n\n if (typeof opt.replaysSessionSampleRate === 'number') {\n finalOptions.sessionSampleRate = opt.replaysSessionSampleRate;\n }\n\n if (typeof opt.replaysOnErrorSampleRate === 'number') {\n finalOptions.errorSampleRate = opt.replaysOnErrorSampleRate;\n }\n\n return finalOptions;\n}\n\nfunction _getMergedNetworkHeaders(headers) {\n return [...DEFAULT_NETWORK_HEADERS, ...headers.map(header => header.toLowerCase())];\n}\n\nexport { Replay };\n//# sourceMappingURL=index.js.map\n","import { isString } from './is.js';\nimport { getGlobalObject } from './worldwide.js';\n\n// eslint-disable-next-line deprecation/deprecation\nconst WINDOW = getGlobalObject();\n\nconst DEFAULT_MAX_STRING_LENGTH = 80;\n\n/**\n * Given a child DOM element, returns a query-selector statement describing that\n * and its ancestors\n * e.g. [HTMLElement] => body > div > input#foo.btn[name=baz]\n * @returns generated DOM path\n */\nfunction htmlTreeAsString(\n elem,\n options = {},\n) {\n\n // try/catch both:\n // - accessing event.target (see getsentry/raven-js#838, #768)\n // - `htmlTreeAsString` because it's complex, and just accessing the DOM incorrectly\n // - can throw an exception in some circumstances.\n try {\n let currentElem = elem ;\n const MAX_TRAVERSE_HEIGHT = 5;\n const out = [];\n let height = 0;\n let len = 0;\n const separator = ' > ';\n const sepLength = separator.length;\n let nextStr;\n const keyAttrs = Array.isArray(options) ? options : options.keyAttrs;\n const maxStringLength = (!Array.isArray(options) && options.maxStringLength) || DEFAULT_MAX_STRING_LENGTH;\n\n while (currentElem && height++ < MAX_TRAVERSE_HEIGHT) {\n nextStr = _htmlElementAsString(currentElem, keyAttrs);\n // bail out if\n // - nextStr is the 'html' element\n // - the length of the string that would be created exceeds maxStringLength\n // (ignore this limit if we are on the first iteration)\n if (nextStr === 'html' || (height > 1 && len + out.length * sepLength + nextStr.length >= maxStringLength)) {\n break;\n }\n\n out.push(nextStr);\n\n len += nextStr.length;\n currentElem = currentElem.parentNode;\n }\n\n return out.reverse().join(separator);\n } catch (_oO) {\n return '';\n }\n}\n\n/**\n * Returns a simple, query-selector representation of a DOM element\n * e.g. [HTMLElement] => input#foo.btn[name=baz]\n * @returns generated DOM path\n */\nfunction _htmlElementAsString(el, keyAttrs) {\n const elem = el\n\n;\n\n const out = [];\n let className;\n let classes;\n let key;\n let attr;\n let i;\n\n if (!elem || !elem.tagName) {\n return '';\n }\n\n out.push(elem.tagName.toLowerCase());\n\n // Pairs of attribute keys defined in `serializeAttribute` and their values on element.\n const keyAttrPairs =\n keyAttrs && keyAttrs.length\n ? keyAttrs.filter(keyAttr => elem.getAttribute(keyAttr)).map(keyAttr => [keyAttr, elem.getAttribute(keyAttr)])\n : null;\n\n if (keyAttrPairs && keyAttrPairs.length) {\n keyAttrPairs.forEach(keyAttrPair => {\n out.push(`[${keyAttrPair[0]}=\"${keyAttrPair[1]}\"]`);\n });\n } else {\n if (elem.id) {\n out.push(`#${elem.id}`);\n }\n\n // eslint-disable-next-line prefer-const\n className = elem.className;\n if (className && isString(className)) {\n classes = className.split(/\\s+/);\n for (i = 0; i < classes.length; i++) {\n out.push(`.${classes[i]}`);\n }\n }\n }\n const allowedAttrs = ['aria-label', 'type', 'name', 'title', 'alt'];\n for (i = 0; i < allowedAttrs.length; i++) {\n key = allowedAttrs[i];\n attr = elem.getAttribute(key);\n if (attr) {\n out.push(`[${key}=\"${attr}\"]`);\n }\n }\n return out.join('');\n}\n\n/**\n * A safe form of location.href\n */\nfunction getLocationHref() {\n try {\n return WINDOW.document.location.href;\n } catch (oO) {\n return '';\n }\n}\n\n/**\n * Gets a DOM element by using document.querySelector.\n *\n * This wrapper will first check for the existance of the function before\n * actually calling it so that we don't have to take care of this check,\n * every time we want to access the DOM.\n *\n * Reason: DOM/querySelector is not available in all environments.\n *\n * We have to cast to any because utils can be consumed by a variety of environments,\n * and we don't want to break TS users. If you know what element will be selected by\n * `document.querySelector`, specify it as part of the generic call. For example,\n * `const element = getDomElement('selector');`\n *\n * @param selector the selector string passed on to document.querySelector\n */\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction getDomElement(selector) {\n if (WINDOW.document && WINDOW.document.querySelector) {\n return WINDOW.document.querySelector(selector) ;\n }\n return null;\n}\n\nexport { getDomElement, getLocationHref, htmlTreeAsString };\n//# sourceMappingURL=browser.js.map\n","import { logger } from './logger.js';\n\n/** Regular expression used to parse a Dsn. */\nconst DSN_REGEX = /^(?:(\\w+):)\\/\\/(?:(\\w+)(?::(\\w+)?)?@)([\\w.-]+)(?::(\\d+))?\\/(.+)/;\n\nfunction isValidProtocol(protocol) {\n return protocol === 'http' || protocol === 'https';\n}\n\n/**\n * Renders the string representation of this Dsn.\n *\n * By default, this will render the public representation without the password\n * component. To get the deprecated private representation, set `withPassword`\n * to true.\n *\n * @param withPassword When set to true, the password will be included.\n */\nfunction dsnToString(dsn, withPassword = false) {\n const { host, path, pass, port, projectId, protocol, publicKey } = dsn;\n return (\n `${protocol}://${publicKey}${withPassword && pass ? `:${pass}` : ''}` +\n `@${host}${port ? `:${port}` : ''}/${path ? `${path}/` : path}${projectId}`\n );\n}\n\n/**\n * Parses a Dsn from a given string.\n *\n * @param str A Dsn as string\n * @returns Dsn as DsnComponents or undefined if @param str is not a valid DSN string\n */\nfunction dsnFromString(str) {\n const match = DSN_REGEX.exec(str);\n\n if (!match) {\n // This should be logged to the console\n // eslint-disable-next-line no-console\n console.error(`Invalid Sentry Dsn: ${str}`);\n return undefined;\n }\n\n const [protocol, publicKey, pass = '', host, port = '', lastPath] = match.slice(1);\n let path = '';\n let projectId = lastPath;\n\n const split = projectId.split('/');\n if (split.length > 1) {\n path = split.slice(0, -1).join('/');\n projectId = split.pop() ;\n }\n\n if (projectId) {\n const projectMatch = projectId.match(/^\\d+/);\n if (projectMatch) {\n projectId = projectMatch[0];\n }\n }\n\n return dsnFromComponents({ host, pass, path, projectId, port, protocol: protocol , publicKey });\n}\n\nfunction dsnFromComponents(components) {\n return {\n protocol: components.protocol,\n publicKey: components.publicKey || '',\n pass: components.pass || '',\n host: components.host,\n port: components.port || '',\n path: components.path || '',\n projectId: components.projectId,\n };\n}\n\nfunction validateDsn(dsn) {\n if (!(typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__)) {\n return true;\n }\n\n const { port, projectId, protocol } = dsn;\n\n const requiredComponents = ['protocol', 'publicKey', 'host', 'projectId'];\n const hasMissingRequiredComponent = requiredComponents.find(component => {\n if (!dsn[component]) {\n logger.error(`Invalid Sentry Dsn: ${component} missing`);\n return true;\n }\n return false;\n });\n\n if (hasMissingRequiredComponent) {\n return false;\n }\n\n if (!projectId.match(/^\\d+$/)) {\n logger.error(`Invalid Sentry Dsn: Invalid projectId ${projectId}`);\n return false;\n }\n\n if (!isValidProtocol(protocol)) {\n logger.error(`Invalid Sentry Dsn: Invalid protocol ${protocol}`);\n return false;\n }\n\n if (port && isNaN(parseInt(port, 10))) {\n logger.error(`Invalid Sentry Dsn: Invalid port ${port}`);\n return false;\n }\n\n return true;\n}\n\n/**\n * Creates a valid Sentry Dsn object, identifying a Sentry instance and project.\n * @returns a valid DsnComponents object or `undefined` if @param from is an invalid DSN source\n */\nfunction makeDsn(from) {\n const components = typeof from === 'string' ? dsnFromString(from) : dsnFromComponents(from);\n if (!components || !validateDsn(components)) {\n return undefined;\n }\n return components;\n}\n\nexport { dsnFromString, dsnToString, makeDsn };\n//# sourceMappingURL=dsn.js.map\n","/*\n * This module exists for optimizations in the build process through rollup and terser. We define some global\n * constants, which can be overridden during build. By guarding certain pieces of code with functions that return these\n * constants, we can control whether or not they appear in the final bundle. (Any code guarded by a false condition will\n * never run, and will hence be dropped during treeshaking.) The two primary uses for this are stripping out calls to\n * `logger` and preventing node-related code from appearing in browser bundles.\n *\n * Attention:\n * This file should not be used to define constants/flags that are intended to be used for tree-shaking conducted by\n * users. These flags should live in their respective packages, as we identified user tooling (specifically webpack)\n * having issues tree-shaking these constants across package boundaries.\n * An example for this is the __SENTRY_DEBUG__ constant. It is declared in each package individually because we want\n * users to be able to shake away expressions that it guards.\n */\n\n/**\n * Figures out if we're building a browser bundle.\n *\n * @returns true if this is a browser bundle build.\n */\nfunction isBrowserBundle() {\n return typeof __SENTRY_BROWSER_BUNDLE__ !== 'undefined' && !!__SENTRY_BROWSER_BUNDLE__;\n}\n\n/**\n * Get source of SDK.\n */\nfunction getSDKSource() {\n // @ts-ignore \"npm\" is injected by rollup during build process\n return \"npm\";\n}\n\nexport { getSDKSource, isBrowserBundle };\n//# sourceMappingURL=env.js.map\n","import { dsnToString } from './dsn.js';\nimport { normalize } from './normalize.js';\nimport { dropUndefinedKeys } from './object.js';\n\n/**\n * Creates an envelope.\n * Make sure to always explicitly provide the generic to this function\n * so that the envelope types resolve correctly.\n */\nfunction createEnvelope(headers, items = []) {\n return [headers, items] ;\n}\n\n/**\n * Add an item to an envelope.\n * Make sure to always explicitly provide the generic to this function\n * so that the envelope types resolve correctly.\n */\nfunction addItemToEnvelope(envelope, newItem) {\n const [headers, items] = envelope;\n return [headers, [...items, newItem]] ;\n}\n\n/**\n * Convenience function to loop through the items and item types of an envelope.\n * (This function was mostly created because working with envelope types is painful at the moment)\n *\n * If the callback returns true, the rest of the items will be skipped.\n */\nfunction forEachEnvelopeItem(\n envelope,\n callback,\n) {\n const envelopeItems = envelope[1];\n\n for (const envelopeItem of envelopeItems) {\n const envelopeItemType = envelopeItem[0].type;\n const result = callback(envelopeItem, envelopeItemType);\n\n if (result) {\n return true;\n }\n }\n\n return false;\n}\n\n/**\n * Returns true if the envelope contains any of the given envelope item types\n */\nfunction envelopeContainsItemType(envelope, types) {\n return forEachEnvelopeItem(envelope, (_, type) => types.includes(type));\n}\n\n/**\n * Encode a string to UTF8.\n */\nfunction encodeUTF8(input, textEncoder) {\n const utf8 = textEncoder || new TextEncoder();\n return utf8.encode(input);\n}\n\n/**\n * Serializes an envelope.\n */\nfunction serializeEnvelope(envelope, textEncoder) {\n const [envHeaders, items] = envelope;\n\n // Initially we construct our envelope as a string and only convert to binary chunks if we encounter binary data\n let parts = JSON.stringify(envHeaders);\n\n function append(next) {\n if (typeof parts === 'string') {\n parts = typeof next === 'string' ? parts + next : [encodeUTF8(parts, textEncoder), next];\n } else {\n parts.push(typeof next === 'string' ? encodeUTF8(next, textEncoder) : next);\n }\n }\n\n for (const item of items) {\n const [itemHeaders, payload] = item;\n\n append(`\\n${JSON.stringify(itemHeaders)}\\n`);\n\n if (typeof payload === 'string' || payload instanceof Uint8Array) {\n append(payload);\n } else {\n let stringifiedPayload;\n try {\n stringifiedPayload = JSON.stringify(payload);\n } catch (e) {\n // In case, despite all our efforts to keep `payload` circular-dependency-free, `JSON.strinify()` still\n // fails, we try again after normalizing it again with infinite normalization depth. This of course has a\n // performance impact but in this case a performance hit is better than throwing.\n stringifiedPayload = JSON.stringify(normalize(payload));\n }\n append(stringifiedPayload);\n }\n }\n\n return typeof parts === 'string' ? parts : concatBuffers(parts);\n}\n\nfunction concatBuffers(buffers) {\n const totalLength = buffers.reduce((acc, buf) => acc + buf.length, 0);\n\n const merged = new Uint8Array(totalLength);\n let offset = 0;\n for (const buffer of buffers) {\n merged.set(buffer, offset);\n offset += buffer.length;\n }\n\n return merged;\n}\n\n/**\n * Parses an envelope\n */\nfunction parseEnvelope(\n env,\n textEncoder,\n textDecoder,\n) {\n let buffer = typeof env === 'string' ? textEncoder.encode(env) : env;\n\n function readBinary(length) {\n const bin = buffer.subarray(0, length);\n // Replace the buffer with the remaining data excluding trailing newline\n buffer = buffer.subarray(length + 1);\n return bin;\n }\n\n function readJson() {\n let i = buffer.indexOf(0xa);\n // If we couldn't find a newline, we must have found the end of the buffer\n if (i < 0) {\n i = buffer.length;\n }\n\n return JSON.parse(textDecoder.decode(readBinary(i))) ;\n }\n\n const envelopeHeader = readJson();\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n const items = [];\n\n while (buffer.length) {\n const itemHeader = readJson();\n const binaryLength = typeof itemHeader.length === 'number' ? itemHeader.length : undefined;\n\n items.push([itemHeader, binaryLength ? readBinary(binaryLength) : readJson()]);\n }\n\n return [envelopeHeader, items];\n}\n\n/**\n * Creates attachment envelope items\n */\nfunction createAttachmentEnvelopeItem(\n attachment,\n textEncoder,\n) {\n const buffer = typeof attachment.data === 'string' ? encodeUTF8(attachment.data, textEncoder) : attachment.data;\n\n return [\n dropUndefinedKeys({\n type: 'attachment',\n length: buffer.length,\n filename: attachment.filename,\n content_type: attachment.contentType,\n attachment_type: attachment.attachmentType,\n }),\n buffer,\n ];\n}\n\nconst ITEM_TYPE_TO_DATA_CATEGORY_MAP = {\n session: 'session',\n sessions: 'session',\n attachment: 'attachment',\n transaction: 'transaction',\n event: 'error',\n client_report: 'internal',\n user_report: 'default',\n profile: 'profile',\n replay_event: 'replay',\n replay_recording: 'replay',\n check_in: 'monitor',\n};\n\n/**\n * Maps the type of an envelope item to a data category.\n */\nfunction envelopeItemTypeToDataCategory(type) {\n return ITEM_TYPE_TO_DATA_CATEGORY_MAP[type];\n}\n\n/** Extracts the minimal SDK info from from the metadata or an events */\nfunction getSdkMetadataForEnvelopeHeader(metadataOrEvent) {\n if (!metadataOrEvent || !metadataOrEvent.sdk) {\n return;\n }\n const { name, version } = metadataOrEvent.sdk;\n return { name, version };\n}\n\n/**\n * Creates event envelope headers, based on event, sdk info and tunnel\n * Note: This function was extracted from the core package to make it available in Replay\n */\nfunction createEventEnvelopeHeaders(\n event,\n sdkInfo,\n tunnel,\n dsn,\n) {\n const dynamicSamplingContext = event.sdkProcessingMetadata && event.sdkProcessingMetadata.dynamicSamplingContext;\n return {\n event_id: event.event_id ,\n sent_at: new Date().toISOString(),\n ...(sdkInfo && { sdk: sdkInfo }),\n ...(!!tunnel && { dsn: dsnToString(dsn) }),\n ...(dynamicSamplingContext && {\n trace: dropUndefinedKeys({ ...dynamicSamplingContext }),\n }),\n };\n}\n\nexport { addItemToEnvelope, createAttachmentEnvelopeItem, createEnvelope, createEventEnvelopeHeaders, envelopeContainsItemType, envelopeItemTypeToDataCategory, forEachEnvelopeItem, getSdkMetadataForEnvelopeHeader, parseEnvelope, serializeEnvelope };\n//# sourceMappingURL=envelope.js.map\n","import { getGlobalObject } from '../worldwide.js';\n\n// Based on https://github.com/angular/angular.js/pull/13945/files\n\n// eslint-disable-next-line deprecation/deprecation\nconst WINDOW = getGlobalObject();\n\n/**\n * Tells whether current environment supports History API\n * {@link supportsHistory}.\n *\n * @returns Answer to the given question.\n */\nfunction supportsHistory() {\n // NOTE: in Chrome App environment, touching history.pushState, *even inside\n // a try/catch block*, will cause Chrome to output an error to console.error\n // borrowed from: https://github.com/angular/angular.js/pull/13945/files\n /* eslint-disable @typescript-eslint/no-unsafe-member-access */\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n const chrome = (WINDOW ).chrome;\n const isChromePackagedApp = chrome && chrome.app && chrome.app.runtime;\n /* eslint-enable @typescript-eslint/no-unsafe-member-access */\n const hasHistoryApi = 'history' in WINDOW && !!WINDOW.history.pushState && !!WINDOW.history.replaceState;\n\n return !isChromePackagedApp && hasHistoryApi;\n}\n\nexport { supportsHistory };\n//# sourceMappingURL=supportsHistory.js.map\n","import { isString } from './is.js';\nimport { logger, CONSOLE_LEVELS } from './logger.js';\nimport { fill } from './object.js';\nimport { getFunctionName } from './stacktrace.js';\nimport { supportsNativeFetch } from './supports.js';\nimport { getGlobalObject } from './worldwide.js';\nimport { supportsHistory } from './vendor/supportsHistory.js';\n\n// eslint-disable-next-line deprecation/deprecation\nconst WINDOW = getGlobalObject();\n\nconst SENTRY_XHR_DATA_KEY = '__sentry_xhr_v2__';\n\n/**\n * Instrument native APIs to call handlers that can be used to create breadcrumbs, APM spans etc.\n * - Console API\n * - Fetch API\n * - XHR API\n * - History API\n * - DOM API (click/typing)\n * - Error API\n * - UnhandledRejection API\n */\n\nconst handlers = {};\nconst instrumented = {};\n\n/** Instruments given API */\nfunction instrument(type) {\n if (instrumented[type]) {\n return;\n }\n\n instrumented[type] = true;\n\n switch (type) {\n case 'console':\n instrumentConsole();\n break;\n case 'dom':\n instrumentDOM();\n break;\n case 'xhr':\n instrumentXHR();\n break;\n case 'fetch':\n instrumentFetch();\n break;\n case 'history':\n instrumentHistory();\n break;\n case 'error':\n instrumentError();\n break;\n case 'unhandledrejection':\n instrumentUnhandledRejection();\n break;\n default:\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) && logger.warn('unknown instrumentation type:', type);\n return;\n }\n}\n\n/**\n * Add handler that will be called when given type of instrumentation triggers.\n * Use at your own risk, this might break without changelog notice, only used internally.\n * @hidden\n */\nfunction addInstrumentationHandler(type, callback) {\n handlers[type] = handlers[type] || [];\n (handlers[type] ).push(callback);\n instrument(type);\n}\n\n/** JSDoc */\nfunction triggerHandlers(type, data) {\n if (!type || !handlers[type]) {\n return;\n }\n\n for (const handler of handlers[type] || []) {\n try {\n handler(data);\n } catch (e) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) &&\n logger.error(\n `Error while triggering instrumentation handler.\\nType: ${type}\\nName: ${getFunctionName(handler)}\\nError:`,\n e,\n );\n }\n }\n}\n\n/** JSDoc */\nfunction instrumentConsole() {\n if (!('console' in WINDOW)) {\n return;\n }\n\n CONSOLE_LEVELS.forEach(function (level) {\n if (!(level in WINDOW.console)) {\n return;\n }\n\n fill(WINDOW.console, level, function (originalConsoleMethod) {\n return function (...args) {\n triggerHandlers('console', { args, level });\n\n // this fails for some browsers. :(\n if (originalConsoleMethod) {\n originalConsoleMethod.apply(WINDOW.console, args);\n }\n };\n });\n });\n}\n\n/** JSDoc */\nfunction instrumentFetch() {\n if (!supportsNativeFetch()) {\n return;\n }\n\n fill(WINDOW, 'fetch', function (originalFetch) {\n return function (...args) {\n const { method, url } = parseFetchArgs(args);\n\n const handlerData = {\n args,\n fetchData: {\n method,\n url,\n },\n startTimestamp: Date.now(),\n };\n\n triggerHandlers('fetch', {\n ...handlerData,\n });\n\n // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n return originalFetch.apply(WINDOW, args).then(\n (response) => {\n triggerHandlers('fetch', {\n ...handlerData,\n endTimestamp: Date.now(),\n response,\n });\n return response;\n },\n (error) => {\n triggerHandlers('fetch', {\n ...handlerData,\n endTimestamp: Date.now(),\n error,\n });\n // NOTE: If you are a Sentry user, and you are seeing this stack frame,\n // it means the sentry.javascript SDK caught an error invoking your application code.\n // This is expected behavior and NOT indicative of a bug with sentry.javascript.\n throw error;\n },\n );\n };\n });\n}\n\nfunction hasProp(obj, prop) {\n return !!obj && typeof obj === 'object' && !!(obj )[prop];\n}\n\nfunction getUrlFromResource(resource) {\n if (typeof resource === 'string') {\n return resource;\n }\n\n if (!resource) {\n return '';\n }\n\n if (hasProp(resource, 'url')) {\n return resource.url;\n }\n\n if (resource.toString) {\n return resource.toString();\n }\n\n return '';\n}\n\n/**\n * Parses the fetch arguments to find the used Http method and the url of the request\n */\nfunction parseFetchArgs(fetchArgs) {\n if (fetchArgs.length === 0) {\n return { method: 'GET', url: '' };\n }\n\n if (fetchArgs.length === 2) {\n const [url, options] = fetchArgs ;\n\n return {\n url: getUrlFromResource(url),\n method: hasProp(options, 'method') ? String(options.method).toUpperCase() : 'GET',\n };\n }\n\n const arg = fetchArgs[0];\n return {\n url: getUrlFromResource(arg ),\n method: hasProp(arg, 'method') ? String(arg.method).toUpperCase() : 'GET',\n };\n}\n\n/** JSDoc */\nfunction instrumentXHR() {\n if (!('XMLHttpRequest' in WINDOW)) {\n return;\n }\n\n const xhrproto = XMLHttpRequest.prototype;\n\n fill(xhrproto, 'open', function (originalOpen) {\n return function ( ...args) {\n const url = args[1];\n const xhrInfo = (this[SENTRY_XHR_DATA_KEY] = {\n // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n method: isString(args[0]) ? args[0].toUpperCase() : args[0],\n url: args[1],\n request_headers: {},\n });\n\n // if Sentry key appears in URL, don't capture it as a request\n // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n if (isString(url) && xhrInfo.method === 'POST' && url.match(/sentry_key/)) {\n this.__sentry_own_request__ = true;\n }\n\n const onreadystatechangeHandler = () => {\n // For whatever reason, this is not the same instance here as from the outer method\n const xhrInfo = this[SENTRY_XHR_DATA_KEY];\n\n if (!xhrInfo) {\n return;\n }\n\n if (this.readyState === 4) {\n try {\n // touching statusCode in some platforms throws\n // an exception\n xhrInfo.status_code = this.status;\n } catch (e) {\n /* do nothing */\n }\n\n triggerHandlers('xhr', {\n args: args ,\n endTimestamp: Date.now(),\n startTimestamp: Date.now(),\n xhr: this,\n } );\n }\n };\n\n if ('onreadystatechange' in this && typeof this.onreadystatechange === 'function') {\n fill(this, 'onreadystatechange', function (original) {\n return function ( ...readyStateArgs) {\n onreadystatechangeHandler();\n return original.apply(this, readyStateArgs);\n };\n });\n } else {\n this.addEventListener('readystatechange', onreadystatechangeHandler);\n }\n\n // Intercepting `setRequestHeader` to access the request headers of XHR instance.\n // This will only work for user/library defined headers, not for the default/browser-assigned headers.\n // Request cookies are also unavailable for XHR, as `Cookie` header can't be defined by `setRequestHeader`.\n fill(this, 'setRequestHeader', function (original) {\n return function ( ...setRequestHeaderArgs) {\n const [header, value] = setRequestHeaderArgs ;\n\n const xhrInfo = this[SENTRY_XHR_DATA_KEY];\n\n if (xhrInfo) {\n xhrInfo.request_headers[header.toLowerCase()] = value;\n }\n\n return original.apply(this, setRequestHeaderArgs);\n };\n });\n\n return originalOpen.apply(this, args);\n };\n });\n\n fill(xhrproto, 'send', function (originalSend) {\n return function ( ...args) {\n const sentryXhrData = this[SENTRY_XHR_DATA_KEY];\n if (sentryXhrData && args[0] !== undefined) {\n sentryXhrData.body = args[0];\n }\n\n triggerHandlers('xhr', {\n args,\n startTimestamp: Date.now(),\n xhr: this,\n });\n\n return originalSend.apply(this, args);\n };\n });\n}\n\nlet lastHref;\n\n/** JSDoc */\nfunction instrumentHistory() {\n if (!supportsHistory()) {\n return;\n }\n\n const oldOnPopState = WINDOW.onpopstate;\n WINDOW.onpopstate = function ( ...args) {\n const to = WINDOW.location.href;\n // keep track of the current URL state, as we always receive only the updated state\n const from = lastHref;\n lastHref = to;\n triggerHandlers('history', {\n from,\n to,\n });\n if (oldOnPopState) {\n // Apparently this can throw in Firefox when incorrectly implemented plugin is installed.\n // https://github.com/getsentry/sentry-javascript/issues/3344\n // https://github.com/bugsnag/bugsnag-js/issues/469\n try {\n return oldOnPopState.apply(this, args);\n } catch (_oO) {\n // no-empty\n }\n }\n };\n\n /** @hidden */\n function historyReplacementFunction(originalHistoryFunction) {\n return function ( ...args) {\n const url = args.length > 2 ? args[2] : undefined;\n if (url) {\n // coerce to string (this is what pushState does)\n const from = lastHref;\n const to = String(url);\n // keep track of the current URL state, as we always receive only the updated state\n lastHref = to;\n triggerHandlers('history', {\n from,\n to,\n });\n }\n return originalHistoryFunction.apply(this, args);\n };\n }\n\n fill(WINDOW.history, 'pushState', historyReplacementFunction);\n fill(WINDOW.history, 'replaceState', historyReplacementFunction);\n}\n\nconst debounceDuration = 1000;\nlet debounceTimerID;\nlet lastCapturedEvent;\n\n/**\n * Decide whether the current event should finish the debounce of previously captured one.\n * @param previous previously captured event\n * @param current event to be captured\n */\nfunction shouldShortcircuitPreviousDebounce(previous, current) {\n // If there was no previous event, it should always be swapped for the new one.\n if (!previous) {\n return true;\n }\n\n // If both events have different type, then user definitely performed two separate actions. e.g. click + keypress.\n if (previous.type !== current.type) {\n return true;\n }\n\n try {\n // If both events have the same type, it's still possible that actions were performed on different targets.\n // e.g. 2 clicks on different buttons.\n if (previous.target !== current.target) {\n return true;\n }\n } catch (e) {\n // just accessing `target` property can throw an exception in some rare circumstances\n // see: https://github.com/getsentry/sentry-javascript/issues/838\n }\n\n // If both events have the same type _and_ same `target` (an element which triggered an event, _not necessarily_\n // to which an event listener was attached), we treat them as the same action, as we want to capture\n // only one breadcrumb. e.g. multiple clicks on the same button, or typing inside a user input box.\n return false;\n}\n\n/**\n * Decide whether an event should be captured.\n * @param event event to be captured\n */\nfunction shouldSkipDOMEvent(event) {\n // We are only interested in filtering `keypress` events for now.\n if (event.type !== 'keypress') {\n return false;\n }\n\n try {\n const target = event.target ;\n\n if (!target || !target.tagName) {\n return true;\n }\n\n // Only consider keypress events on actual input elements. This will disregard keypresses targeting body\n // e.g.tabbing through elements, hotkeys, etc.\n if (target.tagName === 'INPUT' || target.tagName === 'TEXTAREA' || target.isContentEditable) {\n return false;\n }\n } catch (e) {\n // just accessing `target` property can throw an exception in some rare circumstances\n // see: https://github.com/getsentry/sentry-javascript/issues/838\n }\n\n return true;\n}\n\n/**\n * Wraps addEventListener to capture UI breadcrumbs\n * @param handler function that will be triggered\n * @param globalListener indicates whether event was captured by the global event listener\n * @returns wrapped breadcrumb events handler\n * @hidden\n */\nfunction makeDOMEventHandler(handler, globalListener = false) {\n return (event) => {\n // It's possible this handler might trigger multiple times for the same\n // event (e.g. event propagation through node ancestors).\n // Ignore if we've already captured that event.\n if (!event || lastCapturedEvent === event) {\n return;\n }\n\n // We always want to skip _some_ events.\n if (shouldSkipDOMEvent(event)) {\n return;\n }\n\n const name = event.type === 'keypress' ? 'input' : event.type;\n\n // If there is no debounce timer, it means that we can safely capture the new event and store it for future comparisons.\n if (debounceTimerID === undefined) {\n handler({\n event: event,\n name,\n global: globalListener,\n });\n lastCapturedEvent = event;\n }\n // If there is a debounce awaiting, see if the new event is different enough to treat it as a unique one.\n // If that's the case, emit the previous event and store locally the newly-captured DOM event.\n else if (shouldShortcircuitPreviousDebounce(lastCapturedEvent, event)) {\n handler({\n event: event,\n name,\n global: globalListener,\n });\n lastCapturedEvent = event;\n }\n\n // Start a new debounce timer that will prevent us from capturing multiple events that should be grouped together.\n clearTimeout(debounceTimerID);\n debounceTimerID = WINDOW.setTimeout(() => {\n debounceTimerID = undefined;\n }, debounceDuration);\n };\n}\n\n/** JSDoc */\nfunction instrumentDOM() {\n if (!('document' in WINDOW)) {\n return;\n }\n\n // Make it so that any click or keypress that is unhandled / bubbled up all the way to the document triggers our dom\n // handlers. (Normally we have only one, which captures a breadcrumb for each click or keypress.) Do this before\n // we instrument `addEventListener` so that we don't end up attaching this handler twice.\n const triggerDOMHandler = triggerHandlers.bind(null, 'dom');\n const globalDOMEventHandler = makeDOMEventHandler(triggerDOMHandler, true);\n WINDOW.document.addEventListener('click', globalDOMEventHandler, false);\n WINDOW.document.addEventListener('keypress', globalDOMEventHandler, false);\n\n // After hooking into click and keypress events bubbled up to `document`, we also hook into user-handled\n // clicks & keypresses, by adding an event listener of our own to any element to which they add a listener. That\n // way, whenever one of their handlers is triggered, ours will be, too. (This is needed because their handler\n // could potentially prevent the event from bubbling up to our global listeners. This way, our handler are still\n // guaranteed to fire at least once.)\n ['EventTarget', 'Node'].forEach((target) => {\n // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n const proto = (WINDOW )[target] && (WINDOW )[target].prototype;\n // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access, no-prototype-builtins\n if (!proto || !proto.hasOwnProperty || !proto.hasOwnProperty('addEventListener')) {\n return;\n }\n\n fill(proto, 'addEventListener', function (originalAddEventListener) {\n return function (\n\n type,\n listener,\n options,\n ) {\n if (type === 'click' || type == 'keypress') {\n try {\n const el = this ;\n const handlers = (el.__sentry_instrumentation_handlers__ = el.__sentry_instrumentation_handlers__ || {});\n const handlerForType = (handlers[type] = handlers[type] || { refCount: 0 });\n\n if (!handlerForType.handler) {\n const handler = makeDOMEventHandler(triggerDOMHandler);\n handlerForType.handler = handler;\n originalAddEventListener.call(this, type, handler, options);\n }\n\n handlerForType.refCount++;\n } catch (e) {\n // Accessing dom properties is always fragile.\n // Also allows us to skip `addEventListenrs` calls with no proper `this` context.\n }\n }\n\n return originalAddEventListener.call(this, type, listener, options);\n };\n });\n\n fill(\n proto,\n 'removeEventListener',\n function (originalRemoveEventListener) {\n return function (\n\n type,\n listener,\n options,\n ) {\n if (type === 'click' || type == 'keypress') {\n try {\n const el = this ;\n const handlers = el.__sentry_instrumentation_handlers__ || {};\n const handlerForType = handlers[type];\n\n if (handlerForType) {\n handlerForType.refCount--;\n // If there are no longer any custom handlers of the current type on this element, we can remove ours, too.\n if (handlerForType.refCount <= 0) {\n originalRemoveEventListener.call(this, type, handlerForType.handler, options);\n handlerForType.handler = undefined;\n delete handlers[type]; // eslint-disable-line @typescript-eslint/no-dynamic-delete\n }\n\n // If there are no longer any custom handlers of any type on this element, cleanup everything.\n if (Object.keys(handlers).length === 0) {\n delete el.__sentry_instrumentation_handlers__;\n }\n }\n } catch (e) {\n // Accessing dom properties is always fragile.\n // Also allows us to skip `addEventListenrs` calls with no proper `this` context.\n }\n }\n\n return originalRemoveEventListener.call(this, type, listener, options);\n };\n },\n );\n });\n}\n\nlet _oldOnErrorHandler = null;\n/** JSDoc */\nfunction instrumentError() {\n _oldOnErrorHandler = WINDOW.onerror;\n\n WINDOW.onerror = function (msg, url, line, column, error) {\n triggerHandlers('error', {\n column,\n error,\n line,\n msg,\n url,\n });\n\n if (_oldOnErrorHandler && !_oldOnErrorHandler.__SENTRY_LOADER__) {\n // eslint-disable-next-line prefer-rest-params\n return _oldOnErrorHandler.apply(this, arguments);\n }\n\n return false;\n };\n\n WINDOW.onerror.__SENTRY_INSTRUMENTED__ = true;\n}\n\nlet _oldOnUnhandledRejectionHandler = null;\n/** JSDoc */\nfunction instrumentUnhandledRejection() {\n _oldOnUnhandledRejectionHandler = WINDOW.onunhandledrejection;\n\n WINDOW.onunhandledrejection = function (e) {\n triggerHandlers('unhandledrejection', e);\n\n if (_oldOnUnhandledRejectionHandler && !_oldOnUnhandledRejectionHandler.__SENTRY_LOADER__) {\n // eslint-disable-next-line prefer-rest-params\n return _oldOnUnhandledRejectionHandler.apply(this, arguments);\n }\n\n return true;\n };\n\n WINDOW.onunhandledrejection.__SENTRY_INSTRUMENTED__ = true;\n}\n\nexport { SENTRY_XHR_DATA_KEY, addInstrumentationHandler, parseFetchArgs };\n//# sourceMappingURL=instrument.js.map\n","// eslint-disable-next-line @typescript-eslint/unbound-method\nconst objectToString = Object.prototype.toString;\n\n/**\n * Checks whether given value's type is one of a few Error or Error-like\n * {@link isError}.\n *\n * @param wat A value to be checked.\n * @returns A boolean representing the result.\n */\nfunction isError(wat) {\n switch (objectToString.call(wat)) {\n case '[object Error]':\n case '[object Exception]':\n case '[object DOMException]':\n return true;\n default:\n return isInstanceOf(wat, Error);\n }\n}\n/**\n * Checks whether given value is an instance of the given built-in class.\n *\n * @param wat The value to be checked\n * @param className\n * @returns A boolean representing the result.\n */\nfunction isBuiltin(wat, className) {\n return objectToString.call(wat) === `[object ${className}]`;\n}\n\n/**\n * Checks whether given value's type is ErrorEvent\n * {@link isErrorEvent}.\n *\n * @param wat A value to be checked.\n * @returns A boolean representing the result.\n */\nfunction isErrorEvent(wat) {\n return isBuiltin(wat, 'ErrorEvent');\n}\n\n/**\n * Checks whether given value's type is DOMError\n * {@link isDOMError}.\n *\n * @param wat A value to be checked.\n * @returns A boolean representing the result.\n */\nfunction isDOMError(wat) {\n return isBuiltin(wat, 'DOMError');\n}\n\n/**\n * Checks whether given value's type is DOMException\n * {@link isDOMException}.\n *\n * @param wat A value to be checked.\n * @returns A boolean representing the result.\n */\nfunction isDOMException(wat) {\n return isBuiltin(wat, 'DOMException');\n}\n\n/**\n * Checks whether given value's type is a string\n * {@link isString}.\n *\n * @param wat A value to be checked.\n * @returns A boolean representing the result.\n */\nfunction isString(wat) {\n return isBuiltin(wat, 'String');\n}\n\n/**\n * Checks whether given value is a primitive (undefined, null, number, boolean, string, bigint, symbol)\n * {@link isPrimitive}.\n *\n * @param wat A value to be checked.\n * @returns A boolean representing the result.\n */\nfunction isPrimitive(wat) {\n return wat === null || (typeof wat !== 'object' && typeof wat !== 'function');\n}\n\n/**\n * Checks whether given value's type is an object literal\n * {@link isPlainObject}.\n *\n * @param wat A value to be checked.\n * @returns A boolean representing the result.\n */\nfunction isPlainObject(wat) {\n return isBuiltin(wat, 'Object');\n}\n\n/**\n * Checks whether given value's type is an Event instance\n * {@link isEvent}.\n *\n * @param wat A value to be checked.\n * @returns A boolean representing the result.\n */\nfunction isEvent(wat) {\n return typeof Event !== 'undefined' && isInstanceOf(wat, Event);\n}\n\n/**\n * Checks whether given value's type is an Element instance\n * {@link isElement}.\n *\n * @param wat A value to be checked.\n * @returns A boolean representing the result.\n */\nfunction isElement(wat) {\n return typeof Element !== 'undefined' && isInstanceOf(wat, Element);\n}\n\n/**\n * Checks whether given value's type is an regexp\n * {@link isRegExp}.\n *\n * @param wat A value to be checked.\n * @returns A boolean representing the result.\n */\nfunction isRegExp(wat) {\n return isBuiltin(wat, 'RegExp');\n}\n\n/**\n * Checks whether given value has a then function.\n * @param wat A value to be checked.\n */\nfunction isThenable(wat) {\n // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n return Boolean(wat && wat.then && typeof wat.then === 'function');\n}\n\n/**\n * Checks whether given value's type is a SyntheticEvent\n * {@link isSyntheticEvent}.\n *\n * @param wat A value to be checked.\n * @returns A boolean representing the result.\n */\nfunction isSyntheticEvent(wat) {\n return isPlainObject(wat) && 'nativeEvent' in wat && 'preventDefault' in wat && 'stopPropagation' in wat;\n}\n\n/**\n * Checks whether given value is NaN\n * {@link isNaN}.\n *\n * @param wat A value to be checked.\n * @returns A boolean representing the result.\n */\nfunction isNaN(wat) {\n return typeof wat === 'number' && wat !== wat;\n}\n\n/**\n * Checks whether given value's type is an instance of provided constructor.\n * {@link isInstanceOf}.\n *\n * @param wat A value to be checked.\n * @param base A constructor to be used in a check.\n * @returns A boolean representing the result.\n */\nfunction isInstanceOf(wat, base) {\n try {\n return wat instanceof base;\n } catch (_e) {\n return false;\n }\n}\n\nexport { isDOMError, isDOMException, isElement, isError, isErrorEvent, isEvent, isInstanceOf, isNaN, isPlainObject, isPrimitive, isRegExp, isString, isSyntheticEvent, isThenable };\n//# sourceMappingURL=is.js.map\n","import { getGlobalSingleton, GLOBAL_OBJ } from './worldwide.js';\n\n/** Prefix for logging strings */\nconst PREFIX = 'Sentry Logger ';\n\nconst CONSOLE_LEVELS = ['debug', 'info', 'warn', 'error', 'log', 'assert', 'trace'] ;\n\n/**\n * Temporarily disable sentry console instrumentations.\n *\n * @param callback The function to run against the original `console` messages\n * @returns The results of the callback\n */\nfunction consoleSandbox(callback) {\n if (!('console' in GLOBAL_OBJ)) {\n return callback();\n }\n\n const originalConsole = GLOBAL_OBJ.console ;\n const wrappedLevels = {};\n\n // Restore all wrapped console methods\n CONSOLE_LEVELS.forEach(level => {\n // TODO(v7): Remove this check as it's only needed for Node 6\n const originalWrappedFunc =\n originalConsole[level] && (originalConsole[level] ).__sentry_original__;\n if (level in originalConsole && originalWrappedFunc) {\n wrappedLevels[level] = originalConsole[level] ;\n originalConsole[level] = originalWrappedFunc ;\n }\n });\n\n try {\n return callback();\n } finally {\n // Revert restoration to wrapped state\n Object.keys(wrappedLevels).forEach(level => {\n originalConsole[level] = wrappedLevels[level ];\n });\n }\n}\n\nfunction makeLogger() {\n let enabled = false;\n const logger = {\n enable: () => {\n enabled = true;\n },\n disable: () => {\n enabled = false;\n },\n };\n\n if ((typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__)) {\n CONSOLE_LEVELS.forEach(name => {\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n logger[name] = (...args) => {\n if (enabled) {\n consoleSandbox(() => {\n GLOBAL_OBJ.console[name](`${PREFIX}[${name}]:`, ...args);\n });\n }\n };\n });\n } else {\n CONSOLE_LEVELS.forEach(name => {\n logger[name] = () => undefined;\n });\n }\n\n return logger ;\n}\n\n// Ensure we only have a single logger instance, even if multiple versions of @sentry/utils are being used\nlet logger;\nif ((typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__)) {\n logger = getGlobalSingleton('logger', makeLogger);\n} else {\n logger = makeLogger();\n}\n\nexport { CONSOLE_LEVELS, consoleSandbox, logger };\n//# sourceMappingURL=logger.js.map\n","import { addNonEnumerableProperty } from './object.js';\nimport { snipLine } from './string.js';\nimport { GLOBAL_OBJ } from './worldwide.js';\n\n/**\n * UUID4 generator\n *\n * @returns string Generated UUID4.\n */\nfunction uuid4() {\n const gbl = GLOBAL_OBJ ;\n const crypto = gbl.crypto || gbl.msCrypto;\n\n if (crypto && crypto.randomUUID) {\n return crypto.randomUUID().replace(/-/g, '');\n }\n\n const getRandomByte =\n crypto && crypto.getRandomValues ? () => crypto.getRandomValues(new Uint8Array(1))[0] : () => Math.random() * 16;\n\n // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#2117523\n // Concatenating the following numbers as strings results in '10000000100040008000100000000000'\n return (([1e7] ) + 1e3 + 4e3 + 8e3 + 1e11).replace(/[018]/g, c =>\n // eslint-disable-next-line no-bitwise\n ((c ) ^ ((getRandomByte() & 15) >> ((c ) / 4))).toString(16),\n );\n}\n\nfunction getFirstException(event) {\n return event.exception && event.exception.values ? event.exception.values[0] : undefined;\n}\n\n/**\n * Extracts either message or type+value from an event that can be used for user-facing logs\n * @returns event's description\n */\nfunction getEventDescription(event) {\n const { message, event_id: eventId } = event;\n if (message) {\n return message;\n }\n\n const firstException = getFirstException(event);\n if (firstException) {\n if (firstException.type && firstException.value) {\n return `${firstException.type}: ${firstException.value}`;\n }\n return firstException.type || firstException.value || eventId || '';\n }\n return eventId || '';\n}\n\n/**\n * Adds exception values, type and value to an synthetic Exception.\n * @param event The event to modify.\n * @param value Value of the exception.\n * @param type Type of the exception.\n * @hidden\n */\nfunction addExceptionTypeValue(event, value, type) {\n const exception = (event.exception = event.exception || {});\n const values = (exception.values = exception.values || []);\n const firstException = (values[0] = values[0] || {});\n if (!firstException.value) {\n firstException.value = value || '';\n }\n if (!firstException.type) {\n firstException.type = type || 'Error';\n }\n}\n\n/**\n * Adds exception mechanism data to a given event. Uses defaults if the second parameter is not passed.\n *\n * @param event The event to modify.\n * @param newMechanism Mechanism data to add to the event.\n * @hidden\n */\nfunction addExceptionMechanism(event, newMechanism) {\n const firstException = getFirstException(event);\n if (!firstException) {\n return;\n }\n\n const defaultMechanism = { type: 'generic', handled: true };\n const currentMechanism = firstException.mechanism;\n firstException.mechanism = { ...defaultMechanism, ...currentMechanism, ...newMechanism };\n\n if (newMechanism && 'data' in newMechanism) {\n const mergedData = { ...(currentMechanism && currentMechanism.data), ...newMechanism.data };\n firstException.mechanism.data = mergedData;\n }\n}\n\n// https://semver.org/#is-there-a-suggested-regular-expression-regex-to-check-a-semver-string\nconst SEMVER_REGEXP =\n /^(0|[1-9]\\d*)\\.(0|[1-9]\\d*)\\.(0|[1-9]\\d*)(?:-((?:0|[1-9]\\d*|\\d*[a-zA-Z-][0-9a-zA-Z-]*)(?:\\.(?:0|[1-9]\\d*|\\d*[a-zA-Z-][0-9a-zA-Z-]*))*))?(?:\\+([0-9a-zA-Z-]+(?:\\.[0-9a-zA-Z-]+)*))?$/;\n\n/**\n * Represents Semantic Versioning object\n */\n\n/**\n * Parses input into a SemVer interface\n * @param input string representation of a semver version\n */\nfunction parseSemver(input) {\n const match = input.match(SEMVER_REGEXP) || [];\n const major = parseInt(match[1], 10);\n const minor = parseInt(match[2], 10);\n const patch = parseInt(match[3], 10);\n return {\n buildmetadata: match[5],\n major: isNaN(major) ? undefined : major,\n minor: isNaN(minor) ? undefined : minor,\n patch: isNaN(patch) ? undefined : patch,\n prerelease: match[4],\n };\n}\n\n/**\n * This function adds context (pre/post/line) lines to the provided frame\n *\n * @param lines string[] containing all lines\n * @param frame StackFrame that will be mutated\n * @param linesOfContext number of context lines we want to add pre/post\n */\nfunction addContextToFrame(lines, frame, linesOfContext = 5) {\n // When there is no line number in the frame, attaching context is nonsensical and will even break grouping\n if (frame.lineno === undefined) {\n return;\n }\n\n const maxLines = lines.length;\n const sourceLine = Math.max(Math.min(maxLines, frame.lineno - 1), 0);\n\n frame.pre_context = lines\n .slice(Math.max(0, sourceLine - linesOfContext), sourceLine)\n .map((line) => snipLine(line, 0));\n\n frame.context_line = snipLine(lines[Math.min(maxLines - 1, sourceLine)], frame.colno || 0);\n\n frame.post_context = lines\n .slice(Math.min(sourceLine + 1, maxLines), sourceLine + 1 + linesOfContext)\n .map((line) => snipLine(line, 0));\n}\n\n/**\n * Checks whether or not we've already captured the given exception (note: not an identical exception - the very object\n * in question), and marks it captured if not.\n *\n * This is useful because it's possible for an error to get captured by more than one mechanism. After we intercept and\n * record an error, we rethrow it (assuming we've intercepted it before it's reached the top-level global handlers), so\n * that we don't interfere with whatever effects the error might have had were the SDK not there. At that point, because\n * the error has been rethrown, it's possible for it to bubble up to some other code we've instrumented. If it's not\n * caught after that, it will bubble all the way up to the global handlers (which of course we also instrument). This\n * function helps us ensure that even if we encounter the same error more than once, we only record it the first time we\n * see it.\n *\n * Note: It will ignore primitives (always return `false` and not mark them as seen), as properties can't be set on\n * them. {@link: Object.objectify} can be used on exceptions to convert any that are primitives into their equivalent\n * object wrapper forms so that this check will always work. However, because we need to flag the exact object which\n * will get rethrown, and because that rethrowing happens outside of the event processing pipeline, the objectification\n * must be done before the exception captured.\n *\n * @param A thrown exception to check or flag as having been seen\n * @returns `true` if the exception has already been captured, `false` if not (with the side effect of marking it seen)\n */\nfunction checkOrSetAlreadyCaught(exception) {\n // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n if (exception && (exception ).__sentry_captured__) {\n return true;\n }\n\n try {\n // set it this way rather than by assignment so that it's not ennumerable and therefore isn't recorded by the\n // `ExtraErrorData` integration\n addNonEnumerableProperty(exception , '__sentry_captured__', true);\n } catch (err) {\n // `exception` is a primitive, so we can't mark it seen\n }\n\n return false;\n}\n\n/**\n * Checks whether the given input is already an array, and if it isn't, wraps it in one.\n *\n * @param maybeArray Input to turn into an array, if necessary\n * @returns The input, if already an array, or an array with the input as the only element, if not\n */\nfunction arrayify(maybeArray) {\n return Array.isArray(maybeArray) ? maybeArray : [maybeArray];\n}\n\nexport { addContextToFrame, addExceptionMechanism, addExceptionTypeValue, arrayify, checkOrSetAlreadyCaught, getEventDescription, parseSemver, uuid4 };\n//# sourceMappingURL=misc.js.map\n","import { isBrowserBundle } from './env.js';\n\n/**\n * NOTE: In order to avoid circular dependencies, if you add a function to this module and it needs to print something,\n * you must either a) use `console.log` rather than the logger, or b) put your function elsewhere.\n */\n\n/**\n * Checks whether we're in the Node.js or Browser environment\n *\n * @returns Answer to given question\n */\nfunction isNodeEnv() {\n // explicitly check for browser bundles as those can be optimized statically\n // by terser/rollup.\n return (\n !isBrowserBundle() &&\n Object.prototype.toString.call(typeof process !== 'undefined' ? process : 0) === '[object process]'\n );\n}\n\n/**\n * Requires a module which is protected against bundler minification.\n *\n * @param request The module path to resolve\n */\n// eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types, @typescript-eslint/no-explicit-any\nfunction dynamicRequire(mod, request) {\n // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n return mod.require(request);\n}\n\n/**\n * Helper for dynamically loading module that should work with linked dependencies.\n * The problem is that we _should_ be using `require(require.resolve(moduleName, { paths: [cwd()] }))`\n * However it's _not possible_ to do that with Webpack, as it has to know all the dependencies during\n * build time. `require.resolve` is also not available in any other way, so we cannot create,\n * a fake helper like we do with `dynamicRequire`.\n *\n * We always prefer to use local package, thus the value is not returned early from each `try/catch` block.\n * That is to mimic the behavior of `require.resolve` exactly.\n *\n * @param moduleName module name to require\n * @returns possibly required module\n */\nfunction loadModule(moduleName) {\n let mod;\n\n try {\n mod = dynamicRequire(module, moduleName);\n } catch (e) {\n // no-empty\n }\n\n try {\n const { cwd } = dynamicRequire(module, 'process');\n mod = dynamicRequire(module, `${cwd()}/node_modules/${moduleName}`) ;\n } catch (e) {\n // no-empty\n }\n\n return mod;\n}\n\nexport { dynamicRequire, isNodeEnv, loadModule };\n//# sourceMappingURL=node.js.map\n","import { isNaN, isSyntheticEvent } from './is.js';\nimport { memoBuilder } from './memo.js';\nimport { convertToPlainObject } from './object.js';\nimport { getFunctionName } from './stacktrace.js';\n\n/**\n * Recursively normalizes the given object.\n *\n * - Creates a copy to prevent original input mutation\n * - Skips non-enumerable properties\n * - When stringifying, calls `toJSON` if implemented\n * - Removes circular references\n * - Translates non-serializable values (`undefined`/`NaN`/functions) to serializable format\n * - Translates known global objects/classes to a string representations\n * - Takes care of `Error` object serialization\n * - Optionally limits depth of final output\n * - Optionally limits number of properties/elements included in any single object/array\n *\n * @param input The object to be normalized.\n * @param depth The max depth to which to normalize the object. (Anything deeper stringified whole.)\n * @param maxProperties The max number of elements or properties to be included in any single array or\n * object in the normallized output.\n * @returns A normalized version of the object, or `\"**non-serializable**\"` if any errors are thrown during normalization.\n */\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction normalize(input, depth = 100, maxProperties = +Infinity) {\n try {\n // since we're at the outermost level, we don't provide a key\n return visit('', input, depth, maxProperties);\n } catch (err) {\n return { ERROR: `**non-serializable** (${err})` };\n }\n}\n\n/** JSDoc */\nfunction normalizeToSize(\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n object,\n // Default Node.js REPL depth\n depth = 3,\n // 100kB, as 200kB is max payload size, so half sounds reasonable\n maxSize = 100 * 1024,\n) {\n const normalized = normalize(object, depth);\n\n if (jsonSize(normalized) > maxSize) {\n return normalizeToSize(object, depth - 1, maxSize);\n }\n\n return normalized ;\n}\n\n/**\n * Visits a node to perform normalization on it\n *\n * @param key The key corresponding to the given node\n * @param value The node to be visited\n * @param depth Optional number indicating the maximum recursion depth\n * @param maxProperties Optional maximum number of properties/elements included in any single object/array\n * @param memo Optional Memo class handling decycling\n */\nfunction visit(\n key,\n value,\n depth = +Infinity,\n maxProperties = +Infinity,\n memo = memoBuilder(),\n) {\n const [memoize, unmemoize] = memo;\n\n // Get the simple cases out of the way first\n if (\n value == null || // this matches null and undefined -> eqeq not eqeqeq\n (['number', 'boolean', 'string'].includes(typeof value) && !isNaN(value))\n ) {\n return value ;\n }\n\n const stringified = stringifyValue(key, value);\n\n // Anything we could potentially dig into more (objects or arrays) will have come back as `\"[object XXXX]\"`.\n // Everything else will have already been serialized, so if we don't see that pattern, we're done.\n if (!stringified.startsWith('[object ')) {\n return stringified;\n }\n\n // From here on, we can assert that `value` is either an object or an array.\n\n // Do not normalize objects that we know have already been normalized. As a general rule, the\n // \"__sentry_skip_normalization__\" property should only be used sparingly and only should only be set on objects that\n // have already been normalized.\n if ((value )['__sentry_skip_normalization__']) {\n return value ;\n }\n\n // We can set `__sentry_override_normalization_depth__` on an object to ensure that from there\n // We keep a certain amount of depth.\n // This should be used sparingly, e.g. we use it for the redux integration to ensure we get a certain amount of state.\n const remainingDepth =\n typeof (value )['__sentry_override_normalization_depth__'] === 'number'\n ? ((value )['__sentry_override_normalization_depth__'] )\n : depth;\n\n // We're also done if we've reached the max depth\n if (remainingDepth === 0) {\n // At this point we know `serialized` is a string of the form `\"[object XXXX]\"`. Clean it up so it's just `\"[XXXX]\"`.\n return stringified.replace('object ', '');\n }\n\n // If we've already visited this branch, bail out, as it's circular reference. If not, note that we're seeing it now.\n if (memoize(value)) {\n return '[Circular ~]';\n }\n\n // If the value has a `toJSON` method, we call it to extract more information\n const valueWithToJSON = value ;\n if (valueWithToJSON && typeof valueWithToJSON.toJSON === 'function') {\n try {\n const jsonValue = valueWithToJSON.toJSON();\n // We need to normalize the return value of `.toJSON()` in case it has circular references\n return visit('', jsonValue, remainingDepth - 1, maxProperties, memo);\n } catch (err) {\n // pass (The built-in `toJSON` failed, but we can still try to do it ourselves)\n }\n }\n\n // At this point we know we either have an object or an array, we haven't seen it before, and we're going to recurse\n // because we haven't yet reached the max depth. Create an accumulator to hold the results of visiting each\n // property/entry, and keep track of the number of items we add to it.\n const normalized = (Array.isArray(value) ? [] : {}) ;\n let numAdded = 0;\n\n // Before we begin, convert`Error` and`Event` instances into plain objects, since some of each of their relevant\n // properties are non-enumerable and otherwise would get missed.\n const visitable = convertToPlainObject(value );\n\n for (const visitKey in visitable) {\n // Avoid iterating over fields in the prototype if they've somehow been exposed to enumeration.\n if (!Object.prototype.hasOwnProperty.call(visitable, visitKey)) {\n continue;\n }\n\n if (numAdded >= maxProperties) {\n normalized[visitKey] = '[MaxProperties ~]';\n break;\n }\n\n // Recursively visit all the child nodes\n const visitValue = visitable[visitKey];\n normalized[visitKey] = visit(visitKey, visitValue, remainingDepth - 1, maxProperties, memo);\n\n numAdded++;\n }\n\n // Once we've visited all the branches, remove the parent from memo storage\n unmemoize(value);\n\n // Return accumulated values\n return normalized;\n}\n\n/* eslint-disable complexity */\n/**\n * Stringify the given value. Handles various known special values and types.\n *\n * Not meant to be used on simple primitives which already have a string representation, as it will, for example, turn\n * the number 1231 into \"[Object Number]\", nor on `null`, as it will throw.\n *\n * @param value The value to stringify\n * @returns A stringified representation of the given value\n */\nfunction stringifyValue(\n key,\n // this type is a tiny bit of a cheat, since this function does handle NaN (which is technically a number), but for\n // our internal use, it'll do\n value,\n) {\n try {\n if (key === 'domain' && value && typeof value === 'object' && (value )._events) {\n return '[Domain]';\n }\n\n if (key === 'domainEmitter') {\n return '[DomainEmitter]';\n }\n\n // It's safe to use `global`, `window`, and `document` here in this manner, as we are asserting using `typeof` first\n // which won't throw if they are not present.\n\n if (typeof global !== 'undefined' && value === global) {\n return '[Global]';\n }\n\n // eslint-disable-next-line no-restricted-globals\n if (typeof window !== 'undefined' && value === window) {\n return '[Window]';\n }\n\n // eslint-disable-next-line no-restricted-globals\n if (typeof document !== 'undefined' && value === document) {\n return '[Document]';\n }\n\n // React's SyntheticEvent thingy\n if (isSyntheticEvent(value)) {\n return '[SyntheticEvent]';\n }\n\n if (typeof value === 'number' && value !== value) {\n return '[NaN]';\n }\n\n if (typeof value === 'function') {\n return `[Function: ${getFunctionName(value)}]`;\n }\n\n if (typeof value === 'symbol') {\n return `[${String(value)}]`;\n }\n\n // stringified BigInts are indistinguishable from regular numbers, so we need to label them to avoid confusion\n if (typeof value === 'bigint') {\n return `[BigInt: ${String(value)}]`;\n }\n\n // Now that we've knocked out all the special cases and the primitives, all we have left are objects. Simply casting\n // them to strings means that instances of classes which haven't defined their `toStringTag` will just come out as\n // `\"[object Object]\"`. If we instead look at the constructor's name (which is the same as the name of the class),\n // we can make sure that only plain objects come out that way.\n const objName = getConstructorName(value);\n\n // Handle HTML Elements\n if (/^HTML(\\w*)Element$/.test(objName)) {\n return `[HTMLElement: ${objName}]`;\n }\n\n return `[object ${objName}]`;\n } catch (err) {\n return `**non-serializable** (${err})`;\n }\n}\n/* eslint-enable complexity */\n\nfunction getConstructorName(value) {\n const prototype = Object.getPrototypeOf(value);\n\n return prototype ? prototype.constructor.name : 'null prototype';\n}\n\n/** Calculates bytes size of input string */\nfunction utf8Length(value) {\n // eslint-disable-next-line no-bitwise\n return ~-encodeURI(value).split(/%..|./).length;\n}\n\n/** Calculates bytes size of input object */\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction jsonSize(value) {\n return utf8Length(JSON.stringify(value));\n}\n\nexport { normalize, normalizeToSize, visit as walk };\n//# sourceMappingURL=normalize.js.map\n","/* eslint-disable @typescript-eslint/no-unsafe-member-access */\n/* eslint-disable @typescript-eslint/no-explicit-any */\n\n/**\n * Helper to decycle json objects\n */\nfunction memoBuilder() {\n const hasWeakSet = typeof WeakSet === 'function';\n const inner = hasWeakSet ? new WeakSet() : [];\n function memoize(obj) {\n if (hasWeakSet) {\n if (inner.has(obj)) {\n return true;\n }\n inner.add(obj);\n return false;\n }\n // eslint-disable-next-line @typescript-eslint/prefer-for-of\n for (let i = 0; i < inner.length; i++) {\n const value = inner[i];\n if (value === obj) {\n return true;\n }\n }\n inner.push(obj);\n return false;\n }\n\n function unmemoize(obj) {\n if (hasWeakSet) {\n inner.delete(obj);\n } else {\n for (let i = 0; i < inner.length; i++) {\n if (inner[i] === obj) {\n inner.splice(i, 1);\n break;\n }\n }\n }\n }\n return [memoize, unmemoize];\n}\n\nexport { memoBuilder };\n//# sourceMappingURL=memo.js.map\n","import { htmlTreeAsString } from './browser.js';\nimport { isError, isEvent, isInstanceOf, isElement, isPlainObject, isPrimitive } from './is.js';\nimport { truncate } from './string.js';\n\n/**\n * Replace a method in an object with a wrapped version of itself.\n *\n * @param source An object that contains a method to be wrapped.\n * @param name The name of the method to be wrapped.\n * @param replacementFactory A higher-order function that takes the original version of the given method and returns a\n * wrapped version. Note: The function returned by `replacementFactory` needs to be a non-arrow function, in order to\n * preserve the correct value of `this`, and the original method must be called using `origMethod.call(this, )` or `origMethod.apply(this, [])` (rather than being called directly), again to preserve `this`.\n * @returns void\n */\nfunction fill(source, name, replacementFactory) {\n if (!(name in source)) {\n return;\n }\n\n const original = source[name] ;\n const wrapped = replacementFactory(original) ;\n\n // Make sure it's a function first, as we need to attach an empty prototype for `defineProperties` to work\n // otherwise it'll throw \"TypeError: Object.defineProperties called on non-object\"\n if (typeof wrapped === 'function') {\n try {\n markFunctionWrapped(wrapped, original);\n } catch (_Oo) {\n // This can throw if multiple fill happens on a global object like XMLHttpRequest\n // Fixes https://github.com/getsentry/sentry-javascript/issues/2043\n }\n }\n\n source[name] = wrapped;\n}\n\n/**\n * Defines a non-enumerable property on the given object.\n *\n * @param obj The object on which to set the property\n * @param name The name of the property to be set\n * @param value The value to which to set the property\n */\nfunction addNonEnumerableProperty(obj, name, value) {\n Object.defineProperty(obj, name, {\n // enumerable: false, // the default, so we can save on bundle size by not explicitly setting it\n value: value,\n writable: true,\n configurable: true,\n });\n}\n\n/**\n * Remembers the original function on the wrapped function and\n * patches up the prototype.\n *\n * @param wrapped the wrapper function\n * @param original the original function that gets wrapped\n */\nfunction markFunctionWrapped(wrapped, original) {\n const proto = original.prototype || {};\n wrapped.prototype = original.prototype = proto;\n addNonEnumerableProperty(wrapped, '__sentry_original__', original);\n}\n\n/**\n * This extracts the original function if available. See\n * `markFunctionWrapped` for more information.\n *\n * @param func the function to unwrap\n * @returns the unwrapped version of the function if available.\n */\nfunction getOriginalFunction(func) {\n return func.__sentry_original__;\n}\n\n/**\n * Encodes given object into url-friendly format\n *\n * @param object An object that contains serializable values\n * @returns string Encoded\n */\nfunction urlEncode(object) {\n return Object.keys(object)\n .map(key => `${encodeURIComponent(key)}=${encodeURIComponent(object[key])}`)\n .join('&');\n}\n\n/**\n * Transforms any `Error` or `Event` into a plain object with all of their enumerable properties, and some of their\n * non-enumerable properties attached.\n *\n * @param value Initial source that we have to transform in order for it to be usable by the serializer\n * @returns An Event or Error turned into an object - or the value argurment itself, when value is neither an Event nor\n * an Error.\n */\nfunction convertToPlainObject(value)\n\n {\n if (isError(value)) {\n return {\n message: value.message,\n name: value.name,\n stack: value.stack,\n ...getOwnProperties(value),\n };\n } else if (isEvent(value)) {\n const newObj\n\n = {\n type: value.type,\n target: serializeEventTarget(value.target),\n currentTarget: serializeEventTarget(value.currentTarget),\n ...getOwnProperties(value),\n };\n\n if (typeof CustomEvent !== 'undefined' && isInstanceOf(value, CustomEvent)) {\n newObj.detail = value.detail;\n }\n\n return newObj;\n } else {\n return value;\n }\n}\n\n/** Creates a string representation of the target of an `Event` object */\nfunction serializeEventTarget(target) {\n try {\n return isElement(target) ? htmlTreeAsString(target) : Object.prototype.toString.call(target);\n } catch (_oO) {\n return '';\n }\n}\n\n/** Filters out all but an object's own properties */\nfunction getOwnProperties(obj) {\n if (typeof obj === 'object' && obj !== null) {\n const extractedProps = {};\n for (const property in obj) {\n if (Object.prototype.hasOwnProperty.call(obj, property)) {\n extractedProps[property] = (obj )[property];\n }\n }\n return extractedProps;\n } else {\n return {};\n }\n}\n\n/**\n * Given any captured exception, extract its keys and create a sorted\n * and truncated list that will be used inside the event message.\n * eg. `Non-error exception captured with keys: foo, bar, baz`\n */\nfunction extractExceptionKeysForMessage(exception, maxLength = 40) {\n const keys = Object.keys(convertToPlainObject(exception));\n keys.sort();\n\n if (!keys.length) {\n return '[object has no keys]';\n }\n\n if (keys[0].length >= maxLength) {\n return truncate(keys[0], maxLength);\n }\n\n for (let includedKeys = keys.length; includedKeys > 0; includedKeys--) {\n const serialized = keys.slice(0, includedKeys).join(', ');\n if (serialized.length > maxLength) {\n continue;\n }\n if (includedKeys === keys.length) {\n return serialized;\n }\n return truncate(serialized, maxLength);\n }\n\n return '';\n}\n\n/**\n * Given any object, return a new object having removed all fields whose value was `undefined`.\n * Works recursively on objects and arrays.\n *\n * Attention: This function keeps circular references in the returned object.\n */\nfunction dropUndefinedKeys(inputValue) {\n // This map keeps track of what already visited nodes map to.\n // Our Set - based memoBuilder doesn't work here because we want to the output object to have the same circular\n // references as the input object.\n const memoizationMap = new Map();\n\n // This function just proxies `_dropUndefinedKeys` to keep the `memoBuilder` out of this function's API\n return _dropUndefinedKeys(inputValue, memoizationMap);\n}\n\nfunction _dropUndefinedKeys(inputValue, memoizationMap) {\n if (isPlainObject(inputValue)) {\n // If this node has already been visited due to a circular reference, return the object it was mapped to in the new object\n const memoVal = memoizationMap.get(inputValue);\n if (memoVal !== undefined) {\n return memoVal ;\n }\n\n const returnValue = {};\n // Store the mapping of this value in case we visit it again, in case of circular data\n memoizationMap.set(inputValue, returnValue);\n\n for (const key of Object.keys(inputValue)) {\n if (typeof inputValue[key] !== 'undefined') {\n returnValue[key] = _dropUndefinedKeys(inputValue[key], memoizationMap);\n }\n }\n\n return returnValue ;\n }\n\n if (Array.isArray(inputValue)) {\n // If this node has already been visited due to a circular reference, return the array it was mapped to in the new object\n const memoVal = memoizationMap.get(inputValue);\n if (memoVal !== undefined) {\n return memoVal ;\n }\n\n const returnValue = [];\n // Store the mapping of this value in case we visit it again, in case of circular data\n memoizationMap.set(inputValue, returnValue);\n\n inputValue.forEach((item) => {\n returnValue.push(_dropUndefinedKeys(item, memoizationMap));\n });\n\n return returnValue ;\n }\n\n return inputValue;\n}\n\n/**\n * Ensure that something is an object.\n *\n * Turns `undefined` and `null` into `String`s and all other primitives into instances of their respective wrapper\n * classes (String, Boolean, Number, etc.). Acts as the identity function on non-primitives.\n *\n * @param wat The subject of the objectification\n * @returns A version of `wat` which can safely be used with `Object` class methods\n */\nfunction objectify(wat) {\n let objectified;\n switch (true) {\n case wat === undefined || wat === null:\n objectified = new String(wat);\n break;\n\n // Though symbols and bigints do have wrapper classes (`Symbol` and `BigInt`, respectively), for whatever reason\n // those classes don't have constructors which can be used with the `new` keyword. We therefore need to cast each as\n // an object in order to wrap it.\n case typeof wat === 'symbol' || typeof wat === 'bigint':\n objectified = Object(wat);\n break;\n\n // this will catch the remaining primitives: `String`, `Number`, and `Boolean`\n case isPrimitive(wat):\n // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n objectified = new (wat ).constructor(wat);\n break;\n\n // by process of elimination, at this point we know that `wat` must already be an object\n default:\n objectified = wat;\n break;\n }\n return objectified;\n}\n\nexport { addNonEnumerableProperty, convertToPlainObject, dropUndefinedKeys, extractExceptionKeysForMessage, fill, getOriginalFunction, markFunctionWrapped, objectify, urlEncode };\n//# sourceMappingURL=object.js.map\n","import { node } from './node-stack-trace.js';\n\nconst STACKTRACE_FRAME_LIMIT = 50;\n// Used to sanitize webpack (error: *) wrapped stack errors\nconst WEBPACK_ERROR_REGEXP = /\\(error: (.*)\\)/;\n\n/**\n * Creates a stack parser with the supplied line parsers\n *\n * StackFrames are returned in the correct order for Sentry Exception\n * frames and with Sentry SDK internal frames removed from the top and bottom\n *\n */\nfunction createStackParser(...parsers) {\n const sortedParsers = parsers.sort((a, b) => a[0] - b[0]).map(p => p[1]);\n\n return (stack, skipFirst = 0) => {\n const frames = [];\n const lines = stack.split('\\n');\n\n for (let i = skipFirst; i < lines.length; i++) {\n const line = lines[i];\n // Ignore lines over 1kb as they are unlikely to be stack frames.\n // Many of the regular expressions use backtracking which results in run time that increases exponentially with\n // input size. Huge strings can result in hangs/Denial of Service:\n // https://github.com/getsentry/sentry-javascript/issues/2286\n if (line.length > 1024) {\n continue;\n }\n\n // https://github.com/getsentry/sentry-javascript/issues/5459\n // Remove webpack (error: *) wrappers\n const cleanedLine = WEBPACK_ERROR_REGEXP.test(line) ? line.replace(WEBPACK_ERROR_REGEXP, '$1') : line;\n\n // https://github.com/getsentry/sentry-javascript/issues/7813\n // Skip Error: lines\n if (cleanedLine.match(/\\S*Error: /)) {\n continue;\n }\n\n for (const parser of sortedParsers) {\n const frame = parser(cleanedLine);\n\n if (frame) {\n frames.push(frame);\n break;\n }\n }\n\n if (frames.length >= STACKTRACE_FRAME_LIMIT) {\n break;\n }\n }\n\n return stripSentryFramesAndReverse(frames);\n };\n}\n\n/**\n * Gets a stack parser implementation from Options.stackParser\n * @see Options\n *\n * If options contains an array of line parsers, it is converted into a parser\n */\nfunction stackParserFromStackParserOptions(stackParser) {\n if (Array.isArray(stackParser)) {\n return createStackParser(...stackParser);\n }\n return stackParser;\n}\n\n/**\n * Removes Sentry frames from the top and bottom of the stack if present and enforces a limit of max number of frames.\n * Assumes stack input is ordered from top to bottom and returns the reverse representation so call site of the\n * function that caused the crash is the last frame in the array.\n * @hidden\n */\nfunction stripSentryFramesAndReverse(stack) {\n if (!stack.length) {\n return [];\n }\n\n const localStack = stack.slice(0, STACKTRACE_FRAME_LIMIT);\n\n const lastFrameFunction = localStack[localStack.length - 1].function;\n // If stack starts with one of our API calls, remove it (starts, meaning it's the top of the stack - aka last call)\n if (lastFrameFunction && /sentryWrapped/.test(lastFrameFunction)) {\n localStack.pop();\n }\n\n // Reversing in the middle of the procedure allows us to just pop the values off the stack\n localStack.reverse();\n\n const firstFrameFunction = localStack[localStack.length - 1].function;\n // If stack ends with one of our internal API calls, remove it (ends, meaning it's the bottom of the stack - aka top-most call)\n if (firstFrameFunction && /captureMessage|captureException/.test(firstFrameFunction)) {\n localStack.pop();\n }\n\n return localStack.map(frame => ({\n ...frame,\n filename: frame.filename || localStack[localStack.length - 1].filename,\n function: frame.function || '?',\n }));\n}\n\nconst defaultFunctionName = '';\n\n/**\n * Safely extract function name from itself\n */\nfunction getFunctionName(fn) {\n try {\n if (!fn || typeof fn !== 'function') {\n return defaultFunctionName;\n }\n return fn.name || defaultFunctionName;\n } catch (e) {\n // Just accessing custom props in some Selenium environments\n // can cause a \"Permission denied\" exception (see raven-js#495).\n return defaultFunctionName;\n }\n}\n\n/**\n * Node.js stack line parser\n *\n * This is in @sentry/utils so it can be used from the Electron SDK in the browser for when `nodeIntegration == true`.\n * This allows it to be used without referencing or importing any node specific code which causes bundlers to complain\n */\nfunction nodeStackLineParser(getModule) {\n return [90, node(getModule)];\n}\n\nexport { createStackParser, getFunctionName, nodeStackLineParser, stackParserFromStackParserOptions, stripSentryFramesAndReverse };\n//# sourceMappingURL=stacktrace.js.map\n","import { isString, isRegExp } from './is.js';\n\n/**\n * Truncates given string to the maximum characters count\n *\n * @param str An object that contains serializable values\n * @param max Maximum number of characters in truncated string (0 = unlimited)\n * @returns string Encoded\n */\nfunction truncate(str, max = 0) {\n if (typeof str !== 'string' || max === 0) {\n return str;\n }\n return str.length <= max ? str : `${str.slice(0, max)}...`;\n}\n\n/**\n * This is basically just `trim_line` from\n * https://github.com/getsentry/sentry/blob/master/src/sentry/lang/javascript/processor.py#L67\n *\n * @param str An object that contains serializable values\n * @param max Maximum number of characters in truncated string\n * @returns string Encoded\n */\nfunction snipLine(line, colno) {\n let newLine = line;\n const lineLength = newLine.length;\n if (lineLength <= 150) {\n return newLine;\n }\n if (colno > lineLength) {\n // eslint-disable-next-line no-param-reassign\n colno = lineLength;\n }\n\n let start = Math.max(colno - 60, 0);\n if (start < 5) {\n start = 0;\n }\n\n let end = Math.min(start + 140, lineLength);\n if (end > lineLength - 5) {\n end = lineLength;\n }\n if (end === lineLength) {\n start = Math.max(end - 140, 0);\n }\n\n newLine = newLine.slice(start, end);\n if (start > 0) {\n newLine = `'{snip} ${newLine}`;\n }\n if (end < lineLength) {\n newLine += ' {snip}';\n }\n\n return newLine;\n}\n\n/**\n * Join values in array\n * @param input array of values to be joined together\n * @param delimiter string to be placed in-between values\n * @returns Joined values\n */\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction safeJoin(input, delimiter) {\n if (!Array.isArray(input)) {\n return '';\n }\n\n const output = [];\n // eslint-disable-next-line @typescript-eslint/prefer-for-of\n for (let i = 0; i < input.length; i++) {\n const value = input[i];\n try {\n output.push(String(value));\n } catch (e) {\n output.push('[value cannot be serialized]');\n }\n }\n\n return output.join(delimiter);\n}\n\n/**\n * Checks if the given value matches a regex or string\n *\n * @param value The string to test\n * @param pattern Either a regex or a string against which `value` will be matched\n * @param requireExactStringMatch If true, `value` must match `pattern` exactly. If false, `value` will match\n * `pattern` if it contains `pattern`. Only applies to string-type patterns.\n */\nfunction isMatchingPattern(\n value,\n pattern,\n requireExactStringMatch = false,\n) {\n if (!isString(value)) {\n return false;\n }\n\n if (isRegExp(pattern)) {\n return pattern.test(value);\n }\n if (isString(pattern)) {\n return requireExactStringMatch ? value === pattern : value.includes(pattern);\n }\n\n return false;\n}\n\n/**\n * Test the given string against an array of strings and regexes. By default, string matching is done on a\n * substring-inclusion basis rather than a strict equality basis\n *\n * @param testString The string to test\n * @param patterns The patterns against which to test the string\n * @param requireExactStringMatch If true, `testString` must match one of the given string patterns exactly in order to\n * count. If false, `testString` will match a string pattern if it contains that pattern.\n * @returns\n */\nfunction stringMatchesSomePattern(\n testString,\n patterns = [],\n requireExactStringMatch = false,\n) {\n return patterns.some(pattern => isMatchingPattern(testString, pattern, requireExactStringMatch));\n}\n\nexport { isMatchingPattern, safeJoin, snipLine, stringMatchesSomePattern, truncate };\n//# sourceMappingURL=string.js.map\n","import { logger } from './logger.js';\nimport { getGlobalObject } from './worldwide.js';\n\n// eslint-disable-next-line deprecation/deprecation\nconst WINDOW = getGlobalObject();\n\n/**\n * Tells whether current environment supports ErrorEvent objects\n * {@link supportsErrorEvent}.\n *\n * @returns Answer to the given question.\n */\nfunction supportsErrorEvent() {\n try {\n new ErrorEvent('');\n return true;\n } catch (e) {\n return false;\n }\n}\n\n/**\n * Tells whether current environment supports DOMError objects\n * {@link supportsDOMError}.\n *\n * @returns Answer to the given question.\n */\nfunction supportsDOMError() {\n try {\n // Chrome: VM89:1 Uncaught TypeError: Failed to construct 'DOMError':\n // 1 argument required, but only 0 present.\n // @ts-ignore It really needs 1 argument, not 0.\n new DOMError('');\n return true;\n } catch (e) {\n return false;\n }\n}\n\n/**\n * Tells whether current environment supports DOMException objects\n * {@link supportsDOMException}.\n *\n * @returns Answer to the given question.\n */\nfunction supportsDOMException() {\n try {\n new DOMException('');\n return true;\n } catch (e) {\n return false;\n }\n}\n\n/**\n * Tells whether current environment supports Fetch API\n * {@link supportsFetch}.\n *\n * @returns Answer to the given question.\n */\nfunction supportsFetch() {\n if (!('fetch' in WINDOW)) {\n return false;\n }\n\n try {\n new Headers();\n new Request('http://www.example.com');\n new Response();\n return true;\n } catch (e) {\n return false;\n }\n}\n/**\n * isNativeFetch checks if the given function is a native implementation of fetch()\n */\n// eslint-disable-next-line @typescript-eslint/ban-types\nfunction isNativeFetch(func) {\n return func && /^function fetch\\(\\)\\s+\\{\\s+\\[native code\\]\\s+\\}$/.test(func.toString());\n}\n\n/**\n * Tells whether current environment supports Fetch API natively\n * {@link supportsNativeFetch}.\n *\n * @returns true if `window.fetch` is natively implemented, false otherwise\n */\nfunction supportsNativeFetch() {\n if (!supportsFetch()) {\n return false;\n }\n\n // Fast path to avoid DOM I/O\n // eslint-disable-next-line @typescript-eslint/unbound-method\n if (isNativeFetch(WINDOW.fetch)) {\n return true;\n }\n\n // window.fetch is implemented, but is polyfilled or already wrapped (e.g: by a chrome extension)\n // so create a \"pure\" iframe to see if that has native fetch\n let result = false;\n const doc = WINDOW.document;\n // eslint-disable-next-line deprecation/deprecation\n if (doc && typeof (doc.createElement ) === 'function') {\n try {\n const sandbox = doc.createElement('iframe');\n sandbox.hidden = true;\n doc.head.appendChild(sandbox);\n if (sandbox.contentWindow && sandbox.contentWindow.fetch) {\n // eslint-disable-next-line @typescript-eslint/unbound-method\n result = isNativeFetch(sandbox.contentWindow.fetch);\n }\n doc.head.removeChild(sandbox);\n } catch (err) {\n (typeof __SENTRY_DEBUG__ === 'undefined' || __SENTRY_DEBUG__) &&\n logger.warn('Could not create sandbox iframe for pure fetch check, bailing to window.fetch: ', err);\n }\n }\n\n return result;\n}\n\n/**\n * Tells whether current environment supports ReportingObserver API\n * {@link supportsReportingObserver}.\n *\n * @returns Answer to the given question.\n */\nfunction supportsReportingObserver() {\n return 'ReportingObserver' in WINDOW;\n}\n\n/**\n * Tells whether current environment supports Referrer Policy API\n * {@link supportsReferrerPolicy}.\n *\n * @returns Answer to the given question.\n */\nfunction supportsReferrerPolicy() {\n // Despite all stars in the sky saying that Edge supports old draft syntax, aka 'never', 'always', 'origin' and 'default'\n // (see https://caniuse.com/#feat=referrer-policy),\n // it doesn't. And it throws an exception instead of ignoring this parameter...\n // REF: https://github.com/getsentry/raven-js/issues/1233\n\n if (!supportsFetch()) {\n return false;\n }\n\n try {\n new Request('_', {\n referrerPolicy: 'origin' ,\n });\n return true;\n } catch (e) {\n return false;\n }\n}\n\nexport { isNativeFetch, supportsDOMError, supportsDOMException, supportsErrorEvent, supportsFetch, supportsNativeFetch, supportsReferrerPolicy, supportsReportingObserver };\n//# sourceMappingURL=supports.js.map\n","import { isThenable } from './is.js';\n\n/* eslint-disable @typescript-eslint/explicit-function-return-type */\n\n/** SyncPromise internal states */\nvar States; (function (States) {\n /** Pending */\n const PENDING = 0; States[States[\"PENDING\"] = PENDING] = \"PENDING\";\n /** Resolved / OK */\n const RESOLVED = 1; States[States[\"RESOLVED\"] = RESOLVED] = \"RESOLVED\";\n /** Rejected / Error */\n const REJECTED = 2; States[States[\"REJECTED\"] = REJECTED] = \"REJECTED\";\n})(States || (States = {}));\n\n// Overloads so we can call resolvedSyncPromise without arguments and generic argument\n\n/**\n * Creates a resolved sync promise.\n *\n * @param value the value to resolve the promise with\n * @returns the resolved sync promise\n */\nfunction resolvedSyncPromise(value) {\n return new SyncPromise(resolve => {\n resolve(value);\n });\n}\n\n/**\n * Creates a rejected sync promise.\n *\n * @param value the value to reject the promise with\n * @returns the rejected sync promise\n */\nfunction rejectedSyncPromise(reason) {\n return new SyncPromise((_, reject) => {\n reject(reason);\n });\n}\n\n/**\n * Thenable class that behaves like a Promise and follows it's interface\n * but is not async internally\n */\nclass SyncPromise {\n __init() {this._state = States.PENDING;}\n __init2() {this._handlers = [];}\n\n constructor(\n executor,\n ) {SyncPromise.prototype.__init.call(this);SyncPromise.prototype.__init2.call(this);SyncPromise.prototype.__init3.call(this);SyncPromise.prototype.__init4.call(this);SyncPromise.prototype.__init5.call(this);SyncPromise.prototype.__init6.call(this);\n try {\n executor(this._resolve, this._reject);\n } catch (e) {\n this._reject(e);\n }\n }\n\n /** JSDoc */\n then(\n onfulfilled,\n onrejected,\n ) {\n return new SyncPromise((resolve, reject) => {\n this._handlers.push([\n false,\n result => {\n if (!onfulfilled) {\n // TODO: ¯\\_(ツ)_/¯\n // TODO: FIXME\n resolve(result );\n } else {\n try {\n resolve(onfulfilled(result));\n } catch (e) {\n reject(e);\n }\n }\n },\n reason => {\n if (!onrejected) {\n reject(reason);\n } else {\n try {\n resolve(onrejected(reason));\n } catch (e) {\n reject(e);\n }\n }\n },\n ]);\n this._executeHandlers();\n });\n }\n\n /** JSDoc */\n catch(\n onrejected,\n ) {\n return this.then(val => val, onrejected);\n }\n\n /** JSDoc */\n finally(onfinally) {\n return new SyncPromise((resolve, reject) => {\n let val;\n let isRejected;\n\n return this.then(\n value => {\n isRejected = false;\n val = value;\n if (onfinally) {\n onfinally();\n }\n },\n reason => {\n isRejected = true;\n val = reason;\n if (onfinally) {\n onfinally();\n }\n },\n ).then(() => {\n if (isRejected) {\n reject(val);\n return;\n }\n\n resolve(val );\n });\n });\n }\n\n /** JSDoc */\n __init3() {this._resolve = (value) => {\n this._setResult(States.RESOLVED, value);\n };}\n\n /** JSDoc */\n __init4() {this._reject = (reason) => {\n this._setResult(States.REJECTED, reason);\n };}\n\n /** JSDoc */\n __init5() {this._setResult = (state, value) => {\n if (this._state !== States.PENDING) {\n return;\n }\n\n if (isThenable(value)) {\n void (value ).then(this._resolve, this._reject);\n return;\n }\n\n this._state = state;\n this._value = value;\n\n this._executeHandlers();\n };}\n\n /** JSDoc */\n __init6() {this._executeHandlers = () => {\n if (this._state === States.PENDING) {\n return;\n }\n\n const cachedHandlers = this._handlers.slice();\n this._handlers = [];\n\n cachedHandlers.forEach(handler => {\n if (handler[0]) {\n return;\n }\n\n if (this._state === States.RESOLVED) {\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\n handler[1](this._value );\n }\n\n if (this._state === States.REJECTED) {\n handler[2](this._value);\n }\n\n handler[0] = true;\n });\n };}\n}\n\nexport { SyncPromise, rejectedSyncPromise, resolvedSyncPromise };\n//# sourceMappingURL=syncpromise.js.map\n","import { isNodeEnv, dynamicRequire } from './node.js';\nimport { getGlobalObject } from './worldwide.js';\n\n// eslint-disable-next-line deprecation/deprecation\nconst WINDOW = getGlobalObject();\n\n/**\n * An object that can return the current timestamp in seconds since the UNIX epoch.\n */\n\n/**\n * A TimestampSource implementation for environments that do not support the Performance Web API natively.\n *\n * Note that this TimestampSource does not use a monotonic clock. A call to `nowSeconds` may return a timestamp earlier\n * than a previously returned value. We do not try to emulate a monotonic behavior in order to facilitate debugging. It\n * is more obvious to explain \"why does my span have negative duration\" than \"why my spans have zero duration\".\n */\nconst dateTimestampSource = {\n nowSeconds: () => Date.now() / 1000,\n};\n\n/**\n * A partial definition of the [Performance Web API]{@link https://developer.mozilla.org/en-US/docs/Web/API/Performance}\n * for accessing a high-resolution monotonic clock.\n */\n\n/**\n * Returns a wrapper around the native Performance API browser implementation, or undefined for browsers that do not\n * support the API.\n *\n * Wrapping the native API works around differences in behavior from different browsers.\n */\nfunction getBrowserPerformance() {\n const { performance } = WINDOW;\n if (!performance || !performance.now) {\n return undefined;\n }\n\n // Replace performance.timeOrigin with our own timeOrigin based on Date.now().\n //\n // This is a partial workaround for browsers reporting performance.timeOrigin such that performance.timeOrigin +\n // performance.now() gives a date arbitrarily in the past.\n //\n // Additionally, computing timeOrigin in this way fills the gap for browsers where performance.timeOrigin is\n // undefined.\n //\n // The assumption that performance.timeOrigin + performance.now() ~= Date.now() is flawed, but we depend on it to\n // interact with data coming out of performance entries.\n //\n // Note that despite recommendations against it in the spec, browsers implement the Performance API with a clock that\n // might stop when the computer is asleep (and perhaps under other circumstances). Such behavior causes\n // performance.timeOrigin + performance.now() to have an arbitrary skew over Date.now(). In laptop computers, we have\n // observed skews that can be as long as days, weeks or months.\n //\n // See https://github.com/getsentry/sentry-javascript/issues/2590.\n //\n // BUG: despite our best intentions, this workaround has its limitations. It mostly addresses timings of pageload\n // transactions, but ignores the skew built up over time that can aversely affect timestamps of navigation\n // transactions of long-lived web pages.\n const timeOrigin = Date.now() - performance.now();\n\n return {\n now: () => performance.now(),\n timeOrigin,\n };\n}\n\n/**\n * Returns the native Performance API implementation from Node.js. Returns undefined in old Node.js versions that don't\n * implement the API.\n */\nfunction getNodePerformance() {\n try {\n const perfHooks = dynamicRequire(module, 'perf_hooks') ;\n return perfHooks.performance;\n } catch (_) {\n return undefined;\n }\n}\n\n/**\n * The Performance API implementation for the current platform, if available.\n */\nconst platformPerformance = isNodeEnv() ? getNodePerformance() : getBrowserPerformance();\n\nconst timestampSource =\n platformPerformance === undefined\n ? dateTimestampSource\n : {\n nowSeconds: () => (platformPerformance.timeOrigin + platformPerformance.now()) / 1000,\n };\n\n/**\n * Returns a timestamp in seconds since the UNIX epoch using the Date API.\n */\nconst dateTimestampInSeconds = dateTimestampSource.nowSeconds.bind(dateTimestampSource);\n\n/**\n * Returns a timestamp in seconds since the UNIX epoch using either the Performance or Date APIs, depending on the\n * availability of the Performance API.\n *\n * See `usingPerformanceAPI` to test whether the Performance API is used.\n *\n * BUG: Note that because of how browsers implement the Performance API, the clock might stop when the computer is\n * asleep. This creates a skew between `dateTimestampInSeconds` and `timestampInSeconds`. The\n * skew can grow to arbitrary amounts like days, weeks or months.\n * See https://github.com/getsentry/sentry-javascript/issues/2590.\n */\nconst timestampInSeconds = timestampSource.nowSeconds.bind(timestampSource);\n\n/**\n * Re-exported with an old name for backwards-compatibility.\n * TODO (v8): Remove this\n *\n * @deprecated Use `timestampInSeconds` instead.\n */\nconst timestampWithMs = timestampInSeconds;\n\n/**\n * A boolean that is true when timestampInSeconds uses the Performance API to produce monotonic timestamps.\n */\nconst usingPerformanceAPI = platformPerformance !== undefined;\n\n/**\n * Internal helper to store what is the source of browserPerformanceTimeOrigin below. For debugging only.\n */\nlet _browserPerformanceTimeOriginMode;\n\n/**\n * The number of milliseconds since the UNIX epoch. This value is only usable in a browser, and only when the\n * performance API is available.\n */\nconst browserPerformanceTimeOrigin = (() => {\n // Unfortunately browsers may report an inaccurate time origin data, through either performance.timeOrigin or\n // performance.timing.navigationStart, which results in poor results in performance data. We only treat time origin\n // data as reliable if they are within a reasonable threshold of the current time.\n\n const { performance } = WINDOW;\n if (!performance || !performance.now) {\n _browserPerformanceTimeOriginMode = 'none';\n return undefined;\n }\n\n const threshold = 3600 * 1000;\n const performanceNow = performance.now();\n const dateNow = Date.now();\n\n // if timeOrigin isn't available set delta to threshold so it isn't used\n const timeOriginDelta = performance.timeOrigin\n ? Math.abs(performance.timeOrigin + performanceNow - dateNow)\n : threshold;\n const timeOriginIsReliable = timeOriginDelta < threshold;\n\n // While performance.timing.navigationStart is deprecated in favor of performance.timeOrigin, performance.timeOrigin\n // is not as widely supported. Namely, performance.timeOrigin is undefined in Safari as of writing.\n // Also as of writing, performance.timing is not available in Web Workers in mainstream browsers, so it is not always\n // a valid fallback. In the absence of an initial time provided by the browser, fallback to the current time from the\n // Date API.\n // eslint-disable-next-line deprecation/deprecation\n const navigationStart = performance.timing && performance.timing.navigationStart;\n const hasNavigationStart = typeof navigationStart === 'number';\n // if navigationStart isn't available set delta to threshold so it isn't used\n const navigationStartDelta = hasNavigationStart ? Math.abs(navigationStart + performanceNow - dateNow) : threshold;\n const navigationStartIsReliable = navigationStartDelta < threshold;\n\n if (timeOriginIsReliable || navigationStartIsReliable) {\n // Use the more reliable time origin\n if (timeOriginDelta <= navigationStartDelta) {\n _browserPerformanceTimeOriginMode = 'timeOrigin';\n return performance.timeOrigin;\n } else {\n _browserPerformanceTimeOriginMode = 'navigationStart';\n return navigationStart;\n }\n }\n\n // Either both timeOrigin and navigationStart are skewed or neither is available, fallback to Date.\n _browserPerformanceTimeOriginMode = 'dateNow';\n return dateNow;\n})();\n\nexport { _browserPerformanceTimeOriginMode, browserPerformanceTimeOrigin, dateTimestampInSeconds, timestampInSeconds, timestampWithMs, usingPerformanceAPI };\n//# sourceMappingURL=time.js.map\n","/** Internal global with common properties and Sentry extensions */\n\n// The code below for 'isGlobalObj' and 'GLOBAL_OBJ' was copied from core-js before modification\n// https://github.com/zloirock/core-js/blob/1b944df55282cdc99c90db5f49eb0b6eda2cc0a3/packages/core-js/internals/global.js\n// core-js has the following licence:\n//\n// Copyright (c) 2014-2022 Denis Pushkarev\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n/** Returns 'obj' if it's the global object, otherwise returns undefined */\nfunction isGlobalObj(obj) {\n return obj && obj.Math == Math ? obj : undefined;\n}\n\n/** Get's the global object for the current JavaScript runtime */\nconst GLOBAL_OBJ =\n (typeof globalThis == 'object' && isGlobalObj(globalThis)) ||\n // eslint-disable-next-line no-restricted-globals\n (typeof window == 'object' && isGlobalObj(window)) ||\n (typeof self == 'object' && isGlobalObj(self)) ||\n (typeof global == 'object' && isGlobalObj(global)) ||\n (function () {\n return this;\n })() ||\n {};\n\n/**\n * @deprecated Use GLOBAL_OBJ instead or WINDOW from @sentry/browser. This will be removed in v8\n */\nfunction getGlobalObject() {\n return GLOBAL_OBJ ;\n}\n\n/**\n * Returns a global singleton contained in the global `__SENTRY__` object.\n *\n * If the singleton doesn't already exist in `__SENTRY__`, it will be created using the given factory\n * function and added to the `__SENTRY__` object.\n *\n * @param name name of the global singleton on __SENTRY__\n * @param creator creator Factory function to create the singleton if it doesn't already exist on `__SENTRY__`\n * @param obj (Optional) The global object on which to look for `__SENTRY__`, if not `GLOBAL_OBJ`'s return value\n * @returns the singleton\n */\nfunction getGlobalSingleton(name, creator, obj) {\n const gbl = (obj || GLOBAL_OBJ) ;\n const __SENTRY__ = (gbl.__SENTRY__ = gbl.__SENTRY__ || {});\n const singleton = __SENTRY__[name] || (__SENTRY__[name] = creator());\n return singleton;\n}\n\nexport { GLOBAL_OBJ, getGlobalObject, getGlobalSingleton };\n//# 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d='M24 16v5.5c0 1.75-.75 2.5-2.5 2.5H16v-1l3-1.5-4-5.5 1-1 5.5 4 1.5-3h1zM6 16l1.5 3 5.5-4 1 1-4 5.5 3 1.5v1H7.5C5.75 24 5 23.25 5 21.5V16h1zm7-11v1l-3 1.5 4 5.5-1 1-5.5-4L6 13H5V7.5C5 5.75 5.75 5 7.5 5H13zm11 2.5c0-1.75-.75-2.5-2.5-2.5H16v1l3 1.5-4 5.5 1 1 5.5-4 1.5 3h1V7.5z'/%3E%3C/svg%3E\\\")}.mapboxgl-ctrl button.mapboxgl-ctrl-shrink .mapboxgl-ctrl-icon{background-image:url(\\\"data:image/svg+xml;charset=utf-8,%3Csvg xmlns='http://www.w3.org/2000/svg' fill='%23000' viewBox='0 0 29 29'%3E%3Cpath d='M18.5 16c-1.75 0-2.5.75-2.5 2.5V24h1l1.5-3 5.5 4 1-1-4-5.5 3-1.5v-1h-5.5zM13 18.5c0-1.75-.75-2.5-2.5-2.5H5v1l3 1.5L4 24l1 1 5.5-4 1.5 3h1v-5.5zm3-8c0 1.75.75 2.5 2.5 2.5H24v-1l-3-1.5L25 5l-1-1-5.5 4L17 5h-1v5.5zM10.5 13c1.75 0 2.5-.75 2.5-2.5V5h-1l-1.5 3L5 4 4 5l4 5.5L5 12v1h5.5z'/%3E%3C/svg%3E\\\")}}.mapboxgl-ctrl button.mapboxgl-ctrl-compass .mapboxgl-ctrl-icon{background-image:url(\\\"data:image/svg+xml;charset=utf-8,%3Csvg xmlns='http://www.w3.org/2000/svg' fill='%23333' viewBox='0 0 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mapboxgl-user-location-dot-pulse{0%{opacity:1;transform:scale(1)}70%{opacity:0;transform:scale(3)}to{opacity:0;transform:scale(1)}}.mapboxgl-user-location-dot-stale{background-color:#aaa}.mapboxgl-user-location-dot-stale:after{display:none}.mapboxgl-user-location-accuracy-circle{background-color:#1da1f233;border-radius:100%;height:1px;width:1px}.mapboxgl-crosshair,.mapboxgl-crosshair .mapboxgl-interactive,.mapboxgl-crosshair .mapboxgl-interactive:active{cursor:crosshair}.mapboxgl-boxzoom{background:#fff;border:2px dotted #202020;height:0;left:0;opacity:.5;position:absolute;top:0;width:0}@media print{.mapbox-improve-map{display:none}}.mapboxgl-scroll-zoom-blocker,.mapboxgl-touch-pan-blocker{align-items:center;background:rgba(0,0,0,.7);color:#fff;display:flex;font-family:-apple-system,BlinkMacSystemFont,Segoe UI,Helvetica,Arial,sans-serif;height:100%;justify-content:center;left:0;opacity:0;pointer-events:none;position:absolute;text-align:center;top:0;transition:opacity .75s ease-in-out;transition-delay:1s;width:100%}.mapboxgl-scroll-zoom-blocker-show,.mapboxgl-touch-pan-blocker-show{opacity:1;transition:opacity .1s ease-in-out}.mapboxgl-canvas-container.mapboxgl-touch-pan-blocker-override.mapboxgl-scrollable-page,.mapboxgl-canvas-container.mapboxgl-touch-pan-blocker-override.mapboxgl-scrollable-page .mapboxgl-canvas{touch-action:pan-x pan-y}\"],\"sourceRoot\":\"\"}]);\n// Exports\nexport default ___CSS_LOADER_EXPORT___;\n","\"use strict\";\n\n/*\n MIT License http://www.opensource.org/licenses/mit-license.php\n Author Tobias Koppers @sokra\n*/\nmodule.exports = function (cssWithMappingToString) {\n var list = [];\n\n // return the list of modules as css string\n list.toString = function toString() {\n return this.map(function (item) {\n var content = \"\";\n var needLayer = typeof item[5] !== \"undefined\";\n if (item[4]) {\n content += \"@supports (\".concat(item[4], \") {\");\n }\n if (item[2]) {\n content += \"@media \".concat(item[2], \" {\");\n }\n 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\"@layer\".concat(item[5].length > 0 ? \" \".concat(item[5]) : \"\", \" {\").concat(item[1], \"}\");\n item[5] = layer;\n }\n }\n if (media) {\n if (!item[2]) {\n item[2] = media;\n } else {\n item[1] = \"@media \".concat(item[2], \" {\").concat(item[1], \"}\");\n item[2] = media;\n }\n }\n if (supports) {\n if (!item[4]) {\n item[4] = \"\".concat(supports);\n } else {\n item[1] = \"@supports (\".concat(item[4], \") {\").concat(item[1], \"}\");\n item[4] = supports;\n }\n }\n list.push(item);\n }\n };\n return list;\n};","\"use strict\";\n\nmodule.exports = function (url, options) {\n if (!options) {\n options = {};\n }\n if (!url) {\n return url;\n }\n url = String(url.__esModule ? url.default : url);\n\n // If url is already wrapped in quotes, remove them\n if (/^['\"].*['\"]$/.test(url)) {\n url = url.slice(1, -1);\n }\n if (options.hash) {\n url += options.hash;\n }\n\n // Should url be wrapped?\n // See https://drafts.csswg.org/css-values-3/#urls\n if (/[\"'() \\t\\n]|(%20)/.test(url) || options.needQuotes) {\n return \"\\\"\".concat(url.replace(/\"/g, '\\\\\"').replace(/\\n/g, \"\\\\n\"), \"\\\"\");\n }\n return url;\n};","\"use strict\";\n\nmodule.exports = function (item) {\n var content = item[1];\n var cssMapping = item[3];\n if (!cssMapping) {\n return content;\n }\n if (typeof btoa === \"function\") {\n var base64 = btoa(unescape(encodeURIComponent(JSON.stringify(cssMapping))));\n var data = \"sourceMappingURL=data:application/json;charset=utf-8;base64,\".concat(base64);\n var sourceMapping = \"/*# \".concat(data, \" */\");\n var sourceURLs = cssMapping.sources.map(function (source) {\n return \"/*# sourceURL=\".concat(cssMapping.sourceRoot || \"\").concat(source, \" */\");\n });\n return [content].concat(sourceURLs).concat([sourceMapping]).join(\"\\n\");\n }\n return [content].join(\"\\n\");\n};","'use strict';\n\nvar reactIs = require('react-is');\n\n/**\n * Copyright 2015, Yahoo! Inc.\n * Copyrights licensed under the New BSD License. See the accompanying LICENSE file for terms.\n */\nvar REACT_STATICS = {\n childContextTypes: true,\n contextType: true,\n contextTypes: true,\n defaultProps: true,\n displayName: true,\n getDefaultProps: true,\n getDerivedStateFromError: true,\n getDerivedStateFromProps: true,\n mixins: true,\n propTypes: true,\n type: true\n};\nvar KNOWN_STATICS = {\n name: true,\n length: true,\n prototype: true,\n caller: true,\n callee: true,\n arguments: true,\n arity: true\n};\nvar FORWARD_REF_STATICS = {\n '$$typeof': true,\n render: true,\n defaultProps: true,\n displayName: true,\n propTypes: true\n};\nvar MEMO_STATICS = {\n '$$typeof': true,\n compare: true,\n defaultProps: true,\n displayName: true,\n propTypes: true,\n type: true\n};\nvar TYPE_STATICS = {};\nTYPE_STATICS[reactIs.ForwardRef] = FORWARD_REF_STATICS;\nTYPE_STATICS[reactIs.Memo] = MEMO_STATICS;\n\nfunction getStatics(component) {\n // React v16.11 and below\n if (reactIs.isMemo(component)) {\n return MEMO_STATICS;\n } // React v16.12 and above\n\n\n return TYPE_STATICS[component['$$typeof']] || REACT_STATICS;\n}\n\nvar defineProperty = Object.defineProperty;\nvar getOwnPropertyNames = Object.getOwnPropertyNames;\nvar getOwnPropertySymbols = Object.getOwnPropertySymbols;\nvar getOwnPropertyDescriptor = Object.getOwnPropertyDescriptor;\nvar getPrototypeOf = Object.getPrototypeOf;\nvar objectPrototype = Object.prototype;\nfunction hoistNonReactStatics(targetComponent, sourceComponent, blacklist) {\n if (typeof sourceComponent !== 'string') {\n // don't hoist over string (html) components\n if (objectPrototype) {\n var inheritedComponent = getPrototypeOf(sourceComponent);\n\n if (inheritedComponent && inheritedComponent !== objectPrototype) {\n hoistNonReactStatics(targetComponent, inheritedComponent, blacklist);\n }\n }\n\n var keys = getOwnPropertyNames(sourceComponent);\n\n if (getOwnPropertySymbols) {\n keys = keys.concat(getOwnPropertySymbols(sourceComponent));\n }\n\n var targetStatics = getStatics(targetComponent);\n var sourceStatics = getStatics(sourceComponent);\n\n for (var i = 0; i < keys.length; ++i) {\n var key = keys[i];\n\n if (!KNOWN_STATICS[key] && !(blacklist && blacklist[key]) && !(sourceStatics && sourceStatics[key]) && !(targetStatics && targetStatics[key])) {\n var descriptor = getOwnPropertyDescriptor(sourceComponent, key);\n\n try {\n // Avoid failures from read-only properties\n defineProperty(targetComponent, key, descriptor);\n } catch (e) {}\n }\n }\n }\n\n return targetComponent;\n}\n\nmodule.exports = hoistNonReactStatics;\n","/** @license React v16.13.1\n * react-is.production.min.js\n *\n * Copyright (c) Facebook, Inc. and its affiliates.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n */\n\n'use strict';var b=\"function\"===typeof Symbol&&Symbol.for,c=b?Symbol.for(\"react.element\"):60103,d=b?Symbol.for(\"react.portal\"):60106,e=b?Symbol.for(\"react.fragment\"):60107,f=b?Symbol.for(\"react.strict_mode\"):60108,g=b?Symbol.for(\"react.profiler\"):60114,h=b?Symbol.for(\"react.provider\"):60109,k=b?Symbol.for(\"react.context\"):60110,l=b?Symbol.for(\"react.async_mode\"):60111,m=b?Symbol.for(\"react.concurrent_mode\"):60111,n=b?Symbol.for(\"react.forward_ref\"):60112,p=b?Symbol.for(\"react.suspense\"):60113,q=b?\nSymbol.for(\"react.suspense_list\"):60120,r=b?Symbol.for(\"react.memo\"):60115,t=b?Symbol.for(\"react.lazy\"):60116,v=b?Symbol.for(\"react.block\"):60121,w=b?Symbol.for(\"react.fundamental\"):60117,x=b?Symbol.for(\"react.responder\"):60118,y=b?Symbol.for(\"react.scope\"):60119;\nfunction z(a){if(\"object\"===typeof a&&null!==a){var u=a.$$typeof;switch(u){case c:switch(a=a.type,a){case l:case m:case e:case g:case f:case p:return a;default:switch(a=a&&a.$$typeof,a){case k:case n:case t:case r:case h:return 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key The key of the property to get.\n * @returns {*} Returns the property value.\n */\nfunction getValue(object, key) {\n return object == null ? undefined : object[key];\n}\n\n/**\n * Checks if `value` is a host object in IE < 9.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a host object, else `false`.\n */\nfunction isHostObject(value) {\n // Many host objects are `Object` objects that can coerce to strings\n // despite having improperly defined `toString` methods.\n var result = false;\n if (value != null && typeof value.toString != 'function') {\n try {\n result = !!(value + '');\n } catch (e) {}\n }\n return result;\n}\n\n/**\n * Converts `map` to its key-value pairs.\n *\n * @private\n * @param {Object} map The map to convert.\n * @returns {Array} Returns the key-value pairs.\n */\nfunction mapToArray(map) {\n var index = -1,\n result = Array(map.size);\n\n map.forEach(function(value, key) {\n result[++index] = [key, value];\n });\n return result;\n}\n\n/**\n * Creates a unary function that invokes `func` with its argument transformed.\n *\n * @private\n * @param {Function} func The function to wrap.\n * @param {Function} transform The argument transform.\n * @returns {Function} Returns the new function.\n */\nfunction overArg(func, transform) {\n return function(arg) {\n return func(transform(arg));\n };\n}\n\n/**\n * Converts `set` to an array of its values.\n *\n * @private\n * @param {Object} set The set to convert.\n * @returns {Array} Returns the values.\n */\nfunction setToArray(set) {\n var index = -1,\n result = Array(set.size);\n\n set.forEach(function(value) {\n result[++index] = value;\n });\n return result;\n}\n\n/** Used for built-in method references. */\nvar arrayProto = Array.prototype,\n funcProto = Function.prototype,\n objectProto = Object.prototype;\n\n/** Used to detect overreaching core-js shims. */\nvar coreJsData = root['__core-js_shared__'];\n\n/** Used to detect methods masquerading as native. */\nvar maskSrcKey = (function() {\n var uid = /[^.]+$/.exec(coreJsData && coreJsData.keys && coreJsData.keys.IE_PROTO || '');\n return uid ? 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Buffer.isBuffer : undefined,\n nativeKeys = overArg(Object.keys, Object);\n\n/* Built-in method references that are verified to be native. */\nvar DataView = getNative(root, 'DataView'),\n Map = getNative(root, 'Map'),\n Promise = getNative(root, 'Promise'),\n Set = getNative(root, 'Set'),\n WeakMap = getNative(root, 'WeakMap'),\n nativeCreate = getNative(Object, 'create');\n\n/** Used to detect maps, sets, and weakmaps. */\nvar dataViewCtorString = toSource(DataView),\n mapCtorString = toSource(Map),\n promiseCtorString = toSource(Promise),\n setCtorString = toSource(Set),\n weakMapCtorString = toSource(WeakMap);\n\n/** Used to convert symbols to primitives and strings. */\nvar symbolProto = Symbol ? Symbol.prototype : undefined,\n symbolValueOf = symbolProto ? symbolProto.valueOf : undefined;\n\n/**\n * Creates a hash object.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction Hash(entries) {\n var index = -1,\n length = entries ? entries.length : 0;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n}\n\n/**\n * Removes all key-value entries from the hash.\n *\n * @private\n * @name clear\n * @memberOf Hash\n */\nfunction hashClear() {\n this.__data__ = nativeCreate ? nativeCreate(null) : {};\n}\n\n/**\n * Removes `key` and its value from the hash.\n *\n * @private\n * @name delete\n * @memberOf Hash\n * @param {Object} hash The hash to modify.\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction hashDelete(key) {\n return this.has(key) && delete this.__data__[key];\n}\n\n/**\n * Gets the hash value for `key`.\n *\n * @private\n * @name get\n * @memberOf Hash\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction hashGet(key) {\n var data = this.__data__;\n if (nativeCreate) {\n var result = data[key];\n return result === HASH_UNDEFINED ? undefined : result;\n }\n return hasOwnProperty.call(data, key) ? data[key] : undefined;\n}\n\n/**\n * Checks if a hash value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf Hash\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction hashHas(key) {\n var data = this.__data__;\n return nativeCreate ? data[key] !== undefined : hasOwnProperty.call(data, key);\n}\n\n/**\n * Sets the hash `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf Hash\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the hash instance.\n */\nfunction hashSet(key, value) {\n var data = this.__data__;\n data[key] = (nativeCreate && value === undefined) ? HASH_UNDEFINED : value;\n return this;\n}\n\n// Add methods to `Hash`.\nHash.prototype.clear = hashClear;\nHash.prototype['delete'] = hashDelete;\nHash.prototype.get = hashGet;\nHash.prototype.has = hashHas;\nHash.prototype.set = hashSet;\n\n/**\n * Creates an list cache object.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction ListCache(entries) {\n var index = -1,\n length = entries ? entries.length : 0;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n}\n\n/**\n * Removes all key-value entries from the list cache.\n *\n * @private\n * @name clear\n * @memberOf ListCache\n */\nfunction listCacheClear() {\n this.__data__ = [];\n}\n\n/**\n * Removes `key` and its value from the list cache.\n *\n * @private\n * @name delete\n * @memberOf ListCache\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction listCacheDelete(key) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n if (index < 0) {\n return false;\n }\n var lastIndex = data.length - 1;\n if (index == lastIndex) {\n data.pop();\n } else {\n splice.call(data, index, 1);\n }\n return true;\n}\n\n/**\n * Gets the list cache value for `key`.\n *\n * @private\n * @name get\n * @memberOf ListCache\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction listCacheGet(key) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n return index < 0 ? undefined : data[index][1];\n}\n\n/**\n * Checks if a list cache value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf ListCache\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction listCacheHas(key) {\n return assocIndexOf(this.__data__, key) > -1;\n}\n\n/**\n * Sets the list cache `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf ListCache\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the list cache instance.\n */\nfunction listCacheSet(key, value) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n if (index < 0) {\n data.push([key, value]);\n } else {\n data[index][1] = value;\n }\n return this;\n}\n\n// Add methods to `ListCache`.\nListCache.prototype.clear = listCacheClear;\nListCache.prototype['delete'] = listCacheDelete;\nListCache.prototype.get = listCacheGet;\nListCache.prototype.has = listCacheHas;\nListCache.prototype.set = listCacheSet;\n\n/**\n * Creates a map cache object to store key-value pairs.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction MapCache(entries) {\n var index = -1,\n length = entries ? entries.length : 0;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n}\n\n/**\n * Removes all key-value entries from the map.\n *\n * @private\n * @name clear\n * @memberOf MapCache\n */\nfunction mapCacheClear() {\n this.__data__ = {\n 'hash': new Hash,\n 'map': new (Map || ListCache),\n 'string': new Hash\n };\n}\n\n/**\n * Removes `key` and its value from the map.\n *\n * @private\n * @name delete\n * @memberOf MapCache\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction mapCacheDelete(key) {\n return getMapData(this, key)['delete'](key);\n}\n\n/**\n * Gets the map value for `key`.\n *\n * @private\n * @name get\n * @memberOf MapCache\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction mapCacheGet(key) {\n return getMapData(this, key).get(key);\n}\n\n/**\n * Checks if a map value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf MapCache\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction mapCacheHas(key) {\n return getMapData(this, key).has(key);\n}\n\n/**\n * Sets the map `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf MapCache\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the map cache instance.\n */\nfunction mapCacheSet(key, value) {\n getMapData(this, key).set(key, value);\n return this;\n}\n\n// Add methods to `MapCache`.\nMapCache.prototype.clear = mapCacheClear;\nMapCache.prototype['delete'] = mapCacheDelete;\nMapCache.prototype.get = mapCacheGet;\nMapCache.prototype.has = mapCacheHas;\nMapCache.prototype.set = mapCacheSet;\n\n/**\n * Creates a stack cache object to store key-value pairs.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction Stack(entries) {\n this.__data__ = new ListCache(entries);\n}\n\n/**\n * Removes all key-value entries from the stack.\n *\n * @private\n * @name clear\n * @memberOf Stack\n */\nfunction stackClear() {\n this.__data__ = new ListCache;\n}\n\n/**\n * Removes `key` and its value from the stack.\n *\n * @private\n * @name delete\n * @memberOf Stack\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction stackDelete(key) {\n return this.__data__['delete'](key);\n}\n\n/**\n * Gets the stack value for `key`.\n *\n * @private\n * @name get\n * @memberOf Stack\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction stackGet(key) {\n return this.__data__.get(key);\n}\n\n/**\n * Checks if a stack value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf Stack\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction stackHas(key) {\n return this.__data__.has(key);\n}\n\n/**\n * Sets the stack `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf Stack\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the stack cache instance.\n */\nfunction stackSet(key, value) {\n var cache = this.__data__;\n if (cache instanceof ListCache) {\n var pairs = cache.__data__;\n if (!Map || (pairs.length < LARGE_ARRAY_SIZE - 1)) {\n pairs.push([key, value]);\n return this;\n }\n cache = this.__data__ = new MapCache(pairs);\n }\n cache.set(key, value);\n return this;\n}\n\n// Add methods to `Stack`.\nStack.prototype.clear = stackClear;\nStack.prototype['delete'] = stackDelete;\nStack.prototype.get = stackGet;\nStack.prototype.has = stackHas;\nStack.prototype.set = stackSet;\n\n/**\n * Creates an array of the enumerable property names of the array-like `value`.\n *\n * @private\n * @param {*} value The value to query.\n * @param {boolean} inherited Specify returning inherited property names.\n * @returns {Array} Returns the array of property names.\n */\nfunction arrayLikeKeys(value, inherited) {\n // Safari 8.1 makes `arguments.callee` enumerable in strict mode.\n // Safari 9 makes `arguments.length` enumerable in strict mode.\n var result = (isArray(value) || isArguments(value))\n ? baseTimes(value.length, String)\n : [];\n\n var length = result.length,\n skipIndexes = !!length;\n\n for (var key in value) {\n if ((inherited || hasOwnProperty.call(value, key)) &&\n !(skipIndexes && (key == 'length' || isIndex(key, length)))) {\n result.push(key);\n }\n }\n return result;\n}\n\n/**\n * Assigns `value` to `key` of `object` if the existing value is not equivalent\n * using [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * for equality comparisons.\n *\n * @private\n * @param {Object} object The object to modify.\n * @param {string} key The key of the property to assign.\n * @param {*} value The value to assign.\n */\nfunction assignValue(object, key, value) {\n var objValue = object[key];\n if (!(hasOwnProperty.call(object, key) && eq(objValue, value)) ||\n (value === undefined && !(key in object))) {\n object[key] = value;\n }\n}\n\n/**\n * Gets the index at which the `key` is found in `array` of key-value pairs.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {*} key The key to search for.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\nfunction assocIndexOf(array, key) {\n var length = array.length;\n while (length--) {\n if (eq(array[length][0], key)) {\n return length;\n }\n }\n return -1;\n}\n\n/**\n * The base implementation of `_.assign` without support for multiple sources\n * or `customizer` functions.\n *\n * @private\n * @param {Object} object The destination object.\n * @param {Object} source The source object.\n * @returns {Object} Returns `object`.\n */\nfunction baseAssign(object, source) {\n return object && copyObject(source, keys(source), object);\n}\n\n/**\n * The base implementation of `_.clone` and `_.cloneDeep` which tracks\n * traversed objects.\n *\n * @private\n * @param {*} value The value to clone.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @param {boolean} [isFull] Specify a clone including symbols.\n * @param {Function} [customizer] The function to customize cloning.\n * @param {string} [key] The key of `value`.\n * @param {Object} [object] The parent object of `value`.\n * @param {Object} [stack] Tracks traversed objects and their clone counterparts.\n * @returns {*} Returns the cloned value.\n */\nfunction baseClone(value, isDeep, isFull, customizer, key, object, stack) {\n var result;\n if (customizer) {\n result = object ? customizer(value, key, object, stack) : customizer(value);\n }\n if (result !== undefined) {\n return result;\n }\n if (!isObject(value)) {\n return value;\n }\n var isArr = isArray(value);\n if (isArr) {\n result = initCloneArray(value);\n if (!isDeep) {\n return copyArray(value, result);\n }\n } else {\n var tag = getTag(value),\n isFunc = tag == funcTag || tag == genTag;\n\n if (isBuffer(value)) {\n return cloneBuffer(value, isDeep);\n }\n if (tag == objectTag || tag == argsTag || (isFunc && !object)) {\n if (isHostObject(value)) {\n return object ? value : {};\n }\n result = initCloneObject(isFunc ? {} : value);\n if (!isDeep) {\n return copySymbols(value, baseAssign(result, value));\n }\n } else {\n if (!cloneableTags[tag]) {\n return object ? value : {};\n }\n result = initCloneByTag(value, tag, baseClone, isDeep);\n }\n }\n // Check for circular references and return its corresponding clone.\n stack || (stack = new Stack);\n var stacked = stack.get(value);\n if (stacked) {\n return stacked;\n }\n stack.set(value, result);\n\n if (!isArr) {\n var props = isFull ? getAllKeys(value) : keys(value);\n }\n arrayEach(props || value, function(subValue, key) {\n if (props) {\n key = subValue;\n subValue = value[key];\n }\n // Recursively populate clone (susceptible to call stack limits).\n assignValue(result, key, baseClone(subValue, isDeep, isFull, customizer, key, value, stack));\n });\n return result;\n}\n\n/**\n * The base implementation of `_.create` without support for assigning\n * properties to the created object.\n *\n * @private\n * @param {Object} prototype The object to inherit from.\n * @returns {Object} Returns the new object.\n */\nfunction baseCreate(proto) {\n return isObject(proto) ? objectCreate(proto) : {};\n}\n\n/**\n * The base implementation of `getAllKeys` and `getAllKeysIn` which uses\n * `keysFunc` and `symbolsFunc` to get the enumerable property names and\n * symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Function} keysFunc The function to get the keys of `object`.\n * @param {Function} symbolsFunc The function to get the symbols of `object`.\n * @returns {Array} Returns the array of property names and symbols.\n */\nfunction baseGetAllKeys(object, keysFunc, symbolsFunc) {\n var result = keysFunc(object);\n return isArray(object) ? result : arrayPush(result, symbolsFunc(object));\n}\n\n/**\n * The base implementation of `getTag`.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the `toStringTag`.\n */\nfunction baseGetTag(value) {\n return objectToString.call(value);\n}\n\n/**\n * The base implementation of `_.isNative` without bad shim checks.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a native function,\n * else `false`.\n */\nfunction baseIsNative(value) {\n if (!isObject(value) || isMasked(value)) {\n return false;\n }\n var pattern = (isFunction(value) || isHostObject(value)) ? reIsNative : reIsHostCtor;\n return pattern.test(toSource(value));\n}\n\n/**\n * The base implementation of `_.keys` which doesn't treat sparse arrays as dense.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n */\nfunction baseKeys(object) {\n if (!isPrototype(object)) {\n return nativeKeys(object);\n }\n var result = [];\n for (var key in Object(object)) {\n if (hasOwnProperty.call(object, key) && key != 'constructor') {\n result.push(key);\n }\n }\n return result;\n}\n\n/**\n * Creates a clone of `buffer`.\n *\n * @private\n * @param {Buffer} buffer The buffer to clone.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @returns {Buffer} Returns the cloned buffer.\n */\nfunction cloneBuffer(buffer, isDeep) {\n if (isDeep) {\n return buffer.slice();\n }\n var result = new buffer.constructor(buffer.length);\n buffer.copy(result);\n return result;\n}\n\n/**\n * Creates a clone of `arrayBuffer`.\n *\n * @private\n * @param {ArrayBuffer} arrayBuffer The array buffer to clone.\n * @returns {ArrayBuffer} Returns the cloned array buffer.\n */\nfunction cloneArrayBuffer(arrayBuffer) {\n var result = new arrayBuffer.constructor(arrayBuffer.byteLength);\n new Uint8Array(result).set(new Uint8Array(arrayBuffer));\n return result;\n}\n\n/**\n * Creates a clone of `dataView`.\n *\n * @private\n * @param {Object} dataView The data view to clone.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @returns {Object} Returns the cloned data view.\n */\nfunction cloneDataView(dataView, isDeep) {\n var buffer = isDeep ? cloneArrayBuffer(dataView.buffer) : dataView.buffer;\n return new dataView.constructor(buffer, dataView.byteOffset, dataView.byteLength);\n}\n\n/**\n * Creates a clone of `map`.\n *\n * @private\n * @param {Object} map The map to clone.\n * @param {Function} cloneFunc The function to clone values.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @returns {Object} Returns the cloned map.\n */\nfunction cloneMap(map, isDeep, cloneFunc) {\n var array = isDeep ? cloneFunc(mapToArray(map), true) : mapToArray(map);\n return arrayReduce(array, addMapEntry, new map.constructor);\n}\n\n/**\n * Creates a clone of `regexp`.\n *\n * @private\n * @param {Object} regexp The regexp to clone.\n * @returns {Object} Returns the cloned regexp.\n */\nfunction cloneRegExp(regexp) {\n var result = new regexp.constructor(regexp.source, reFlags.exec(regexp));\n result.lastIndex = regexp.lastIndex;\n return result;\n}\n\n/**\n * Creates a clone of `set`.\n *\n * @private\n * @param {Object} set The set to clone.\n * @param {Function} cloneFunc The function to clone values.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @returns {Object} Returns the cloned set.\n */\nfunction cloneSet(set, isDeep, cloneFunc) {\n var array = isDeep ? cloneFunc(setToArray(set), true) : setToArray(set);\n return arrayReduce(array, addSetEntry, new set.constructor);\n}\n\n/**\n * Creates a clone of the `symbol` object.\n *\n * @private\n * @param {Object} symbol The symbol object to clone.\n * @returns {Object} Returns the cloned symbol object.\n */\nfunction cloneSymbol(symbol) {\n return symbolValueOf ? Object(symbolValueOf.call(symbol)) : {};\n}\n\n/**\n * Creates a clone of `typedArray`.\n *\n * @private\n * @param {Object} typedArray The typed array to clone.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @returns {Object} Returns the cloned typed array.\n */\nfunction cloneTypedArray(typedArray, isDeep) {\n var buffer = isDeep ? cloneArrayBuffer(typedArray.buffer) : typedArray.buffer;\n return new typedArray.constructor(buffer, typedArray.byteOffset, typedArray.length);\n}\n\n/**\n * Copies the values of `source` to `array`.\n *\n * @private\n * @param {Array} source The array to copy values from.\n * @param {Array} [array=[]] The array to copy values to.\n * @returns {Array} Returns `array`.\n */\nfunction copyArray(source, array) {\n var index = -1,\n length = source.length;\n\n array || (array = Array(length));\n while (++index < length) {\n array[index] = source[index];\n }\n return array;\n}\n\n/**\n * Copies properties of `source` to `object`.\n *\n * @private\n * @param {Object} source The object to copy properties from.\n * @param {Array} props The property identifiers to copy.\n * @param {Object} [object={}] The object to copy properties to.\n * @param {Function} [customizer] The function to customize copied values.\n * @returns {Object} Returns `object`.\n */\nfunction copyObject(source, props, object, customizer) {\n object || (object = {});\n\n var index = -1,\n length = props.length;\n\n while (++index < length) {\n var key = props[index];\n\n var newValue = customizer\n ? customizer(object[key], source[key], key, object, source)\n : undefined;\n\n assignValue(object, key, newValue === undefined ? source[key] : newValue);\n }\n return object;\n}\n\n/**\n * Copies own symbol properties of `source` to `object`.\n *\n * @private\n * @param {Object} source The object to copy symbols from.\n * @param {Object} [object={}] The object to copy symbols to.\n * @returns {Object} Returns `object`.\n */\nfunction copySymbols(source, object) {\n return copyObject(source, getSymbols(source), object);\n}\n\n/**\n * Creates an array of own enumerable property names and symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names and symbols.\n */\nfunction getAllKeys(object) {\n return baseGetAllKeys(object, keys, getSymbols);\n}\n\n/**\n * Gets the data for `map`.\n *\n * @private\n * @param {Object} map The map to query.\n * @param {string} key The reference key.\n * @returns {*} Returns the map data.\n */\nfunction getMapData(map, key) {\n var data = map.__data__;\n return isKeyable(key)\n ? data[typeof key == 'string' ? 'string' : 'hash']\n : data.map;\n}\n\n/**\n * Gets the native function at `key` of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {string} key The key of the method to get.\n * @returns {*} Returns the function if it's native, else `undefined`.\n */\nfunction getNative(object, key) {\n var value = getValue(object, key);\n return baseIsNative(value) ? value : undefined;\n}\n\n/**\n * Creates an array of the own enumerable symbol properties of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of symbols.\n */\nvar getSymbols = nativeGetSymbols ? overArg(nativeGetSymbols, Object) : stubArray;\n\n/**\n * Gets the `toStringTag` of `value`.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the `toStringTag`.\n */\nvar getTag = baseGetTag;\n\n// Fallback for data views, maps, sets, and weak maps in IE 11,\n// for data views in Edge < 14, and promises in Node.js.\nif ((DataView && getTag(new DataView(new ArrayBuffer(1))) != dataViewTag) ||\n (Map && getTag(new Map) != mapTag) ||\n (Promise && getTag(Promise.resolve()) != promiseTag) ||\n (Set && getTag(new Set) != setTag) ||\n (WeakMap && getTag(new WeakMap) != weakMapTag)) {\n getTag = function(value) {\n var result = objectToString.call(value),\n Ctor = result == objectTag ? value.constructor : undefined,\n ctorString = Ctor ? toSource(Ctor) : undefined;\n\n if (ctorString) {\n switch (ctorString) {\n case dataViewCtorString: return dataViewTag;\n case mapCtorString: return mapTag;\n case promiseCtorString: return promiseTag;\n case setCtorString: return setTag;\n case weakMapCtorString: return weakMapTag;\n }\n }\n return result;\n };\n}\n\n/**\n * Initializes an array clone.\n *\n * @private\n * @param {Array} array The array to clone.\n * @returns {Array} Returns the initialized clone.\n */\nfunction initCloneArray(array) {\n var length = array.length,\n result = array.constructor(length);\n\n // Add properties assigned by `RegExp#exec`.\n if (length && typeof array[0] == 'string' && hasOwnProperty.call(array, 'index')) {\n result.index = array.index;\n result.input = array.input;\n }\n return result;\n}\n\n/**\n * Initializes an object clone.\n *\n * @private\n * @param {Object} object The object to clone.\n * @returns {Object} Returns the initialized clone.\n */\nfunction initCloneObject(object) {\n return (typeof object.constructor == 'function' && !isPrototype(object))\n ? baseCreate(getPrototype(object))\n : {};\n}\n\n/**\n * Initializes an object clone based on its `toStringTag`.\n *\n * **Note:** This function only supports cloning values with tags of\n * `Boolean`, `Date`, `Error`, `Number`, `RegExp`, or `String`.\n *\n * @private\n * @param {Object} object The object to clone.\n * @param {string} tag The `toStringTag` of the object to clone.\n * @param {Function} cloneFunc The function to clone values.\n * @param {boolean} [isDeep] Specify a deep clone.\n * @returns {Object} Returns the initialized clone.\n */\nfunction initCloneByTag(object, tag, cloneFunc, isDeep) {\n var Ctor = object.constructor;\n switch (tag) {\n case arrayBufferTag:\n return cloneArrayBuffer(object);\n\n case boolTag:\n case dateTag:\n return new Ctor(+object);\n\n case dataViewTag:\n return cloneDataView(object, isDeep);\n\n case float32Tag: case float64Tag:\n case int8Tag: case int16Tag: case int32Tag:\n case uint8Tag: case uint8ClampedTag: case uint16Tag: case uint32Tag:\n return cloneTypedArray(object, isDeep);\n\n case mapTag:\n return cloneMap(object, isDeep, cloneFunc);\n\n case numberTag:\n case stringTag:\n return new Ctor(object);\n\n case regexpTag:\n return cloneRegExp(object);\n\n case setTag:\n return cloneSet(object, isDeep, cloneFunc);\n\n case symbolTag:\n return cloneSymbol(object);\n }\n}\n\n/**\n * Checks if `value` is a valid array-like index.\n *\n * @private\n * @param {*} value The value to check.\n * @param {number} [length=MAX_SAFE_INTEGER] The upper bounds of a valid index.\n * @returns {boolean} Returns `true` if `value` is a valid index, else `false`.\n */\nfunction isIndex(value, length) {\n length = length == null ? MAX_SAFE_INTEGER : length;\n return !!length &&\n (typeof value == 'number' || reIsUint.test(value)) &&\n (value > -1 && value % 1 == 0 && value < length);\n}\n\n/**\n * Checks if `value` is suitable for use as unique object key.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is suitable, else `false`.\n */\nfunction isKeyable(value) {\n var type = typeof value;\n return (type == 'string' || type == 'number' || type == 'symbol' || type == 'boolean')\n ? (value !== '__proto__')\n : (value === null);\n}\n\n/**\n * Checks if `func` has its source masked.\n *\n * @private\n * @param {Function} func The function to check.\n * @returns {boolean} Returns `true` if `func` is masked, else `false`.\n */\nfunction isMasked(func) {\n return !!maskSrcKey && (maskSrcKey in func);\n}\n\n/**\n * Checks if `value` is likely a prototype object.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a prototype, else `false`.\n */\nfunction isPrototype(value) {\n var Ctor = value && value.constructor,\n proto = (typeof Ctor == 'function' && Ctor.prototype) || objectProto;\n\n return value === proto;\n}\n\n/**\n * Converts `func` to its source code.\n *\n * @private\n * @param {Function} func The function to process.\n * @returns {string} Returns the source code.\n */\nfunction toSource(func) {\n if (func != null) {\n try {\n return funcToString.call(func);\n } catch (e) {}\n try {\n return (func + '');\n } catch (e) {}\n }\n return '';\n}\n\n/**\n * This method is like `_.clone` except that it recursively clones `value`.\n *\n * @static\n * @memberOf _\n * @since 1.0.0\n * @category Lang\n * @param {*} value The value to recursively clone.\n * @returns {*} Returns the deep cloned value.\n * @see _.clone\n * @example\n *\n * var objects = [{ 'a': 1 }, { 'b': 2 }];\n *\n * var deep = _.cloneDeep(objects);\n * console.log(deep[0] === objects[0]);\n * // => false\n */\nfunction cloneDeep(value) {\n return baseClone(value, true, true);\n}\n\n/**\n * Performs a\n * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * comparison between two values to determine if they are equivalent.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n * @example\n *\n * var object = { 'a': 1 };\n * var other = { 'a': 1 };\n *\n * _.eq(object, object);\n * // => true\n *\n * _.eq(object, other);\n * // => false\n *\n * _.eq('a', 'a');\n * // => true\n *\n * _.eq('a', Object('a'));\n * // => false\n *\n * _.eq(NaN, NaN);\n * // => true\n */\nfunction eq(value, other) {\n return value === other || (value !== value && other !== other);\n}\n\n/**\n * Checks if `value` is likely an `arguments` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an `arguments` object,\n * else `false`.\n * @example\n *\n * _.isArguments(function() { return arguments; }());\n * // => true\n *\n * _.isArguments([1, 2, 3]);\n * // => false\n */\nfunction isArguments(value) {\n // Safari 8.1 makes `arguments.callee` enumerable in strict mode.\n return isArrayLikeObject(value) && hasOwnProperty.call(value, 'callee') &&\n (!propertyIsEnumerable.call(value, 'callee') || objectToString.call(value) == argsTag);\n}\n\n/**\n * Checks if `value` is classified as an `Array` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an array, else `false`.\n * @example\n *\n * _.isArray([1, 2, 3]);\n * // => true\n *\n * _.isArray(document.body.children);\n * // => false\n *\n * _.isArray('abc');\n * // => false\n *\n * _.isArray(_.noop);\n * // => false\n */\nvar isArray = Array.isArray;\n\n/**\n * Checks if `value` is array-like. A value is considered array-like if it's\n * not a function and has a `value.length` that's an integer greater than or\n * equal to `0` and less than or equal to `Number.MAX_SAFE_INTEGER`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is array-like, else `false`.\n * @example\n *\n * _.isArrayLike([1, 2, 3]);\n * // => true\n *\n * _.isArrayLike(document.body.children);\n * // => true\n *\n * _.isArrayLike('abc');\n * // => true\n *\n * _.isArrayLike(_.noop);\n * // => false\n */\nfunction isArrayLike(value) {\n return value != null && isLength(value.length) && !isFunction(value);\n}\n\n/**\n * This method is like `_.isArrayLike` except that it also checks if `value`\n * is an object.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an array-like object,\n * else `false`.\n * @example\n *\n * _.isArrayLikeObject([1, 2, 3]);\n * // => true\n *\n * _.isArrayLikeObject(document.body.children);\n * // => true\n *\n * _.isArrayLikeObject('abc');\n * // => false\n *\n * _.isArrayLikeObject(_.noop);\n * // => false\n */\nfunction isArrayLikeObject(value) {\n return isObjectLike(value) && isArrayLike(value);\n}\n\n/**\n * Checks if `value` is a buffer.\n *\n * @static\n * @memberOf _\n * @since 4.3.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a buffer, else `false`.\n * @example\n *\n * _.isBuffer(new Buffer(2));\n * // => true\n *\n * _.isBuffer(new Uint8Array(2));\n * // => false\n */\nvar isBuffer = nativeIsBuffer || stubFalse;\n\n/**\n * Checks if `value` is classified as a `Function` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a function, else `false`.\n * @example\n *\n * _.isFunction(_);\n * // => true\n *\n * _.isFunction(/abc/);\n * // => false\n */\nfunction isFunction(value) {\n // The use of `Object#toString` avoids issues with the `typeof` operator\n // in Safari 8-9 which returns 'object' for typed array and other constructors.\n var tag = isObject(value) ? objectToString.call(value) : '';\n return tag == funcTag || tag == genTag;\n}\n\n/**\n * Checks if `value` is a valid array-like length.\n *\n * **Note:** This method is loosely based on\n * [`ToLength`](http://ecma-international.org/ecma-262/7.0/#sec-tolength).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a valid length, else `false`.\n * @example\n *\n * _.isLength(3);\n * // => true\n *\n * _.isLength(Number.MIN_VALUE);\n * // => false\n *\n * _.isLength(Infinity);\n * // => false\n *\n * _.isLength('3');\n * // => false\n */\nfunction isLength(value) {\n return typeof value == 'number' &&\n value > -1 && value % 1 == 0 && value <= MAX_SAFE_INTEGER;\n}\n\n/**\n * Checks if `value` is the\n * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types)\n * of `Object`. (e.g. arrays, functions, objects, regexes, `new Number(0)`, and `new String('')`)\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an object, else `false`.\n * @example\n *\n * _.isObject({});\n * // => true\n *\n * _.isObject([1, 2, 3]);\n * // => true\n *\n * _.isObject(_.noop);\n * // => true\n *\n * _.isObject(null);\n * // => false\n */\nfunction isObject(value) {\n var type = typeof value;\n return !!value && (type == 'object' || type == 'function');\n}\n\n/**\n * Checks if `value` is object-like. A value is object-like if it's not `null`\n * and has a `typeof` result of \"object\".\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is object-like, else `false`.\n * @example\n *\n * _.isObjectLike({});\n * // => true\n *\n * _.isObjectLike([1, 2, 3]);\n * // => true\n *\n * _.isObjectLike(_.noop);\n * // => false\n *\n * _.isObjectLike(null);\n * // => false\n */\nfunction isObjectLike(value) {\n return !!value && typeof value == 'object';\n}\n\n/**\n * Creates an array of the own enumerable property names of `object`.\n *\n * **Note:** Non-object values are coerced to objects. See the\n * [ES spec](http://ecma-international.org/ecma-262/7.0/#sec-object.keys)\n * for more details.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.keys(new Foo);\n * // => ['a', 'b'] (iteration order is not guaranteed)\n *\n * _.keys('hi');\n * // => ['0', '1']\n */\nfunction keys(object) {\n return isArrayLike(object) ? arrayLikeKeys(object) : baseKeys(object);\n}\n\n/**\n * This method returns a new empty array.\n *\n * @static\n * @memberOf _\n * @since 4.13.0\n * @category Util\n * @returns {Array} Returns the new empty array.\n * @example\n *\n * var arrays = _.times(2, _.stubArray);\n *\n * console.log(arrays);\n * // => [[], []]\n *\n * console.log(arrays[0] === arrays[1]);\n * // => false\n */\nfunction stubArray() {\n return [];\n}\n\n/**\n * This method returns `false`.\n *\n * @static\n * @memberOf _\n * @since 4.13.0\n * @category Util\n * @returns {boolean} Returns `false`.\n * @example\n *\n * _.times(2, _.stubFalse);\n * // => [false, false]\n */\nfunction stubFalse() {\n return false;\n}\n\nmodule.exports = cloneDeep;\n","/**\n * lodash (Custom Build) \n * Build: `lodash modularize exports=\"npm\" -o ./`\n * Copyright jQuery Foundation and other contributors \n * Released under MIT license \n * Based on Underscore.js 1.8.3 \n * Copyright Jeremy Ashkenas, DocumentCloud and Investigative Reporters & Editors\n */\n\n/** Used as the `TypeError` message for \"Functions\" methods. */\nvar FUNC_ERROR_TEXT = 'Expected a function';\n\n/** Used as references for various `Number` constants. */\nvar NAN = 0 / 0;\n\n/** `Object#toString` result references. */\nvar symbolTag = '[object Symbol]';\n\n/** Used to match leading and trailing whitespace. */\nvar reTrim = /^\\s+|\\s+$/g;\n\n/** Used to detect bad signed hexadecimal string values. */\nvar reIsBadHex = /^[-+]0x[0-9a-f]+$/i;\n\n/** Used to detect binary string values. */\nvar reIsBinary = /^0b[01]+$/i;\n\n/** Used to detect octal string values. */\nvar reIsOctal = /^0o[0-7]+$/i;\n\n/** Built-in method references without a dependency on `root`. */\nvar freeParseInt = parseInt;\n\n/** Detect free variable `global` from Node.js. */\nvar freeGlobal = typeof global == 'object' && global && global.Object === Object && global;\n\n/** Detect free variable `self`. */\nvar freeSelf = typeof self == 'object' && self && self.Object === Object && self;\n\n/** Used as a reference to the global object. */\nvar root = freeGlobal || freeSelf || Function('return this')();\n\n/** Used for built-in method references. */\nvar objectProto = Object.prototype;\n\n/**\n * Used to resolve the\n * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)\n * of values.\n */\nvar objectToString = objectProto.toString;\n\n/* Built-in method references for those with the same name as other `lodash` methods. */\nvar nativeMax = Math.max,\n nativeMin = Math.min;\n\n/**\n * Gets the timestamp of the number of milliseconds that have elapsed since\n * the Unix epoch (1 January 1970 00:00:00 UTC).\n *\n * @static\n * @memberOf _\n * @since 2.4.0\n * @category Date\n * @returns {number} Returns the timestamp.\n * @example\n *\n * _.defer(function(stamp) {\n * console.log(_.now() - stamp);\n * }, _.now());\n * // => Logs the number of milliseconds it took for the deferred invocation.\n */\nvar now = function() {\n return root.Date.now();\n};\n\n/**\n * Creates a debounced function that delays invoking `func` until after `wait`\n * milliseconds have elapsed since the last time the debounced function was\n * invoked. The debounced function comes with a `cancel` method to cancel\n * delayed `func` invocations and a `flush` method to immediately invoke them.\n * Provide `options` to indicate whether `func` should be invoked on the\n * leading and/or trailing edge of the `wait` timeout. The `func` is invoked\n * with the last arguments provided to the debounced function. Subsequent\n * calls to the debounced function return the result of the last `func`\n * invocation.\n *\n * **Note:** If `leading` and `trailing` options are `true`, `func` is\n * invoked on the trailing edge of the timeout only if the debounced function\n * is invoked more than once during the `wait` timeout.\n *\n * If `wait` is `0` and `leading` is `false`, `func` invocation is deferred\n * until to the next tick, similar to `setTimeout` with a timeout of `0`.\n *\n * See [David Corbacho's article](https://css-tricks.com/debouncing-throttling-explained-examples/)\n * for details over the differences between `_.debounce` and `_.throttle`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Function\n * @param {Function} func The function to debounce.\n * @param {number} [wait=0] The number of milliseconds to delay.\n * @param {Object} [options={}] The options object.\n * @param {boolean} [options.leading=false]\n * Specify invoking on the leading edge of the timeout.\n * @param {number} [options.maxWait]\n * The maximum time `func` is allowed to be delayed before it's invoked.\n * @param {boolean} [options.trailing=true]\n * Specify invoking on the trailing edge of the timeout.\n * @returns {Function} Returns the new debounced function.\n * @example\n *\n * // Avoid costly calculations while the window size is in flux.\n * jQuery(window).on('resize', _.debounce(calculateLayout, 150));\n *\n * // Invoke `sendMail` when clicked, debouncing subsequent calls.\n * jQuery(element).on('click', _.debounce(sendMail, 300, {\n * 'leading': true,\n * 'trailing': false\n * }));\n *\n * // Ensure `batchLog` is invoked once after 1 second of debounced calls.\n * var debounced = _.debounce(batchLog, 250, { 'maxWait': 1000 });\n * var source = new EventSource('/stream');\n * jQuery(source).on('message', debounced);\n *\n * // Cancel the trailing debounced invocation.\n * jQuery(window).on('popstate', debounced.cancel);\n */\nfunction debounce(func, wait, options) {\n var lastArgs,\n lastThis,\n maxWait,\n result,\n timerId,\n lastCallTime,\n lastInvokeTime = 0,\n leading = false,\n maxing = false,\n trailing = true;\n\n if (typeof func != 'function') {\n throw new TypeError(FUNC_ERROR_TEXT);\n }\n wait = toNumber(wait) || 0;\n if (isObject(options)) {\n leading = !!options.leading;\n maxing = 'maxWait' in options;\n maxWait = maxing ? nativeMax(toNumber(options.maxWait) || 0, wait) : maxWait;\n trailing = 'trailing' in options ? !!options.trailing : trailing;\n }\n\n function invokeFunc(time) {\n var args = lastArgs,\n thisArg = lastThis;\n\n lastArgs = lastThis = undefined;\n lastInvokeTime = time;\n result = func.apply(thisArg, args);\n return result;\n }\n\n function leadingEdge(time) {\n // Reset any `maxWait` timer.\n lastInvokeTime = time;\n // Start the timer for the trailing edge.\n timerId = setTimeout(timerExpired, wait);\n // Invoke the leading edge.\n return leading ? invokeFunc(time) : result;\n }\n\n function remainingWait(time) {\n var timeSinceLastCall = time - lastCallTime,\n timeSinceLastInvoke = time - lastInvokeTime,\n result = wait - timeSinceLastCall;\n\n return maxing ? nativeMin(result, maxWait - timeSinceLastInvoke) : result;\n }\n\n function shouldInvoke(time) {\n var timeSinceLastCall = time - lastCallTime,\n timeSinceLastInvoke = time - lastInvokeTime;\n\n // Either this is the first call, activity has stopped and we're at the\n // trailing edge, the system time has gone backwards and we're treating\n // it as the trailing edge, or we've hit the `maxWait` limit.\n return (lastCallTime === undefined || (timeSinceLastCall >= wait) ||\n (timeSinceLastCall < 0) || (maxing && timeSinceLastInvoke >= maxWait));\n }\n\n function timerExpired() {\n var time = now();\n if (shouldInvoke(time)) {\n return trailingEdge(time);\n }\n // Restart the timer.\n timerId = setTimeout(timerExpired, remainingWait(time));\n }\n\n function trailingEdge(time) {\n timerId = undefined;\n\n // Only invoke if we have `lastArgs` which means `func` has been\n // debounced at least once.\n if (trailing && lastArgs) {\n return invokeFunc(time);\n }\n lastArgs = lastThis = undefined;\n return result;\n }\n\n function cancel() {\n if (timerId !== undefined) {\n clearTimeout(timerId);\n }\n lastInvokeTime = 0;\n lastArgs = lastCallTime = lastThis = timerId = undefined;\n }\n\n function flush() {\n return timerId === undefined ? result : trailingEdge(now());\n }\n\n function debounced() {\n var time = now(),\n isInvoking = shouldInvoke(time);\n\n lastArgs = arguments;\n lastThis = this;\n lastCallTime = time;\n\n if (isInvoking) {\n if (timerId === undefined) {\n return leadingEdge(lastCallTime);\n }\n if (maxing) {\n // Handle invocations in a tight loop.\n timerId = setTimeout(timerExpired, wait);\n return invokeFunc(lastCallTime);\n }\n }\n if (timerId === undefined) {\n timerId = setTimeout(timerExpired, wait);\n }\n return result;\n }\n debounced.cancel = cancel;\n debounced.flush = flush;\n return debounced;\n}\n\n/**\n * Checks if `value` is the\n * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types)\n * of `Object`. (e.g. arrays, functions, objects, regexes, `new Number(0)`, and `new String('')`)\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an object, else `false`.\n * @example\n *\n * _.isObject({});\n * // => true\n *\n * _.isObject([1, 2, 3]);\n * // => true\n *\n * _.isObject(_.noop);\n * // => true\n *\n * _.isObject(null);\n * // => false\n */\nfunction isObject(value) {\n var type = typeof value;\n return !!value && (type == 'object' || type == 'function');\n}\n\n/**\n * Checks if `value` is object-like. A value is object-like if it's not `null`\n * and has a `typeof` result of \"object\".\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is object-like, else `false`.\n * @example\n *\n * _.isObjectLike({});\n * // => true\n *\n * _.isObjectLike([1, 2, 3]);\n * // => true\n *\n * _.isObjectLike(_.noop);\n * // => false\n *\n * _.isObjectLike(null);\n * // => false\n */\nfunction isObjectLike(value) {\n return !!value && typeof value == 'object';\n}\n\n/**\n * Checks if `value` is classified as a `Symbol` primitive or object.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a symbol, else `false`.\n * @example\n *\n * _.isSymbol(Symbol.iterator);\n * // => true\n *\n * _.isSymbol('abc');\n * // => false\n */\nfunction isSymbol(value) {\n return typeof value == 'symbol' ||\n (isObjectLike(value) && objectToString.call(value) == symbolTag);\n}\n\n/**\n * Converts `value` to a number.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to process.\n * @returns {number} Returns the number.\n * @example\n *\n * _.toNumber(3.2);\n * // => 3.2\n *\n * _.toNumber(Number.MIN_VALUE);\n * // => 5e-324\n *\n * _.toNumber(Infinity);\n * // => Infinity\n *\n * _.toNumber('3.2');\n * // => 3.2\n */\nfunction toNumber(value) {\n if (typeof value == 'number') {\n return value;\n }\n if (isSymbol(value)) {\n return NAN;\n }\n if (isObject(value)) {\n var other = typeof value.valueOf == 'function' ? value.valueOf() : value;\n value = isObject(other) ? (other + '') : other;\n }\n if (typeof value != 'string') {\n return value === 0 ? value : +value;\n }\n value = value.replace(reTrim, '');\n var isBinary = reIsBinary.test(value);\n return (isBinary || reIsOctal.test(value))\n ? freeParseInt(value.slice(2), isBinary ? 2 : 8)\n : (reIsBadHex.test(value) ? NAN : +value);\n}\n\nmodule.exports = debounce;\n","/**\n * Lodash (Custom Build) \n * Build: `lodash modularize exports=\"npm\" -o ./`\n * Copyright JS Foundation and other contributors \n * Released under MIT license \n * Based on Underscore.js 1.8.3 \n * Copyright Jeremy Ashkenas, DocumentCloud and Investigative Reporters & Editors\n */\n\n/** Used as the size to enable large array optimizations. */\nvar LARGE_ARRAY_SIZE = 200;\n\n/** Used to stand-in for `undefined` hash values. */\nvar HASH_UNDEFINED = '__lodash_hash_undefined__';\n\n/** Used to compose bitmasks for value comparisons. */\nvar COMPARE_PARTIAL_FLAG = 1,\n COMPARE_UNORDERED_FLAG = 2;\n\n/** Used as references for various `Number` constants. */\nvar MAX_SAFE_INTEGER = 9007199254740991;\n\n/** `Object#toString` result references. */\nvar argsTag = '[object Arguments]',\n arrayTag = '[object Array]',\n asyncTag = '[object AsyncFunction]',\n boolTag = '[object Boolean]',\n dateTag = '[object Date]',\n errorTag = '[object Error]',\n funcTag = '[object Function]',\n genTag = '[object GeneratorFunction]',\n mapTag = '[object Map]',\n numberTag = '[object Number]',\n nullTag = '[object Null]',\n objectTag = '[object Object]',\n promiseTag = '[object Promise]',\n proxyTag = '[object Proxy]',\n regexpTag = '[object RegExp]',\n setTag = '[object Set]',\n stringTag = '[object String]',\n symbolTag = '[object Symbol]',\n undefinedTag = '[object Undefined]',\n weakMapTag = '[object WeakMap]';\n\nvar arrayBufferTag = '[object ArrayBuffer]',\n dataViewTag = '[object DataView]',\n float32Tag = '[object Float32Array]',\n float64Tag = '[object Float64Array]',\n int8Tag = '[object Int8Array]',\n int16Tag = '[object Int16Array]',\n int32Tag = '[object Int32Array]',\n uint8Tag = '[object Uint8Array]',\n uint8ClampedTag = '[object Uint8ClampedArray]',\n uint16Tag = '[object Uint16Array]',\n uint32Tag = '[object Uint32Array]';\n\n/**\n * Used to match `RegExp`\n * [syntax characters](http://ecma-international.org/ecma-262/7.0/#sec-patterns).\n */\nvar reRegExpChar = /[\\\\^$.*+?()[\\]{}|]/g;\n\n/** Used to detect host constructors (Safari). */\nvar reIsHostCtor = /^\\[object .+?Constructor\\]$/;\n\n/** Used to detect unsigned integer values. */\nvar reIsUint = /^(?:0|[1-9]\\d*)$/;\n\n/** Used to identify `toStringTag` values of typed arrays. */\nvar typedArrayTags = {};\ntypedArrayTags[float32Tag] = typedArrayTags[float64Tag] =\ntypedArrayTags[int8Tag] = typedArrayTags[int16Tag] =\ntypedArrayTags[int32Tag] = typedArrayTags[uint8Tag] =\ntypedArrayTags[uint8ClampedTag] = typedArrayTags[uint16Tag] =\ntypedArrayTags[uint32Tag] = true;\ntypedArrayTags[argsTag] = typedArrayTags[arrayTag] =\ntypedArrayTags[arrayBufferTag] = typedArrayTags[boolTag] =\ntypedArrayTags[dataViewTag] = typedArrayTags[dateTag] =\ntypedArrayTags[errorTag] = typedArrayTags[funcTag] =\ntypedArrayTags[mapTag] = typedArrayTags[numberTag] =\ntypedArrayTags[objectTag] = typedArrayTags[regexpTag] =\ntypedArrayTags[setTag] = typedArrayTags[stringTag] =\ntypedArrayTags[weakMapTag] = false;\n\n/** Detect free variable `global` from Node.js. */\nvar freeGlobal = typeof global == 'object' && global && global.Object === Object && global;\n\n/** Detect free variable `self`. */\nvar freeSelf = typeof self == 'object' && self && self.Object === Object && self;\n\n/** Used as a reference to the global object. */\nvar root = freeGlobal || freeSelf || Function('return this')();\n\n/** Detect free variable `exports`. */\nvar freeExports = typeof exports == 'object' && exports && !exports.nodeType && exports;\n\n/** Detect free variable `module`. */\nvar freeModule = freeExports && typeof module == 'object' && module && !module.nodeType && module;\n\n/** Detect the popular CommonJS extension `module.exports`. */\nvar moduleExports = freeModule && freeModule.exports === freeExports;\n\n/** Detect free variable `process` from Node.js. */\nvar freeProcess = moduleExports && freeGlobal.process;\n\n/** Used to access faster Node.js helpers. */\nvar nodeUtil = (function() {\n try {\n return freeProcess && freeProcess.binding && freeProcess.binding('util');\n } catch (e) {}\n}());\n\n/* Node.js helper references. */\nvar nodeIsTypedArray = nodeUtil && nodeUtil.isTypedArray;\n\n/**\n * A specialized version of `_.filter` for arrays without support for\n * iteratee shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} predicate The function invoked per iteration.\n * @returns {Array} Returns the new filtered array.\n */\nfunction arrayFilter(array, predicate) {\n var index = -1,\n length = array == null ? 0 : array.length,\n resIndex = 0,\n result = [];\n\n while (++index < length) {\n var value = array[index];\n if (predicate(value, index, array)) {\n result[resIndex++] = value;\n }\n }\n return result;\n}\n\n/**\n * Appends the elements of `values` to `array`.\n *\n * @private\n * @param {Array} array The array to modify.\n * @param {Array} values The values to append.\n * @returns {Array} Returns `array`.\n */\nfunction arrayPush(array, values) {\n var index = -1,\n length = values.length,\n offset = array.length;\n\n while (++index < length) {\n array[offset + index] = values[index];\n }\n return array;\n}\n\n/**\n * A specialized version of `_.some` for arrays without support for iteratee\n * shorthands.\n *\n * @private\n * @param {Array} [array] The array to iterate over.\n * @param {Function} predicate The function invoked per iteration.\n * @returns {boolean} Returns `true` if any element passes the predicate check,\n * else `false`.\n */\nfunction arraySome(array, predicate) {\n var index = -1,\n length = array == null ? 0 : array.length;\n\n while (++index < length) {\n if (predicate(array[index], index, array)) {\n return true;\n }\n }\n return false;\n}\n\n/**\n * The base implementation of `_.times` without support for iteratee shorthands\n * or max array length checks.\n *\n * @private\n * @param {number} n The number of times to invoke `iteratee`.\n * @param {Function} iteratee The function invoked per iteration.\n * @returns {Array} Returns the array of results.\n */\nfunction baseTimes(n, iteratee) {\n var index = -1,\n result = Array(n);\n\n while (++index < n) {\n result[index] = iteratee(index);\n }\n return result;\n}\n\n/**\n * The base implementation of `_.unary` without support for storing metadata.\n *\n * @private\n * @param {Function} func The function to cap arguments for.\n * @returns {Function} Returns the new capped function.\n */\nfunction baseUnary(func) {\n return function(value) {\n return func(value);\n };\n}\n\n/**\n * Checks if a `cache` value for `key` exists.\n *\n * @private\n * @param {Object} cache The cache to query.\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction cacheHas(cache, key) {\n return cache.has(key);\n}\n\n/**\n * Gets the value at `key` of `object`.\n *\n * @private\n * @param {Object} [object] The object to query.\n * @param {string} key The key of the property to get.\n * @returns {*} Returns the property value.\n */\nfunction getValue(object, key) {\n return object == null ? undefined : object[key];\n}\n\n/**\n * Converts `map` to its key-value pairs.\n *\n * @private\n * @param {Object} map The map to convert.\n * @returns {Array} Returns the key-value pairs.\n */\nfunction mapToArray(map) {\n var index = -1,\n result = Array(map.size);\n\n map.forEach(function(value, key) {\n result[++index] = [key, value];\n });\n return result;\n}\n\n/**\n * Creates a unary function that invokes `func` with its argument transformed.\n *\n * @private\n * @param {Function} func The function to wrap.\n * @param {Function} transform The argument transform.\n * @returns {Function} Returns the new function.\n */\nfunction overArg(func, transform) {\n return function(arg) {\n return func(transform(arg));\n };\n}\n\n/**\n * Converts `set` to an array of its values.\n *\n * @private\n * @param {Object} set The set to convert.\n * @returns {Array} Returns the values.\n */\nfunction setToArray(set) {\n var index = -1,\n result = Array(set.size);\n\n set.forEach(function(value) {\n result[++index] = value;\n });\n return result;\n}\n\n/** Used for built-in method references. */\nvar arrayProto = Array.prototype,\n funcProto = Function.prototype,\n objectProto = Object.prototype;\n\n/** Used to detect overreaching core-js shims. */\nvar coreJsData = root['__core-js_shared__'];\n\n/** Used to resolve the decompiled source of functions. */\nvar funcToString = funcProto.toString;\n\n/** Used to check objects for own properties. */\nvar hasOwnProperty = objectProto.hasOwnProperty;\n\n/** Used to detect methods masquerading as native. */\nvar maskSrcKey = (function() {\n var uid = /[^.]+$/.exec(coreJsData && coreJsData.keys && coreJsData.keys.IE_PROTO || '');\n return uid ? ('Symbol(src)_1.' + uid) : '';\n}());\n\n/**\n * Used to resolve the\n * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)\n * of values.\n */\nvar nativeObjectToString = objectProto.toString;\n\n/** Used to detect if a method is native. */\nvar reIsNative = RegExp('^' +\n funcToString.call(hasOwnProperty).replace(reRegExpChar, '\\\\$&')\n .replace(/hasOwnProperty|(function).*?(?=\\\\\\()| for .+?(?=\\\\\\])/g, '$1.*?') + '$'\n);\n\n/** Built-in value references. */\nvar Buffer = moduleExports ? root.Buffer : undefined,\n Symbol = root.Symbol,\n Uint8Array = root.Uint8Array,\n propertyIsEnumerable = objectProto.propertyIsEnumerable,\n splice = arrayProto.splice,\n symToStringTag = Symbol ? Symbol.toStringTag : undefined;\n\n/* Built-in method references for those with the same name as other `lodash` methods. */\nvar nativeGetSymbols = Object.getOwnPropertySymbols,\n nativeIsBuffer = Buffer ? Buffer.isBuffer : undefined,\n nativeKeys = overArg(Object.keys, Object);\n\n/* Built-in method references that are verified to be native. */\nvar DataView = getNative(root, 'DataView'),\n Map = getNative(root, 'Map'),\n Promise = getNative(root, 'Promise'),\n Set = getNative(root, 'Set'),\n WeakMap = getNative(root, 'WeakMap'),\n nativeCreate = getNative(Object, 'create');\n\n/** Used to detect maps, sets, and weakmaps. */\nvar dataViewCtorString = toSource(DataView),\n mapCtorString = toSource(Map),\n promiseCtorString = toSource(Promise),\n setCtorString = toSource(Set),\n weakMapCtorString = toSource(WeakMap);\n\n/** Used to convert symbols to primitives and strings. */\nvar symbolProto = Symbol ? Symbol.prototype : undefined,\n symbolValueOf = symbolProto ? symbolProto.valueOf : undefined;\n\n/**\n * Creates a hash object.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction Hash(entries) {\n var index = -1,\n length = entries == null ? 0 : entries.length;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n}\n\n/**\n * Removes all key-value entries from the hash.\n *\n * @private\n * @name clear\n * @memberOf Hash\n */\nfunction hashClear() {\n this.__data__ = nativeCreate ? nativeCreate(null) : {};\n this.size = 0;\n}\n\n/**\n * Removes `key` and its value from the hash.\n *\n * @private\n * @name delete\n * @memberOf Hash\n * @param {Object} hash The hash to modify.\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction hashDelete(key) {\n var result = this.has(key) && delete this.__data__[key];\n this.size -= result ? 1 : 0;\n return result;\n}\n\n/**\n * Gets the hash value for `key`.\n *\n * @private\n * @name get\n * @memberOf Hash\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction hashGet(key) {\n var data = this.__data__;\n if (nativeCreate) {\n var result = data[key];\n return result === HASH_UNDEFINED ? undefined : result;\n }\n return hasOwnProperty.call(data, key) ? data[key] : undefined;\n}\n\n/**\n * Checks if a hash value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf Hash\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction hashHas(key) {\n var data = this.__data__;\n return nativeCreate ? (data[key] !== undefined) : hasOwnProperty.call(data, key);\n}\n\n/**\n * Sets the hash `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf Hash\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the hash instance.\n */\nfunction hashSet(key, value) {\n var data = this.__data__;\n this.size += this.has(key) ? 0 : 1;\n data[key] = (nativeCreate && value === undefined) ? HASH_UNDEFINED : value;\n return this;\n}\n\n// Add methods to `Hash`.\nHash.prototype.clear = hashClear;\nHash.prototype['delete'] = hashDelete;\nHash.prototype.get = hashGet;\nHash.prototype.has = hashHas;\nHash.prototype.set = hashSet;\n\n/**\n * Creates an list cache object.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction ListCache(entries) {\n var index = -1,\n length = entries == null ? 0 : entries.length;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n}\n\n/**\n * Removes all key-value entries from the list cache.\n *\n * @private\n * @name clear\n * @memberOf ListCache\n */\nfunction listCacheClear() {\n this.__data__ = [];\n this.size = 0;\n}\n\n/**\n * Removes `key` and its value from the list cache.\n *\n * @private\n * @name delete\n * @memberOf ListCache\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction listCacheDelete(key) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n if (index < 0) {\n return false;\n }\n var lastIndex = data.length - 1;\n if (index == lastIndex) {\n data.pop();\n } else {\n splice.call(data, index, 1);\n }\n --this.size;\n return true;\n}\n\n/**\n * Gets the list cache value for `key`.\n *\n * @private\n * @name get\n * @memberOf ListCache\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction listCacheGet(key) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n return index < 0 ? undefined : data[index][1];\n}\n\n/**\n * Checks if a list cache value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf ListCache\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction listCacheHas(key) {\n return assocIndexOf(this.__data__, key) > -1;\n}\n\n/**\n * Sets the list cache `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf ListCache\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the list cache instance.\n */\nfunction listCacheSet(key, value) {\n var data = this.__data__,\n index = assocIndexOf(data, key);\n\n if (index < 0) {\n ++this.size;\n data.push([key, value]);\n } else {\n data[index][1] = value;\n }\n return this;\n}\n\n// Add methods to `ListCache`.\nListCache.prototype.clear = listCacheClear;\nListCache.prototype['delete'] = listCacheDelete;\nListCache.prototype.get = listCacheGet;\nListCache.prototype.has = listCacheHas;\nListCache.prototype.set = listCacheSet;\n\n/**\n * Creates a map cache object to store key-value pairs.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction MapCache(entries) {\n var index = -1,\n length = entries == null ? 0 : entries.length;\n\n this.clear();\n while (++index < length) {\n var entry = entries[index];\n this.set(entry[0], entry[1]);\n }\n}\n\n/**\n * Removes all key-value entries from the map.\n *\n * @private\n * @name clear\n * @memberOf MapCache\n */\nfunction mapCacheClear() {\n this.size = 0;\n this.__data__ = {\n 'hash': new Hash,\n 'map': new (Map || ListCache),\n 'string': new Hash\n };\n}\n\n/**\n * Removes `key` and its value from the map.\n *\n * @private\n * @name delete\n * @memberOf MapCache\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction mapCacheDelete(key) {\n var result = getMapData(this, key)['delete'](key);\n this.size -= result ? 1 : 0;\n return result;\n}\n\n/**\n * Gets the map value for `key`.\n *\n * @private\n * @name get\n * @memberOf MapCache\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction mapCacheGet(key) {\n return getMapData(this, key).get(key);\n}\n\n/**\n * Checks if a map value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf MapCache\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction mapCacheHas(key) {\n return getMapData(this, key).has(key);\n}\n\n/**\n * Sets the map `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf MapCache\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the map cache instance.\n */\nfunction mapCacheSet(key, value) {\n var data = getMapData(this, key),\n size = data.size;\n\n data.set(key, value);\n this.size += data.size == size ? 0 : 1;\n return this;\n}\n\n// Add methods to `MapCache`.\nMapCache.prototype.clear = mapCacheClear;\nMapCache.prototype['delete'] = mapCacheDelete;\nMapCache.prototype.get = mapCacheGet;\nMapCache.prototype.has = mapCacheHas;\nMapCache.prototype.set = mapCacheSet;\n\n/**\n *\n * Creates an array cache object to store unique values.\n *\n * @private\n * @constructor\n * @param {Array} [values] The values to cache.\n */\nfunction SetCache(values) {\n var index = -1,\n length = values == null ? 0 : values.length;\n\n this.__data__ = new MapCache;\n while (++index < length) {\n this.add(values[index]);\n }\n}\n\n/**\n * Adds `value` to the array cache.\n *\n * @private\n * @name add\n * @memberOf SetCache\n * @alias push\n * @param {*} value The value to cache.\n * @returns {Object} Returns the cache instance.\n */\nfunction setCacheAdd(value) {\n this.__data__.set(value, HASH_UNDEFINED);\n return this;\n}\n\n/**\n * Checks if `value` is in the array cache.\n *\n * @private\n * @name has\n * @memberOf SetCache\n * @param {*} value The value to search for.\n * @returns {number} Returns `true` if `value` is found, else `false`.\n */\nfunction setCacheHas(value) {\n return this.__data__.has(value);\n}\n\n// Add methods to `SetCache`.\nSetCache.prototype.add = SetCache.prototype.push = setCacheAdd;\nSetCache.prototype.has = setCacheHas;\n\n/**\n * Creates a stack cache object to store key-value pairs.\n *\n * @private\n * @constructor\n * @param {Array} [entries] The key-value pairs to cache.\n */\nfunction Stack(entries) {\n var data = this.__data__ = new ListCache(entries);\n this.size = data.size;\n}\n\n/**\n * Removes all key-value entries from the stack.\n *\n * @private\n * @name clear\n * @memberOf Stack\n */\nfunction stackClear() {\n this.__data__ = new ListCache;\n this.size = 0;\n}\n\n/**\n * Removes `key` and its value from the stack.\n *\n * @private\n * @name delete\n * @memberOf Stack\n * @param {string} key The key of the value to remove.\n * @returns {boolean} Returns `true` if the entry was removed, else `false`.\n */\nfunction stackDelete(key) {\n var data = this.__data__,\n result = data['delete'](key);\n\n this.size = data.size;\n return result;\n}\n\n/**\n * Gets the stack value for `key`.\n *\n * @private\n * @name get\n * @memberOf Stack\n * @param {string} key The key of the value to get.\n * @returns {*} Returns the entry value.\n */\nfunction stackGet(key) {\n return this.__data__.get(key);\n}\n\n/**\n * Checks if a stack value for `key` exists.\n *\n * @private\n * @name has\n * @memberOf Stack\n * @param {string} key The key of the entry to check.\n * @returns {boolean} Returns `true` if an entry for `key` exists, else `false`.\n */\nfunction stackHas(key) {\n return this.__data__.has(key);\n}\n\n/**\n * Sets the stack `key` to `value`.\n *\n * @private\n * @name set\n * @memberOf Stack\n * @param {string} key The key of the value to set.\n * @param {*} value The value to set.\n * @returns {Object} Returns the stack cache instance.\n */\nfunction stackSet(key, value) {\n var data = this.__data__;\n if (data instanceof ListCache) {\n var pairs = data.__data__;\n if (!Map || (pairs.length < LARGE_ARRAY_SIZE - 1)) {\n pairs.push([key, value]);\n this.size = ++data.size;\n return this;\n }\n data = this.__data__ = new MapCache(pairs);\n }\n data.set(key, value);\n this.size = data.size;\n return this;\n}\n\n// Add methods to `Stack`.\nStack.prototype.clear = stackClear;\nStack.prototype['delete'] = stackDelete;\nStack.prototype.get = stackGet;\nStack.prototype.has = stackHas;\nStack.prototype.set = stackSet;\n\n/**\n * Creates an array of the enumerable property names of the array-like `value`.\n *\n * @private\n * @param {*} value The value to query.\n * @param {boolean} inherited Specify returning inherited property names.\n * @returns {Array} Returns the array of property names.\n */\nfunction arrayLikeKeys(value, inherited) {\n var isArr = isArray(value),\n isArg = !isArr && isArguments(value),\n isBuff = !isArr && !isArg && isBuffer(value),\n isType = !isArr && !isArg && !isBuff && isTypedArray(value),\n skipIndexes = isArr || isArg || isBuff || isType,\n result = skipIndexes ? baseTimes(value.length, String) : [],\n length = result.length;\n\n for (var key in value) {\n if ((inherited || hasOwnProperty.call(value, key)) &&\n !(skipIndexes && (\n // Safari 9 has enumerable `arguments.length` in strict mode.\n key == 'length' ||\n // Node.js 0.10 has enumerable non-index properties on buffers.\n (isBuff && (key == 'offset' || key == 'parent')) ||\n // PhantomJS 2 has enumerable non-index properties on typed arrays.\n (isType && (key == 'buffer' || key == 'byteLength' || key == 'byteOffset')) ||\n // Skip index properties.\n isIndex(key, length)\n ))) {\n result.push(key);\n }\n }\n return result;\n}\n\n/**\n * Gets the index at which the `key` is found in `array` of key-value pairs.\n *\n * @private\n * @param {Array} array The array to inspect.\n * @param {*} key The key to search for.\n * @returns {number} Returns the index of the matched value, else `-1`.\n */\nfunction assocIndexOf(array, key) {\n var length = array.length;\n while (length--) {\n if (eq(array[length][0], key)) {\n return length;\n }\n }\n return -1;\n}\n\n/**\n * The base implementation of `getAllKeys` and `getAllKeysIn` which uses\n * `keysFunc` and `symbolsFunc` to get the enumerable property names and\n * symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {Function} keysFunc The function to get the keys of `object`.\n * @param {Function} symbolsFunc The function to get the symbols of `object`.\n * @returns {Array} Returns the array of property names and symbols.\n */\nfunction baseGetAllKeys(object, keysFunc, symbolsFunc) {\n var result = keysFunc(object);\n return isArray(object) ? result : arrayPush(result, symbolsFunc(object));\n}\n\n/**\n * The base implementation of `getTag` without fallbacks for buggy environments.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the `toStringTag`.\n */\nfunction baseGetTag(value) {\n if (value == null) {\n return value === undefined ? undefinedTag : nullTag;\n }\n return (symToStringTag && symToStringTag in Object(value))\n ? getRawTag(value)\n : objectToString(value);\n}\n\n/**\n * The base implementation of `_.isArguments`.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an `arguments` object,\n */\nfunction baseIsArguments(value) {\n return isObjectLike(value) && baseGetTag(value) == argsTag;\n}\n\n/**\n * The base implementation of `_.isEqual` which supports partial comparisons\n * and tracks traversed objects.\n *\n * @private\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @param {boolean} bitmask The bitmask flags.\n * 1 - Unordered comparison\n * 2 - Partial comparison\n * @param {Function} [customizer] The function to customize comparisons.\n * @param {Object} [stack] Tracks traversed `value` and `other` objects.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n */\nfunction baseIsEqual(value, other, bitmask, customizer, stack) {\n if (value === other) {\n return true;\n }\n if (value == null || other == null || (!isObjectLike(value) && !isObjectLike(other))) {\n return value !== value && other !== other;\n }\n return baseIsEqualDeep(value, other, bitmask, customizer, baseIsEqual, stack);\n}\n\n/**\n * A specialized version of `baseIsEqual` for arrays and objects which performs\n * deep comparisons and tracks traversed objects enabling objects with circular\n * references to be compared.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} [stack] Tracks traversed `object` and `other` objects.\n * @returns {boolean} Returns `true` if the objects are equivalent, else `false`.\n */\nfunction baseIsEqualDeep(object, other, bitmask, customizer, equalFunc, stack) {\n var objIsArr = isArray(object),\n othIsArr = isArray(other),\n objTag = objIsArr ? arrayTag : getTag(object),\n othTag = othIsArr ? arrayTag : getTag(other);\n\n objTag = objTag == argsTag ? objectTag : objTag;\n othTag = othTag == argsTag ? objectTag : othTag;\n\n var objIsObj = objTag == objectTag,\n othIsObj = othTag == objectTag,\n isSameTag = objTag == othTag;\n\n if (isSameTag && isBuffer(object)) {\n if (!isBuffer(other)) {\n return false;\n }\n objIsArr = true;\n objIsObj = false;\n }\n if (isSameTag && !objIsObj) {\n stack || (stack = new Stack);\n return (objIsArr || isTypedArray(object))\n ? equalArrays(object, other, bitmask, customizer, equalFunc, stack)\n : equalByTag(object, other, objTag, bitmask, customizer, equalFunc, stack);\n }\n if (!(bitmask & COMPARE_PARTIAL_FLAG)) {\n var objIsWrapped = objIsObj && hasOwnProperty.call(object, '__wrapped__'),\n othIsWrapped = othIsObj && hasOwnProperty.call(other, '__wrapped__');\n\n if (objIsWrapped || othIsWrapped) {\n var objUnwrapped = objIsWrapped ? object.value() : object,\n othUnwrapped = othIsWrapped ? other.value() : other;\n\n stack || (stack = new Stack);\n return equalFunc(objUnwrapped, othUnwrapped, bitmask, customizer, stack);\n }\n }\n if (!isSameTag) {\n return false;\n }\n stack || (stack = new Stack);\n return equalObjects(object, other, bitmask, customizer, equalFunc, stack);\n}\n\n/**\n * The base implementation of `_.isNative` without bad shim checks.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a native function,\n * else `false`.\n */\nfunction baseIsNative(value) {\n if (!isObject(value) || isMasked(value)) {\n return false;\n }\n var pattern = isFunction(value) ? reIsNative : reIsHostCtor;\n return pattern.test(toSource(value));\n}\n\n/**\n * The base implementation of `_.isTypedArray` without Node.js optimizations.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a typed array, else `false`.\n */\nfunction baseIsTypedArray(value) {\n return isObjectLike(value) &&\n isLength(value.length) && !!typedArrayTags[baseGetTag(value)];\n}\n\n/**\n * The base implementation of `_.keys` which doesn't treat sparse arrays as dense.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n */\nfunction baseKeys(object) {\n if (!isPrototype(object)) {\n return nativeKeys(object);\n }\n var result = [];\n for (var key in Object(object)) {\n if (hasOwnProperty.call(object, key) && key != 'constructor') {\n result.push(key);\n }\n }\n return result;\n}\n\n/**\n * A specialized version of `baseIsEqualDeep` for arrays with support for\n * partial deep comparisons.\n *\n * @private\n * @param {Array} array The array to compare.\n * @param {Array} other The other array to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} stack Tracks traversed `array` and `other` objects.\n * @returns {boolean} Returns `true` if the arrays are equivalent, else `false`.\n */\nfunction equalArrays(array, other, bitmask, customizer, equalFunc, stack) {\n var isPartial = bitmask & COMPARE_PARTIAL_FLAG,\n arrLength = array.length,\n othLength = other.length;\n\n if (arrLength != othLength && !(isPartial && othLength > arrLength)) {\n return false;\n }\n // Assume cyclic values are equal.\n var stacked = stack.get(array);\n if (stacked && stack.get(other)) {\n return stacked == other;\n }\n var index = -1,\n result = true,\n seen = (bitmask & COMPARE_UNORDERED_FLAG) ? new SetCache : undefined;\n\n stack.set(array, other);\n stack.set(other, array);\n\n // Ignore non-index properties.\n while (++index < arrLength) {\n var arrValue = array[index],\n othValue = other[index];\n\n if (customizer) {\n var compared = isPartial\n ? customizer(othValue, arrValue, index, other, array, stack)\n : customizer(arrValue, othValue, index, array, other, stack);\n }\n if (compared !== undefined) {\n if (compared) {\n continue;\n }\n result = false;\n break;\n }\n // Recursively compare arrays (susceptible to call stack limits).\n if (seen) {\n if (!arraySome(other, function(othValue, othIndex) {\n if (!cacheHas(seen, othIndex) &&\n (arrValue === othValue || equalFunc(arrValue, othValue, bitmask, customizer, stack))) {\n return seen.push(othIndex);\n }\n })) {\n result = false;\n break;\n }\n } else if (!(\n arrValue === othValue ||\n equalFunc(arrValue, othValue, bitmask, customizer, stack)\n )) {\n result = false;\n break;\n }\n }\n stack['delete'](array);\n stack['delete'](other);\n return result;\n}\n\n/**\n * A specialized version of `baseIsEqualDeep` for comparing objects of\n * the same `toStringTag`.\n *\n * **Note:** This function only supports comparing values with tags of\n * `Boolean`, `Date`, `Error`, `Number`, `RegExp`, or `String`.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {string} tag The `toStringTag` of the objects to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} stack Tracks traversed `object` and `other` objects.\n * @returns {boolean} Returns `true` if the objects are equivalent, else `false`.\n */\nfunction equalByTag(object, other, tag, bitmask, customizer, equalFunc, stack) {\n switch (tag) {\n case dataViewTag:\n if ((object.byteLength != other.byteLength) ||\n (object.byteOffset != other.byteOffset)) {\n return false;\n }\n object = object.buffer;\n other = other.buffer;\n\n case arrayBufferTag:\n if ((object.byteLength != other.byteLength) ||\n !equalFunc(new Uint8Array(object), new Uint8Array(other))) {\n return false;\n }\n return true;\n\n case boolTag:\n case dateTag:\n case numberTag:\n // Coerce booleans to `1` or `0` and dates to milliseconds.\n // Invalid dates are coerced to `NaN`.\n return eq(+object, +other);\n\n case errorTag:\n return object.name == other.name && object.message == other.message;\n\n case regexpTag:\n case stringTag:\n // Coerce regexes to strings and treat strings, primitives and objects,\n // as equal. See http://www.ecma-international.org/ecma-262/7.0/#sec-regexp.prototype.tostring\n // for more details.\n return object == (other + '');\n\n case mapTag:\n var convert = mapToArray;\n\n case setTag:\n var isPartial = bitmask & COMPARE_PARTIAL_FLAG;\n convert || (convert = setToArray);\n\n if (object.size != other.size && !isPartial) {\n return false;\n }\n // Assume cyclic values are equal.\n var stacked = stack.get(object);\n if (stacked) {\n return stacked == other;\n }\n bitmask |= COMPARE_UNORDERED_FLAG;\n\n // Recursively compare objects (susceptible to call stack limits).\n stack.set(object, other);\n var result = equalArrays(convert(object), convert(other), bitmask, customizer, equalFunc, stack);\n stack['delete'](object);\n return result;\n\n case symbolTag:\n if (symbolValueOf) {\n return symbolValueOf.call(object) == symbolValueOf.call(other);\n }\n }\n return false;\n}\n\n/**\n * A specialized version of `baseIsEqualDeep` for objects with support for\n * partial deep comparisons.\n *\n * @private\n * @param {Object} object The object to compare.\n * @param {Object} other The other object to compare.\n * @param {number} bitmask The bitmask flags. See `baseIsEqual` for more details.\n * @param {Function} customizer The function to customize comparisons.\n * @param {Function} equalFunc The function to determine equivalents of values.\n * @param {Object} stack Tracks traversed `object` and `other` objects.\n * @returns {boolean} Returns `true` if the objects are equivalent, else `false`.\n */\nfunction equalObjects(object, other, bitmask, customizer, equalFunc, stack) {\n var isPartial = bitmask & COMPARE_PARTIAL_FLAG,\n objProps = getAllKeys(object),\n objLength = objProps.length,\n othProps = getAllKeys(other),\n othLength = othProps.length;\n\n if (objLength != othLength && !isPartial) {\n return false;\n }\n var index = objLength;\n while (index--) {\n var key = objProps[index];\n if (!(isPartial ? key in other : hasOwnProperty.call(other, key))) {\n return false;\n }\n }\n // Assume cyclic values are equal.\n var stacked = stack.get(object);\n if (stacked && stack.get(other)) {\n return stacked == other;\n }\n var result = true;\n stack.set(object, other);\n stack.set(other, object);\n\n var skipCtor = isPartial;\n while (++index < objLength) {\n key = objProps[index];\n var objValue = object[key],\n othValue = other[key];\n\n if (customizer) {\n var compared = isPartial\n ? customizer(othValue, objValue, key, other, object, stack)\n : customizer(objValue, othValue, key, object, other, stack);\n }\n // Recursively compare objects (susceptible to call stack limits).\n if (!(compared === undefined\n ? (objValue === othValue || equalFunc(objValue, othValue, bitmask, customizer, stack))\n : compared\n )) {\n result = false;\n break;\n }\n skipCtor || (skipCtor = key == 'constructor');\n }\n if (result && !skipCtor) {\n var objCtor = object.constructor,\n othCtor = other.constructor;\n\n // Non `Object` object instances with different constructors are not equal.\n if (objCtor != othCtor &&\n ('constructor' in object && 'constructor' in other) &&\n !(typeof objCtor == 'function' && objCtor instanceof objCtor &&\n typeof othCtor == 'function' && othCtor instanceof othCtor)) {\n result = false;\n }\n }\n stack['delete'](object);\n stack['delete'](other);\n return result;\n}\n\n/**\n * Creates an array of own enumerable property names and symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names and symbols.\n */\nfunction getAllKeys(object) {\n return baseGetAllKeys(object, keys, getSymbols);\n}\n\n/**\n * Gets the data for `map`.\n *\n * @private\n * @param {Object} map The map to query.\n * @param {string} key The reference key.\n * @returns {*} Returns the map data.\n */\nfunction getMapData(map, key) {\n var data = map.__data__;\n return isKeyable(key)\n ? data[typeof key == 'string' ? 'string' : 'hash']\n : data.map;\n}\n\n/**\n * Gets the native function at `key` of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @param {string} key The key of the method to get.\n * @returns {*} Returns the function if it's native, else `undefined`.\n */\nfunction getNative(object, key) {\n var value = getValue(object, key);\n return baseIsNative(value) ? value : undefined;\n}\n\n/**\n * A specialized version of `baseGetTag` which ignores `Symbol.toStringTag` values.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the raw `toStringTag`.\n */\nfunction getRawTag(value) {\n var isOwn = hasOwnProperty.call(value, symToStringTag),\n tag = value[symToStringTag];\n\n try {\n value[symToStringTag] = undefined;\n var unmasked = true;\n } catch (e) {}\n\n var result = nativeObjectToString.call(value);\n if (unmasked) {\n if (isOwn) {\n value[symToStringTag] = tag;\n } else {\n delete value[symToStringTag];\n }\n }\n return result;\n}\n\n/**\n * Creates an array of the own enumerable symbols of `object`.\n *\n * @private\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of symbols.\n */\nvar getSymbols = !nativeGetSymbols ? stubArray : function(object) {\n if (object == null) {\n return [];\n }\n object = Object(object);\n return arrayFilter(nativeGetSymbols(object), function(symbol) {\n return propertyIsEnumerable.call(object, symbol);\n });\n};\n\n/**\n * Gets the `toStringTag` of `value`.\n *\n * @private\n * @param {*} value The value to query.\n * @returns {string} Returns the `toStringTag`.\n */\nvar getTag = baseGetTag;\n\n// Fallback for data views, maps, sets, and weak maps in IE 11 and promises in Node.js < 6.\nif ((DataView && getTag(new DataView(new ArrayBuffer(1))) != dataViewTag) ||\n (Map && getTag(new Map) != mapTag) ||\n (Promise && getTag(Promise.resolve()) != promiseTag) ||\n (Set && getTag(new Set) != setTag) ||\n (WeakMap && getTag(new WeakMap) != weakMapTag)) {\n getTag = function(value) {\n var result = baseGetTag(value),\n Ctor = result == objectTag ? value.constructor : undefined,\n ctorString = Ctor ? toSource(Ctor) : '';\n\n if (ctorString) {\n switch (ctorString) {\n case dataViewCtorString: return dataViewTag;\n case mapCtorString: return mapTag;\n case promiseCtorString: return promiseTag;\n case setCtorString: return setTag;\n case weakMapCtorString: return weakMapTag;\n }\n }\n return result;\n };\n}\n\n/**\n * Checks if `value` is a valid array-like index.\n *\n * @private\n * @param {*} value The value to check.\n * @param {number} [length=MAX_SAFE_INTEGER] The upper bounds of a valid index.\n * @returns {boolean} Returns `true` if `value` is a valid index, else `false`.\n */\nfunction isIndex(value, length) {\n length = length == null ? MAX_SAFE_INTEGER : length;\n return !!length &&\n (typeof value == 'number' || reIsUint.test(value)) &&\n (value > -1 && value % 1 == 0 && value < length);\n}\n\n/**\n * Checks if `value` is suitable for use as unique object key.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is suitable, else `false`.\n */\nfunction isKeyable(value) {\n var type = typeof value;\n return (type == 'string' || type == 'number' || type == 'symbol' || type == 'boolean')\n ? (value !== '__proto__')\n : (value === null);\n}\n\n/**\n * Checks if `func` has its source masked.\n *\n * @private\n * @param {Function} func The function to check.\n * @returns {boolean} Returns `true` if `func` is masked, else `false`.\n */\nfunction isMasked(func) {\n return !!maskSrcKey && (maskSrcKey in func);\n}\n\n/**\n * Checks if `value` is likely a prototype object.\n *\n * @private\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a prototype, else `false`.\n */\nfunction isPrototype(value) {\n var Ctor = value && value.constructor,\n proto = (typeof Ctor == 'function' && Ctor.prototype) || objectProto;\n\n return value === proto;\n}\n\n/**\n * Converts `value` to a string using `Object.prototype.toString`.\n *\n * @private\n * @param {*} value The value to convert.\n * @returns {string} Returns the converted string.\n */\nfunction objectToString(value) {\n return nativeObjectToString.call(value);\n}\n\n/**\n * Converts `func` to its source code.\n *\n * @private\n * @param {Function} func The function to convert.\n * @returns {string} Returns the source code.\n */\nfunction toSource(func) {\n if (func != null) {\n try {\n return funcToString.call(func);\n } catch (e) {}\n try {\n return (func + '');\n } catch (e) {}\n }\n return '';\n}\n\n/**\n * Performs a\n * [`SameValueZero`](http://ecma-international.org/ecma-262/7.0/#sec-samevaluezero)\n * comparison between two values to determine if they are equivalent.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n * @example\n *\n * var object = { 'a': 1 };\n * var other = { 'a': 1 };\n *\n * _.eq(object, object);\n * // => true\n *\n * _.eq(object, other);\n * // => false\n *\n * _.eq('a', 'a');\n * // => true\n *\n * _.eq('a', Object('a'));\n * // => false\n *\n * _.eq(NaN, NaN);\n * // => true\n */\nfunction eq(value, other) {\n return value === other || (value !== value && other !== other);\n}\n\n/**\n * Checks if `value` is likely an `arguments` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an `arguments` object,\n * else `false`.\n * @example\n *\n * _.isArguments(function() { return arguments; }());\n * // => true\n *\n * _.isArguments([1, 2, 3]);\n * // => false\n */\nvar isArguments = baseIsArguments(function() { return arguments; }()) ? baseIsArguments : function(value) {\n return isObjectLike(value) && hasOwnProperty.call(value, 'callee') &&\n !propertyIsEnumerable.call(value, 'callee');\n};\n\n/**\n * Checks if `value` is classified as an `Array` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is an array, else `false`.\n * @example\n *\n * _.isArray([1, 2, 3]);\n * // => true\n *\n * _.isArray(document.body.children);\n * // => false\n *\n * _.isArray('abc');\n * // => false\n *\n * _.isArray(_.noop);\n * // => false\n */\nvar isArray = Array.isArray;\n\n/**\n * Checks if `value` is array-like. A value is considered array-like if it's\n * not a function and has a `value.length` that's an integer greater than or\n * equal to `0` and less than or equal to `Number.MAX_SAFE_INTEGER`.\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is array-like, else `false`.\n * @example\n *\n * _.isArrayLike([1, 2, 3]);\n * // => true\n *\n * _.isArrayLike(document.body.children);\n * // => true\n *\n * _.isArrayLike('abc');\n * // => true\n *\n * _.isArrayLike(_.noop);\n * // => false\n */\nfunction isArrayLike(value) {\n return value != null && isLength(value.length) && !isFunction(value);\n}\n\n/**\n * Checks if `value` is a buffer.\n *\n * @static\n * @memberOf _\n * @since 4.3.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a buffer, else `false`.\n * @example\n *\n * _.isBuffer(new Buffer(2));\n * // => true\n *\n * _.isBuffer(new Uint8Array(2));\n * // => false\n */\nvar isBuffer = nativeIsBuffer || stubFalse;\n\n/**\n * Performs a deep comparison between two values to determine if they are\n * equivalent.\n *\n * **Note:** This method supports comparing arrays, array buffers, booleans,\n * date objects, error objects, maps, numbers, `Object` objects, regexes,\n * sets, strings, symbols, and typed arrays. `Object` objects are compared\n * by their own, not inherited, enumerable properties. Functions and DOM\n * nodes are compared by strict equality, i.e. `===`.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to compare.\n * @param {*} other The other value to compare.\n * @returns {boolean} Returns `true` if the values are equivalent, else `false`.\n * @example\n *\n * var object = { 'a': 1 };\n * var other = { 'a': 1 };\n *\n * _.isEqual(object, other);\n * // => true\n *\n * object === other;\n * // => false\n */\nfunction isEqual(value, other) {\n return baseIsEqual(value, other);\n}\n\n/**\n * Checks if `value` is classified as a `Function` object.\n *\n * @static\n * @memberOf _\n * @since 0.1.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a function, else `false`.\n * @example\n *\n * _.isFunction(_);\n * // => true\n *\n * _.isFunction(/abc/);\n * // => false\n */\nfunction isFunction(value) {\n if (!isObject(value)) {\n return false;\n }\n // The use of `Object#toString` avoids issues with the `typeof` operator\n // in Safari 9 which returns 'object' for typed arrays and other constructors.\n var tag = baseGetTag(value);\n return tag == funcTag || tag == genTag || tag == asyncTag || tag == proxyTag;\n}\n\n/**\n * Checks if `value` is a valid array-like length.\n *\n * **Note:** This method is loosely based on\n * [`ToLength`](http://ecma-international.org/ecma-262/7.0/#sec-tolength).\n *\n * @static\n * @memberOf _\n * @since 4.0.0\n * @category Lang\n * @param {*} value The value to check.\n * @returns {boolean} Returns `true` if `value` is a valid length, else `false`.\n * @example\n *\n * _.isLength(3);\n * // => true\n *\n * _.isLength(Number.MIN_VALUE);\n * // => false\n *\n * _.isLength(Infinity);\n * // => false\n *\n * _.isLength('3');\n * // => false\n */\nfunction isLength(value) {\n return typeof value == 'number' &&\n value > -1 && value % 1 == 0 && value <= MAX_SAFE_INTEGER;\n}\n\n/**\n * Checks if `value` is the\n * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types)\n * of `Object`. 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See the\n * [ES spec](http://ecma-international.org/ecma-262/7.0/#sec-object.keys)\n * for more details.\n *\n * @static\n * @since 0.1.0\n * @memberOf _\n * @category Object\n * @param {Object} object The object to query.\n * @returns {Array} Returns the array of property names.\n * @example\n *\n * function Foo() {\n * this.a = 1;\n * this.b = 2;\n * }\n *\n * Foo.prototype.c = 3;\n *\n * _.keys(new Foo);\n * // => ['a', 'b'] (iteration order is not guaranteed)\n *\n * _.keys('hi');\n * // => ['0', '1']\n */\nfunction keys(object) {\n return isArrayLike(object) ? arrayLikeKeys(object) : baseKeys(object);\n}\n\n/**\n * This method returns a new empty array.\n *\n * @static\n * @memberOf _\n * @since 4.13.0\n * @category Util\n * @returns {Array} Returns the new empty array.\n * @example\n *\n * var arrays = _.times(2, _.stubArray);\n *\n * console.log(arrays);\n * // => [[], []]\n *\n * console.log(arrays[0] === arrays[1]);\n * // => false\n */\nfunction stubArray() {\n return 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bl(a,b,c,d,e){this.tag=b;this.containerInfo=a;this.finishedWork=this.pingCache=this.current=this.pendingChildren=null;this.timeoutHandle=-1;this.callbackNode=this.pendingContext=this.context=null;this.callbackPriority=0;this.eventTimes=zc(0);this.expirationTimes=zc(-1);this.entangledLanes=this.finishedLanes=this.mutableReadLanes=this.expiredLanes=this.pingedLanes=this.suspendedLanes=this.pendingLanes=0;this.entanglements=zc(0);this.identifierPrefix=d;this.onRecoverableError=e;this.mutableSourceEagerHydrationData=\nnull}function cl(a,b,c,d,e,f,g,h,k){a=new bl(a,b,c,h,k);1===b?(b=1,!0===f&&(b|=8)):b=0;f=Bg(3,null,null,b);a.current=f;f.stateNode=a;f.memoizedState={element:d,isDehydrated:c,cache:null,transitions:null,pendingSuspenseBoundaries:null};ah(f);return a}function dl(a,b,c){var d=3 (\n * \n * {state => (\n * \n * I'm a fade Transition!\n *
\n * )}\n * \n * );\n * ```\n *\n * There are 4 main states a Transition can be in:\n * - `'entering'`\n * - `'entered'`\n * - `'exiting'`\n * - `'exited'`\n *\n * Transition state is toggled via the `in` prop. When `true` the component\n * begins the \"Enter\" stage. During this stage, the component will shift from\n * its current transition state, to `'entering'` for the duration of the\n * transition and then to the `'entered'` stage once it's complete. Let's take\n * the following example (we'll use the\n * [useState](https://reactjs.org/docs/hooks-reference.html#usestate) hook):\n *\n * ```jsx\n * function App() {\n * const [inProp, setInProp] = useState(false);\n * return (\n * \n * \n * {state => (\n * // ...\n * )}\n * \n * \n *
\n * );\n * }\n * ```\n *\n * When the button is clicked the component will shift to the `'entering'` state\n * and stay there for 500ms (the value of `timeout`) before it finally switches\n * to `'entered'`.\n *\n * When `in` is `false` the same thing happens except the state moves from\n * `'exiting'` to `'exited'`.\n */\n\nvar Transition = /*#__PURE__*/function (_React$Component) {\n _inheritsLoose(Transition, _React$Component);\n\n function Transition(props, context) {\n var _this;\n\n _this = _React$Component.call(this, props, context) || this;\n var parentGroup = context; // In the context of a TransitionGroup all enters are really appears\n\n var appear = parentGroup && !parentGroup.isMounting ? props.enter : props.appear;\n var initialStatus;\n _this.appearStatus = null;\n\n if (props.in) {\n if (appear) {\n initialStatus = EXITED;\n _this.appearStatus = ENTERING;\n } else {\n initialStatus = ENTERED;\n }\n } else {\n if (props.unmountOnExit || props.mountOnEnter) {\n initialStatus = UNMOUNTED;\n } else {\n initialStatus = EXITED;\n }\n }\n\n _this.state = {\n status: initialStatus\n };\n _this.nextCallback = null;\n return _this;\n }\n\n Transition.getDerivedStateFromProps = function getDerivedStateFromProps(_ref, prevState) {\n var nextIn = _ref.in;\n\n if (nextIn && prevState.status === UNMOUNTED) {\n return {\n status: EXITED\n };\n }\n\n return null;\n } // getSnapshotBeforeUpdate(prevProps) {\n // let nextStatus = null\n // if (prevProps !== this.props) {\n // const { status } = this.state\n // if (this.props.in) {\n // if (status !== ENTERING && status !== ENTERED) {\n // nextStatus = ENTERING\n // }\n // } else {\n // if (status === ENTERING || status === ENTERED) {\n // nextStatus = EXITING\n // }\n // }\n // }\n // return { nextStatus }\n // }\n ;\n\n var _proto = Transition.prototype;\n\n _proto.componentDidMount = function componentDidMount() {\n this.updateStatus(true, this.appearStatus);\n };\n\n _proto.componentDidUpdate = function componentDidUpdate(prevProps) {\n var nextStatus = null;\n\n if (prevProps !== this.props) {\n var status = this.state.status;\n\n if (this.props.in) {\n if (status !== ENTERING && status !== ENTERED) {\n nextStatus = ENTERING;\n }\n } else {\n if (status === ENTERING || status === ENTERED) {\n nextStatus = EXITING;\n }\n }\n }\n\n this.updateStatus(false, nextStatus);\n };\n\n _proto.componentWillUnmount = function componentWillUnmount() {\n this.cancelNextCallback();\n };\n\n _proto.getTimeouts = function getTimeouts() {\n var timeout = this.props.timeout;\n var exit, enter, appear;\n exit = enter = appear = timeout;\n\n if (timeout != null && typeof timeout !== 'number') {\n exit = timeout.exit;\n enter = timeout.enter; // TODO: remove fallback for next major\n\n appear = timeout.appear !== undefined ? timeout.appear : enter;\n }\n\n return {\n exit: exit,\n enter: enter,\n appear: appear\n };\n };\n\n _proto.updateStatus = function updateStatus(mounting, nextStatus) {\n if (mounting === void 0) {\n mounting = false;\n }\n\n if (nextStatus !== null) {\n // nextStatus will always be ENTERING or EXITING.\n this.cancelNextCallback();\n\n if (nextStatus === ENTERING) {\n if (this.props.unmountOnExit || this.props.mountOnEnter) {\n var node = this.props.nodeRef ? this.props.nodeRef.current : ReactDOM.findDOMNode(this); // https://github.com/reactjs/react-transition-group/pull/749\n // With unmountOnExit or mountOnEnter, the enter animation should happen at the transition between `exited` and `entering`.\n // To make the animation happen, we have to separate each rendering and avoid being processed as batched.\n\n if (node) forceReflow(node);\n }\n\n this.performEnter(mounting);\n } else {\n this.performExit();\n }\n } else if (this.props.unmountOnExit && this.state.status === EXITED) {\n this.setState({\n status: UNMOUNTED\n });\n }\n };\n\n _proto.performEnter = function performEnter(mounting) {\n var _this2 = this;\n\n var enter = this.props.enter;\n var appearing = this.context ? this.context.isMounting : mounting;\n\n var _ref2 = this.props.nodeRef ? [appearing] : [ReactDOM.findDOMNode(this), appearing],\n maybeNode = _ref2[0],\n maybeAppearing = _ref2[1];\n\n var timeouts = this.getTimeouts();\n var enterTimeout = appearing ? timeouts.appear : timeouts.enter; // no enter animation skip right to ENTERED\n // if we are mounting and running this it means appear _must_ be set\n\n if (!mounting && !enter || config.disabled) {\n this.safeSetState({\n status: ENTERED\n }, function () {\n _this2.props.onEntered(maybeNode);\n });\n return;\n }\n\n this.props.onEnter(maybeNode, maybeAppearing);\n this.safeSetState({\n status: ENTERING\n }, function () {\n _this2.props.onEntering(maybeNode, maybeAppearing);\n\n _this2.onTransitionEnd(enterTimeout, function () {\n _this2.safeSetState({\n status: ENTERED\n }, function () {\n _this2.props.onEntered(maybeNode, maybeAppearing);\n });\n });\n });\n };\n\n _proto.performExit = function performExit() {\n var _this3 = this;\n\n var exit = this.props.exit;\n var timeouts = this.getTimeouts();\n var maybeNode = this.props.nodeRef ? undefined : ReactDOM.findDOMNode(this); // no exit animation skip right to EXITED\n\n if (!exit || config.disabled) {\n this.safeSetState({\n status: EXITED\n }, function () {\n _this3.props.onExited(maybeNode);\n });\n return;\n }\n\n this.props.onExit(maybeNode);\n this.safeSetState({\n status: EXITING\n }, function () {\n _this3.props.onExiting(maybeNode);\n\n _this3.onTransitionEnd(timeouts.exit, function () {\n _this3.safeSetState({\n status: EXITED\n }, function () {\n _this3.props.onExited(maybeNode);\n });\n });\n });\n };\n\n _proto.cancelNextCallback = function cancelNextCallback() {\n if (this.nextCallback !== null) {\n this.nextCallback.cancel();\n this.nextCallback = null;\n }\n };\n\n _proto.safeSetState = function safeSetState(nextState, callback) {\n // This shouldn't be necessary, but there are weird race conditions with\n // setState callbacks and unmounting in testing, so always make sure that\n // we can cancel any pending setState callbacks after we unmount.\n callback = this.setNextCallback(callback);\n this.setState(nextState, callback);\n };\n\n _proto.setNextCallback = function setNextCallback(callback) {\n var _this4 = this;\n\n var active = true;\n\n this.nextCallback = function (event) {\n if (active) {\n active = false;\n _this4.nextCallback = null;\n callback(event);\n }\n };\n\n this.nextCallback.cancel = function () {\n active = false;\n };\n\n return this.nextCallback;\n };\n\n _proto.onTransitionEnd = function onTransitionEnd(timeout, handler) {\n this.setNextCallback(handler);\n var node = this.props.nodeRef ? this.props.nodeRef.current : ReactDOM.findDOMNode(this);\n var doesNotHaveTimeoutOrListener = timeout == null && !this.props.addEndListener;\n\n if (!node || doesNotHaveTimeoutOrListener) {\n setTimeout(this.nextCallback, 0);\n return;\n }\n\n if (this.props.addEndListener) {\n var _ref3 = this.props.nodeRef ? [this.nextCallback] : [node, this.nextCallback],\n maybeNode = _ref3[0],\n maybeNextCallback = _ref3[1];\n\n this.props.addEndListener(maybeNode, maybeNextCallback);\n }\n\n if (timeout != null) {\n setTimeout(this.nextCallback, timeout);\n }\n };\n\n _proto.render = function render() {\n var status = this.state.status;\n\n if (status === UNMOUNTED) {\n return null;\n }\n\n var _this$props = this.props,\n children = _this$props.children,\n _in = _this$props.in,\n _mountOnEnter = _this$props.mountOnEnter,\n _unmountOnExit = _this$props.unmountOnExit,\n _appear = _this$props.appear,\n _enter = _this$props.enter,\n _exit = _this$props.exit,\n _timeout = _this$props.timeout,\n _addEndListener = _this$props.addEndListener,\n _onEnter = _this$props.onEnter,\n _onEntering = _this$props.onEntering,\n _onEntered = _this$props.onEntered,\n _onExit = _this$props.onExit,\n _onExiting = _this$props.onExiting,\n _onExited = _this$props.onExited,\n _nodeRef = _this$props.nodeRef,\n childProps = _objectWithoutPropertiesLoose(_this$props, [\"children\", \"in\", \"mountOnEnter\", \"unmountOnExit\", \"appear\", \"enter\", \"exit\", \"timeout\", \"addEndListener\", \"onEnter\", \"onEntering\", \"onEntered\", \"onExit\", \"onExiting\", \"onExited\", \"nodeRef\"]);\n\n return (\n /*#__PURE__*/\n // allows for nested Transitions\n React.createElement(TransitionGroupContext.Provider, {\n value: null\n }, typeof children === 'function' ? children(status, childProps) : React.cloneElement(React.Children.only(children), childProps))\n );\n };\n\n return Transition;\n}(React.Component);\n\nTransition.contextType = TransitionGroupContext;\nTransition.propTypes = process.env.NODE_ENV !== \"production\" ? {\n /**\n * A React reference to DOM element that need to transition:\n * https://stackoverflow.com/a/51127130/4671932\n *\n * - When `nodeRef` prop is used, `node` is not passed to callback functions\n * (e.g. `onEnter`) because user already has direct access to the node.\n * - When changing `key` prop of `Transition` in a `TransitionGroup` a new\n * `nodeRef` need to be provided to `Transition` with changed `key` prop\n * (see\n * [test/CSSTransition-test.js](https://github.com/reactjs/react-transition-group/blob/13435f897b3ab71f6e19d724f145596f5910581c/test/CSSTransition-test.js#L362-L437)).\n */\n nodeRef: PropTypes.shape({\n current: typeof Element === 'undefined' ? PropTypes.any : function (propValue, key, componentName, location, propFullName, secret) {\n var value = propValue[key];\n return PropTypes.instanceOf(value && 'ownerDocument' in value ? value.ownerDocument.defaultView.Element : Element)(propValue, key, componentName, location, propFullName, secret);\n }\n }),\n\n /**\n * A `function` child can be used instead of a React element. This function is\n * called with the current transition status (`'entering'`, `'entered'`,\n * `'exiting'`, `'exited'`), which can be used to apply context\n * specific props to a component.\n *\n * ```jsx\n * \n * {state => (\n * \n * )}\n * \n * ```\n */\n children: PropTypes.oneOfType([PropTypes.func.isRequired, PropTypes.element.isRequired]).isRequired,\n\n /**\n * Show the component; triggers the enter or exit states\n */\n in: PropTypes.bool,\n\n /**\n * By default the child component is mounted immediately along with\n * the parent `Transition` component. If you want to \"lazy mount\" the component on the\n * first `in={true}` you can set `mountOnEnter`. After the first enter transition the component will stay\n * mounted, even on \"exited\", unless you also specify `unmountOnExit`.\n */\n mountOnEnter: PropTypes.bool,\n\n /**\n * By default the child component stays mounted after it reaches the `'exited'` state.\n * Set `unmountOnExit` if you'd prefer to unmount the component after it finishes exiting.\n */\n unmountOnExit: PropTypes.bool,\n\n /**\n * By default the child component does not perform the enter transition when\n * it first mounts, regardless of the value of `in`. If you want this\n * behavior, set both `appear` and `in` to `true`.\n *\n * > **Note**: there are no special appear states like `appearing`/`appeared`, this prop\n * > only adds an additional enter transition. However, in the\n * > `` component that first enter transition does result in\n * > additional `.appear-*` classes, that way you can choose to style it\n * > differently.\n */\n appear: PropTypes.bool,\n\n /**\n * Enable or disable enter transitions.\n */\n enter: PropTypes.bool,\n\n /**\n * Enable or disable exit transitions.\n */\n exit: PropTypes.bool,\n\n /**\n * The duration of the transition, in milliseconds.\n * Required unless `addEndListener` is provided.\n *\n * You may specify a single timeout for all transitions:\n *\n * ```jsx\n * timeout={500}\n * ```\n *\n * or individually:\n *\n * ```jsx\n * timeout={{\n * appear: 500,\n * enter: 300,\n * exit: 500,\n * }}\n * ```\n *\n * - `appear` defaults to the value of `enter`\n * - `enter` defaults to `0`\n * - `exit` defaults to `0`\n *\n * @type {number | { enter?: number, exit?: number, appear?: number }}\n */\n timeout: function timeout(props) {\n var pt = timeoutsShape;\n if (!props.addEndListener) pt = pt.isRequired;\n\n for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {\n args[_key - 1] = arguments[_key];\n }\n\n return pt.apply(void 0, [props].concat(args));\n },\n\n /**\n * Add a custom transition end trigger. Called with the transitioning\n * DOM node and a `done` callback. Allows for more fine grained transition end\n * logic. Timeouts are still used as a fallback if provided.\n *\n * **Note**: when `nodeRef` prop is passed, `node` is not passed.\n *\n * ```jsx\n * addEndListener={(node, done) => {\n * // use the css transitionend event to mark the finish of a transition\n * node.addEventListener('transitionend', done, false);\n * }}\n * ```\n */\n addEndListener: PropTypes.func,\n\n /**\n * Callback fired before the \"entering\" status is applied. An extra parameter\n * `isAppearing` is supplied to indicate if the enter stage is occurring on the initial mount\n *\n * **Note**: when `nodeRef` prop is passed, `node` is not passed.\n *\n * @type Function(node: HtmlElement, isAppearing: bool) -> void\n */\n onEnter: PropTypes.func,\n\n /**\n * Callback fired after the \"entering\" status is applied. An extra parameter\n * `isAppearing` is supplied to indicate if the enter stage is occurring on the initial mount\n *\n * **Note**: when `nodeRef` prop is passed, `node` is not passed.\n *\n * @type Function(node: HtmlElement, isAppearing: bool)\n */\n onEntering: PropTypes.func,\n\n /**\n * Callback fired after the \"entered\" status is applied. An extra parameter\n * `isAppearing` is supplied to indicate if the enter stage is occurring on the initial mount\n *\n * **Note**: when `nodeRef` prop is passed, `node` is not passed.\n *\n * @type Function(node: HtmlElement, isAppearing: bool) -> void\n */\n onEntered: PropTypes.func,\n\n /**\n * Callback fired before the \"exiting\" status is applied.\n *\n * **Note**: when `nodeRef` prop is passed, `node` is not passed.\n *\n * @type Function(node: HtmlElement) -> void\n */\n onExit: PropTypes.func,\n\n /**\n * Callback fired after the \"exiting\" status is applied.\n *\n * **Note**: when `nodeRef` prop is passed, `node` is not passed.\n *\n * @type Function(node: HtmlElement) -> void\n */\n onExiting: PropTypes.func,\n\n /**\n * Callback fired after the \"exited\" status is applied.\n *\n * **Note**: when `nodeRef` prop is passed, `node` is not passed\n *\n * @type Function(node: HtmlElement) -> void\n */\n onExited: PropTypes.func\n} : {}; // Name the function so it is clearer in the documentation\n\nfunction noop() {}\n\nTransition.defaultProps = {\n in: false,\n mountOnEnter: false,\n unmountOnExit: false,\n appear: false,\n enter: true,\n exit: true,\n onEnter: noop,\n onEntering: noop,\n onEntered: noop,\n onExit: noop,\n onExiting: noop,\n onExited: noop\n};\nTransition.UNMOUNTED = UNMOUNTED;\nTransition.EXITED = EXITED;\nTransition.ENTERING = ENTERING;\nTransition.ENTERED = ENTERED;\nTransition.EXITING = EXITING;\nexport default Transition;","export var forceReflow = function forceReflow(node) {\n return node.scrollTop;\n};","import React from 'react';\nexport default React.createContext(null);","import { useLayoutEffect, useEffect, useRef } from 'react';\n\nvar useIsomorphicLayoutEffect = typeof window !== 'undefined' ? useLayoutEffect : useEffect;\n\nfunction useDraggable(ref, _temp) {\n var _ref = _temp === void 0 ? {} : _temp,\n _ref$decayRate = _ref.decayRate,\n decayRate = _ref$decayRate === void 0 ? 0.95 : _ref$decayRate,\n _ref$safeDisplacement = _ref.safeDisplacement,\n safeDisplacement = _ref$safeDisplacement === void 0 ? 10 : _ref$safeDisplacement,\n _ref$applyRubberBandE = _ref.applyRubberBandEffect,\n applyRubberBandEffect = _ref$applyRubberBandE === void 0 ? false : _ref$applyRubberBandE,\n _ref$activeMouseButto = _ref.activeMouseButton,\n activeMouseButton = _ref$activeMouseButto === void 0 ? \"Left\" : _ref$activeMouseButto,\n _ref$isMounted = _ref.isMounted,\n isMounted = _ref$isMounted === void 0 ? true : _ref$isMounted;\n\n var internalState = useRef({\n isMouseDown: false,\n isDraggingX: false,\n isDraggingY: false,\n initialMouseX: 0,\n initialMouseY: 0,\n lastMouseX: 0,\n lastMouseY: 0,\n scrollSpeedX: 0,\n scrollSpeedY: 0,\n lastScrollX: 0,\n lastScrollY: 0\n });\n var isScrollableAlongX = false;\n var isScrollableAlongY = false;\n var maxHorizontalScroll = 0;\n var maxVerticalScroll = 0;\n var cursorStyleOfWrapperElement;\n var cursorStyleOfChildElements;\n var transformStyleOfChildElements;\n var transitionStyleOfChildElements;\n var timing = 1 / 60 * 1000; // period of most monitors (60fps)\n\n useIsomorphicLayoutEffect(function () {\n if (isMounted) {\n isScrollableAlongX = window.getComputedStyle(ref.current).overflowX === \"scroll\";\n isScrollableAlongY = window.getComputedStyle(ref.current).overflowY === \"scroll\";\n maxHorizontalScroll = ref.current.scrollWidth - ref.current.clientWidth;\n maxVerticalScroll = ref.current.scrollHeight - ref.current.clientHeight;\n cursorStyleOfWrapperElement = window.getComputedStyle(ref.current).cursor;\n cursorStyleOfChildElements = [];\n transformStyleOfChildElements = [];\n transitionStyleOfChildElements = [];\n ref.current.childNodes.forEach(function (child) {\n cursorStyleOfChildElements.push(window.getComputedStyle(child).cursor);\n transformStyleOfChildElements.push(window.getComputedStyle(child).transform === \"none\" ? \"\" : window.getComputedStyle(child).transform);\n transitionStyleOfChildElements.push(window.getComputedStyle(child).transition === \"none\" ? \"\" : window.getComputedStyle(child).transition);\n });\n }\n }, [isMounted]);\n\n var runScroll = function runScroll() {\n var dx = internalState.current.scrollSpeedX * timing;\n var dy = internalState.current.scrollSpeedY * timing;\n var offsetX = ref.current.scrollLeft + dx;\n var offsetY = ref.current.scrollTop + dy;\n ref.current.scrollLeft = offsetX; // eslint-disable-line no-param-reassign\n\n ref.current.scrollTop = offsetY; // eslint-disable-line no-param-reassign\n\n internalState.current.lastScrollX = offsetX;\n internalState.current.lastScrollY = offsetY;\n };\n\n var rubberBandCallback = function rubberBandCallback(e) {\n var dx = e.clientX - internalState.current.initialMouseX;\n var dy = e.clientY - internalState.current.initialMouseY;\n var _ref$current = ref.current,\n clientWidth = _ref$current.clientWidth,\n clientHeight = _ref$current.clientHeight;\n var displacementX = 0;\n var displacementY = 0;\n\n if (isScrollableAlongX && isScrollableAlongY) {\n displacementX = 0.3 * clientWidth * Math.sign(dx) * Math.log10(1.0 + 0.5 * Math.abs(dx) / clientWidth);\n displacementY = 0.3 * clientHeight * Math.sign(dy) * Math.log10(1.0 + 0.5 * Math.abs(dy) / clientHeight);\n } else if (isScrollableAlongX) {\n displacementX = 0.3 * clientWidth * Math.sign(dx) * Math.log10(1.0 + 0.5 * Math.abs(dx) / clientWidth);\n } else if (isScrollableAlongY) {\n displacementY = 0.3 * clientHeight * Math.sign(dy) * Math.log10(1.0 + 0.5 * Math.abs(dy) / clientHeight);\n }\n\n ref.current.childNodes.forEach(function (child) {\n child.style.transform = \"translate3d(\" + displacementX + \"px, \" + displacementY + \"px, 0px)\"; // eslint-disable-line no-param-reassign\n\n child.style.transition = \"transform 0ms\"; // eslint-disable-line no-param-reassign\n });\n };\n\n var recoverChildStyle = function recoverChildStyle() {\n ref.current.childNodes.forEach(function (child, i) {\n child.style.transform = transformStyleOfChildElements[i]; // eslint-disable-line no-param-reassign\n\n child.style.transition = transitionStyleOfChildElements[i]; // eslint-disable-line no-param-reassign\n });\n };\n\n var rubberBandAnimationTimer;\n var keepMovingX;\n var keepMovingY;\n\n var callbackMomentum = function callbackMomentum() {\n var minimumSpeedToTriggerMomentum = 0.05;\n keepMovingX = setInterval(function () {\n var lastScrollSpeedX = internalState.current.scrollSpeedX;\n var newScrollSpeedX = lastScrollSpeedX * decayRate;\n internalState.current.scrollSpeedX = newScrollSpeedX;\n var isAtLeft = ref.current.scrollLeft <= 0;\n var isAtRight = ref.current.scrollLeft >= maxHorizontalScroll;\n var hasReachedHorizontalEdges = isAtLeft || isAtRight;\n runScroll();\n\n if (Math.abs(newScrollSpeedX) < minimumSpeedToTriggerMomentum || internalState.current.isMouseDown || hasReachedHorizontalEdges) {\n internalState.current.scrollSpeedX = 0;\n clearInterval(keepMovingX);\n }\n }, timing);\n keepMovingY = setInterval(function () {\n var lastScrollSpeedY = internalState.current.scrollSpeedY;\n var newScrollSpeedY = lastScrollSpeedY * decayRate;\n internalState.current.scrollSpeedY = newScrollSpeedY;\n var isAtTop = ref.current.scrollTop <= 0;\n var isAtBottom = ref.current.scrollTop >= maxVerticalScroll;\n var hasReachedVerticalEdges = isAtTop || isAtBottom;\n runScroll();\n\n if (Math.abs(newScrollSpeedY) < minimumSpeedToTriggerMomentum || internalState.current.isMouseDown || hasReachedVerticalEdges) {\n internalState.current.scrollSpeedY = 0;\n clearInterval(keepMovingY);\n }\n }, timing);\n internalState.current.isDraggingX = false;\n internalState.current.isDraggingY = false;\n\n if (applyRubberBandEffect) {\n var transitionDurationInMilliseconds = 250;\n ref.current.childNodes.forEach(function (child) {\n child.style.transform = \"translate3d(0px, 0px, 0px)\"; // eslint-disable-line no-param-reassign\n\n child.style.transition = \"transform \" + transitionDurationInMilliseconds + \"ms\"; // eslint-disable-line no-param-reassign\n });\n rubberBandAnimationTimer = setTimeout(recoverChildStyle, transitionDurationInMilliseconds);\n }\n };\n\n var preventClick = function preventClick(e) {\n e.preventDefault();\n e.stopImmediatePropagation(); // e.stopPropagation();\n };\n\n var getIsMousePressActive = function getIsMousePressActive(buttonsCode) {\n return activeMouseButton === \"Left\" && buttonsCode === 1 || activeMouseButton === \"Middle\" && buttonsCode === 4 || activeMouseButton === \"Right\" && buttonsCode === 2;\n };\n\n var onMouseDown = function onMouseDown(e) {\n var isMouseActive = getIsMousePressActive(e.buttons);\n\n if (!isMouseActive) {\n return;\n }\n\n internalState.current.isMouseDown = true;\n internalState.current.lastMouseX = e.clientX;\n internalState.current.lastMouseY = e.clientY;\n internalState.current.initialMouseX = e.clientX;\n internalState.current.initialMouseY = e.clientY;\n };\n\n var onMouseUp = function onMouseUp(e) {\n var isDragging = internalState.current.isDraggingX || internalState.current.isDraggingY;\n var dx = internalState.current.initialMouseX - e.clientX;\n var dy = internalState.current.initialMouseY - e.clientY;\n var isMotionIntentional = Math.abs(dx) > safeDisplacement || Math.abs(dy) > safeDisplacement;\n var isDraggingConfirmed = isDragging && isMotionIntentional;\n\n if (isDraggingConfirmed) {\n ref.current.childNodes.forEach(function (child) {\n child.addEventListener(\"click\", preventClick);\n });\n } else {\n ref.current.childNodes.forEach(function (child) {\n child.removeEventListener(\"click\", preventClick);\n });\n }\n\n internalState.current.isMouseDown = false;\n internalState.current.lastMouseX = 0;\n internalState.current.lastMouseY = 0;\n ref.current.style.cursor = cursorStyleOfWrapperElement; // eslint-disable-line no-param-reassign\n\n ref.current.childNodes.forEach(function (child, i) {\n child.style.cursor = cursorStyleOfChildElements[i]; // eslint-disable-line no-param-reassign\n });\n\n if (isDraggingConfirmed) {\n callbackMomentum();\n }\n };\n\n var onMouseMove = function onMouseMove(e) {\n if (!internalState.current.isMouseDown) {\n return;\n }\n\n e.preventDefault();\n var dx = internalState.current.lastMouseX - e.clientX;\n internalState.current.lastMouseX = e.clientX;\n internalState.current.scrollSpeedX = dx / timing;\n internalState.current.isDraggingX = true;\n var dy = internalState.current.lastMouseY - e.clientY;\n internalState.current.lastMouseY = e.clientY;\n internalState.current.scrollSpeedY = dy / timing;\n internalState.current.isDraggingY = true;\n ref.current.style.cursor = \"grabbing\"; // eslint-disable-line no-param-reassign\n\n ref.current.childNodes.forEach(function (child) {\n child.style.cursor = \"grabbing\"; // eslint-disable-line no-param-reassign\n });\n var isAtLeft = ref.current.scrollLeft <= 0 && isScrollableAlongX;\n var isAtRight = ref.current.scrollLeft >= maxHorizontalScroll && isScrollableAlongX;\n var isAtTop = ref.current.scrollTop <= 0 && isScrollableAlongY;\n var isAtBottom = ref.current.scrollTop >= maxVerticalScroll && isScrollableAlongY;\n var isAtAnEdge = isAtLeft || isAtRight || isAtTop || isAtBottom;\n\n if (isAtAnEdge && applyRubberBandEffect) {\n rubberBandCallback(e);\n }\n\n runScroll();\n };\n\n var handleResize = function handleResize() {\n maxHorizontalScroll = ref.current.scrollWidth - ref.current.clientWidth;\n maxVerticalScroll = ref.current.scrollHeight - ref.current.clientHeight;\n };\n\n useEffect(function () {\n if (isMounted) {\n window.addEventListener(\"mouseup\", onMouseUp);\n window.addEventListener(\"mousemove\", onMouseMove);\n window.addEventListener(\"resize\", handleResize);\n }\n\n return function () {\n window.removeEventListener(\"mouseup\", onMouseUp);\n window.removeEventListener(\"mousemove\", onMouseMove);\n window.removeEventListener(\"resize\", handleResize);\n clearInterval(keepMovingX);\n clearInterval(keepMovingY);\n clearTimeout(rubberBandAnimationTimer);\n };\n }, [isMounted]);\n return {\n events: {\n onMouseDown: onMouseDown\n }\n };\n}\n\nexport { useDraggable };\n//# sourceMappingURL=react-use-draggable-scroll.esm.js.map\n","/**\n * @license React\n * react-jsx-runtime.production.min.js\n *\n * Copyright (c) Facebook, Inc. and its affiliates.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n */\n'use strict';var f=require(\"react\"),k=Symbol.for(\"react.element\"),l=Symbol.for(\"react.fragment\"),m=Object.prototype.hasOwnProperty,n=f.__SECRET_INTERNALS_DO_NOT_USE_OR_YOU_WILL_BE_FIRED.ReactCurrentOwner,p={key:!0,ref:!0,__self:!0,__source:!0};\nfunction q(c,a,g){var b,d={},e=null,h=null;void 0!==g&&(e=\"\"+g);void 0!==a.key&&(e=\"\"+a.key);void 0!==a.ref&&(h=a.ref);for(b in a)m.call(a,b)&&!p.hasOwnProperty(b)&&(d[b]=a[b]);if(c&&c.defaultProps)for(b in a=c.defaultProps,a)void 0===d[b]&&(d[b]=a[b]);return{$$typeof:k,type:c,key:e,ref:h,props:d,_owner:n.current}}exports.Fragment=l;exports.jsx=q;exports.jsxs=q;\n","/**\n * @license React\n * react.production.min.js\n *\n * Copyright (c) Facebook, Inc. and its affiliates.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n */\n'use strict';var l=Symbol.for(\"react.element\"),n=Symbol.for(\"react.portal\"),p=Symbol.for(\"react.fragment\"),q=Symbol.for(\"react.strict_mode\"),r=Symbol.for(\"react.profiler\"),t=Symbol.for(\"react.provider\"),u=Symbol.for(\"react.context\"),v=Symbol.for(\"react.forward_ref\"),w=Symbol.for(\"react.suspense\"),x=Symbol.for(\"react.memo\"),y=Symbol.for(\"react.lazy\"),z=Symbol.iterator;function A(a){if(null===a||\"object\"!==typeof a)return null;a=z&&a[z]||a[\"@@iterator\"];return\"function\"===typeof a?a:null}\nvar B={isMounted:function(){return!1},enqueueForceUpdate:function(){},enqueueReplaceState:function(){},enqueueSetState:function(){}},C=Object.assign,D={};function E(a,b,e){this.props=a;this.context=b;this.refs=D;this.updater=e||B}E.prototype.isReactComponent={};\nE.prototype.setState=function(a,b){if(\"object\"!==typeof a&&\"function\"!==typeof a&&null!=a)throw Error(\"setState(...): takes an object of state variables to update or a function which returns an object of state variables.\");this.updater.enqueueSetState(this,a,b,\"setState\")};E.prototype.forceUpdate=function(a){this.updater.enqueueForceUpdate(this,a,\"forceUpdate\")};function F(){}F.prototype=E.prototype;function G(a,b,e){this.props=a;this.context=b;this.refs=D;this.updater=e||B}var H=G.prototype=new F;\nH.constructor=G;C(H,E.prototype);H.isPureReactComponent=!0;var I=Array.isArray,J=Object.prototype.hasOwnProperty,K={current:null},L={key:!0,ref:!0,__self:!0,__source:!0};\nfunction M(a,b,e){var d,c={},k=null,h=null;if(null!=b)for(d in void 0!==b.ref&&(h=b.ref),void 0!==b.key&&(k=\"\"+b.key),b)J.call(b,d)&&!L.hasOwnProperty(d)&&(c[d]=b[d]);var g=arguments.length-2;if(1===g)c.children=e;else if(1>>1,e=a[d];if(0>>1;dg(C,c))ng(x,C)?(a[d]=x,a[n]=c,d=n):(a[d]=C,a[m]=c,d=m);else if(ng(x,c))a[d]=x,a[n]=c,d=n;else break a}}return b}\nfunction g(a,b){var c=a.sortIndex-b.sortIndex;return 0!==c?c:a.id-b.id}if(\"object\"===typeof performance&&\"function\"===typeof performance.now){var l=performance;exports.unstable_now=function(){return l.now()}}else{var p=Date,q=p.now();exports.unstable_now=function(){return p.now()-q}}var r=[],t=[],u=1,v=null,y=3,z=!1,A=!1,B=!1,D=\"function\"===typeof setTimeout?setTimeout:null,E=\"function\"===typeof clearTimeout?clearTimeout:null,F=\"undefined\"!==typeof setImmediate?setImmediate:null;\n\"undefined\"!==typeof navigator&&void 0!==navigator.scheduling&&void 0!==navigator.scheduling.isInputPending&&navigator.scheduling.isInputPending.bind(navigator.scheduling);function G(a){for(var b=h(t);null!==b;){if(null===b.callback)k(t);else if(b.startTime<=a)k(t),b.sortIndex=b.expirationTime,f(r,b);else break;b=h(t)}}function H(a){B=!1;G(a);if(!A)if(null!==h(r))A=!0,I(J);else{var b=h(t);null!==b&&K(H,b.startTime-a)}}\nfunction J(a,b){A=!1;B&&(B=!1,E(L),L=-1);z=!0;var c=y;try{G(b);for(v=h(r);null!==v&&(!(v.expirationTime>b)||a&&!M());){var d=v.callback;if(\"function\"===typeof d){v.callback=null;y=v.priorityLevel;var e=d(v.expirationTime<=b);b=exports.unstable_now();\"function\"===typeof e?v.callback=e:v===h(r)&&k(r);G(b)}else k(r);v=h(r)}if(null!==v)var w=!0;else{var m=h(t);null!==m&&K(H,m.startTime-b);w=!1}return w}finally{v=null,y=c,z=!1}}var N=!1,O=null,L=-1,P=5,Q=-1;\nfunction M(){return exports.unstable_now()-Qa||125d?(a.sortIndex=c,f(t,a),null===h(r)&&a===h(t)&&(B?(E(L),L=-1):B=!0,K(H,c-d))):(a.sortIndex=e,f(r,a),A||z||(A=!0,I(J)));return a};\nexports.unstable_shouldYield=M;exports.unstable_wrapCallback=function(a){var b=y;return function(){var c=y;y=b;try{return a.apply(this,arguments)}finally{y=c}}};\n","'use strict';\n\nif (process.env.NODE_ENV === 'production') {\n module.exports = require('./cjs/scheduler.production.min.js');\n} else {\n module.exports = require('./cjs/scheduler.development.js');\n}\n","\n import API from \"!../../style-loader/dist/runtime/injectStylesIntoStyleTag.js\";\n import domAPI from \"!../../style-loader/dist/runtime/styleDomAPI.js\";\n import insertFn from \"!../../style-loader/dist/runtime/insertBySelector.js\";\n import setAttributes from \"!../../style-loader/dist/runtime/setAttributesWithoutAttributes.js\";\n import insertStyleElement from \"!../../style-loader/dist/runtime/insertStyleElement.js\";\n import styleTagTransformFn from \"!../../style-loader/dist/runtime/styleTagTransform.js\";\n import content, * as namedExport from \"!!../../css-loader/dist/cjs.js!./300.css\";\n \n \n\nvar options = {};\n\noptions.styleTagTransform = styleTagTransformFn;\noptions.setAttributes = setAttributes;\n\n options.insert = insertFn.bind(null, \"head\");\n \noptions.domAPI = domAPI;\noptions.insertStyleElement = insertStyleElement;\n\nvar update = API(content, options);\n\n\n\nexport * from \"!!../../css-loader/dist/cjs.js!./300.css\";\n export default content && content.locals ? content.locals : undefined;\n","\n import API from \"!../../style-loader/dist/runtime/injectStylesIntoStyleTag.js\";\n import domAPI from \"!../../style-loader/dist/runtime/styleDomAPI.js\";\n import insertFn from \"!../../style-loader/dist/runtime/insertBySelector.js\";\n import setAttributes from \"!../../style-loader/dist/runtime/setAttributesWithoutAttributes.js\";\n import insertStyleElement from \"!../../style-loader/dist/runtime/insertStyleElement.js\";\n import styleTagTransformFn from \"!../../style-loader/dist/runtime/styleTagTransform.js\";\n import content, * as namedExport from \"!!../../css-loader/dist/cjs.js!./400.css\";\n \n \n\nvar options = {};\n\noptions.styleTagTransform = styleTagTransformFn;\noptions.setAttributes = setAttributes;\n\n options.insert = insertFn.bind(null, \"head\");\n \noptions.domAPI = domAPI;\noptions.insertStyleElement = insertStyleElement;\n\nvar update = API(content, options);\n\n\n\nexport * from \"!!../../css-loader/dist/cjs.js!./400.css\";\n export default content && content.locals ? content.locals : undefined;\n","\n import API from \"!../../style-loader/dist/runtime/injectStylesIntoStyleTag.js\";\n import domAPI from \"!../../style-loader/dist/runtime/styleDomAPI.js\";\n import insertFn from \"!../../style-loader/dist/runtime/insertBySelector.js\";\n import setAttributes from \"!../../style-loader/dist/runtime/setAttributesWithoutAttributes.js\";\n import insertStyleElement from \"!../../style-loader/dist/runtime/insertStyleElement.js\";\n import styleTagTransformFn from \"!../../style-loader/dist/runtime/styleTagTransform.js\";\n import content, * as namedExport from \"!!../../css-loader/dist/cjs.js!./500.css\";\n \n \n\nvar options = {};\n\noptions.styleTagTransform = styleTagTransformFn;\noptions.setAttributes = setAttributes;\n\n options.insert = insertFn.bind(null, \"head\");\n \noptions.domAPI = domAPI;\noptions.insertStyleElement = insertStyleElement;\n\nvar update = API(content, options);\n\n\n\nexport * from \"!!../../css-loader/dist/cjs.js!./500.css\";\n export default content && content.locals ? content.locals : undefined;\n","\n import API from \"!../../style-loader/dist/runtime/injectStylesIntoStyleTag.js\";\n import domAPI from \"!../../style-loader/dist/runtime/styleDomAPI.js\";\n import insertFn from \"!../../style-loader/dist/runtime/insertBySelector.js\";\n import setAttributes from \"!../../style-loader/dist/runtime/setAttributesWithoutAttributes.js\";\n import insertStyleElement from \"!../../style-loader/dist/runtime/insertStyleElement.js\";\n import styleTagTransformFn from \"!../../style-loader/dist/runtime/styleTagTransform.js\";\n import content, * as namedExport from \"!!../../css-loader/dist/cjs.js!./700.css\";\n \n \n\nvar options = {};\n\noptions.styleTagTransform = styleTagTransformFn;\noptions.setAttributes = setAttributes;\n\n options.insert = insertFn.bind(null, \"head\");\n \noptions.domAPI = domAPI;\noptions.insertStyleElement = insertStyleElement;\n\nvar update = API(content, options);\n\n\n\nexport * from \"!!../../css-loader/dist/cjs.js!./700.css\";\n export default content && content.locals ? content.locals : undefined;\n","\n import API from \"!../../style-loader/dist/runtime/injectStylesIntoStyleTag.js\";\n import domAPI from \"!../../style-loader/dist/runtime/styleDomAPI.js\";\n import insertFn from \"!../../style-loader/dist/runtime/insertBySelector.js\";\n import setAttributes from \"!../../style-loader/dist/runtime/setAttributesWithoutAttributes.js\";\n import insertStyleElement from \"!../../style-loader/dist/runtime/insertStyleElement.js\";\n import styleTagTransformFn from \"!../../style-loader/dist/runtime/styleTagTransform.js\";\n import content, * as namedExport from \"!!../../css-loader/dist/cjs.js!./mapbox-gl.css\";\n \n \n\nvar options = {};\n\noptions.styleTagTransform = styleTagTransformFn;\noptions.setAttributes = setAttributes;\n\n options.insert = insertFn.bind(null, \"head\");\n \noptions.domAPI = domAPI;\noptions.insertStyleElement = insertStyleElement;\n\nvar update = API(content, options);\n\n\n\nexport * from \"!!../../css-loader/dist/cjs.js!./mapbox-gl.css\";\n export default content && content.locals ? content.locals : undefined;\n","\"use strict\";\n\nvar stylesInDOM = [];\n\nfunction getIndexByIdentifier(identifier) {\n var result = -1;\n\n for (var i = 0; i < stylesInDOM.length; i++) {\n if (stylesInDOM[i].identifier === identifier) {\n result = i;\n break;\n }\n }\n\n return result;\n}\n\nfunction modulesToDom(list, options) {\n var idCountMap = {};\n var identifiers = [];\n\n for (var i = 0; i < list.length; i++) {\n var item = list[i];\n var id = options.base ? item[0] + options.base : item[0];\n var count = idCountMap[id] || 0;\n var identifier = \"\".concat(id, \" \").concat(count);\n idCountMap[id] = count + 1;\n var indexByIdentifier = getIndexByIdentifier(identifier);\n var obj = {\n css: item[1],\n media: item[2],\n sourceMap: item[3],\n supports: item[4],\n layer: item[5]\n };\n\n if (indexByIdentifier !== -1) {\n stylesInDOM[indexByIdentifier].references++;\n stylesInDOM[indexByIdentifier].updater(obj);\n } else {\n var updater = addElementStyle(obj, options);\n options.byIndex = i;\n stylesInDOM.splice(i, 0, {\n identifier: identifier,\n updater: updater,\n references: 1\n });\n }\n\n identifiers.push(identifier);\n }\n\n return identifiers;\n}\n\nfunction addElementStyle(obj, options) {\n var api = options.domAPI(options);\n api.update(obj);\n\n var updater = function updater(newObj) {\n if (newObj) {\n if (newObj.css === obj.css && newObj.media === obj.media && newObj.sourceMap === obj.sourceMap && newObj.supports === obj.supports && newObj.layer === obj.layer) {\n return;\n }\n\n api.update(obj = newObj);\n } else {\n api.remove();\n }\n };\n\n return updater;\n}\n\nmodule.exports = function (list, options) {\n options = options || {};\n list = list || [];\n var lastIdentifiers = modulesToDom(list, options);\n return function update(newList) {\n newList = newList || [];\n\n for (var i = 0; i < lastIdentifiers.length; i++) {\n var identifier = lastIdentifiers[i];\n var index = getIndexByIdentifier(identifier);\n stylesInDOM[index].references--;\n }\n\n var newLastIdentifiers = modulesToDom(newList, options);\n\n for (var _i = 0; _i < lastIdentifiers.length; _i++) {\n var _identifier = lastIdentifiers[_i];\n\n var _index = getIndexByIdentifier(_identifier);\n\n if (stylesInDOM[_index].references === 0) {\n stylesInDOM[_index].updater();\n\n stylesInDOM.splice(_index, 1);\n }\n }\n\n lastIdentifiers = newLastIdentifiers;\n };\n};","\"use strict\";\n\nvar memo = {};\n/* istanbul ignore next */\n\nfunction getTarget(target) {\n if (typeof memo[target] === \"undefined\") {\n var styleTarget = document.querySelector(target); // Special case to return head of iframe instead of iframe itself\n\n if (window.HTMLIFrameElement && styleTarget instanceof window.HTMLIFrameElement) {\n try {\n // This will throw an exception if access to iframe is blocked\n // due to cross-origin restrictions\n styleTarget = styleTarget.contentDocument.head;\n } catch (e) {\n // istanbul ignore next\n styleTarget = null;\n }\n }\n\n memo[target] = styleTarget;\n }\n\n return memo[target];\n}\n/* istanbul ignore next */\n\n\nfunction insertBySelector(insert, style) {\n var target = getTarget(insert);\n\n if (!target) {\n throw new Error(\"Couldn't find a style target. This probably means that the value for the 'insert' parameter is invalid.\");\n }\n\n target.appendChild(style);\n}\n\nmodule.exports = insertBySelector;","\"use strict\";\n\n/* istanbul ignore next */\nfunction insertStyleElement(options) {\n var element = document.createElement(\"style\");\n options.setAttributes(element, options.attributes);\n options.insert(element, options.options);\n return element;\n}\n\nmodule.exports = insertStyleElement;","\"use strict\";\n\n/* istanbul ignore next */\nfunction setAttributesWithoutAttributes(styleElement) {\n var nonce = typeof __webpack_nonce__ !== \"undefined\" ? __webpack_nonce__ : null;\n\n if (nonce) {\n styleElement.setAttribute(\"nonce\", nonce);\n }\n}\n\nmodule.exports = setAttributesWithoutAttributes;","\"use strict\";\n\n/* istanbul ignore next */\nfunction apply(styleElement, options, obj) {\n var css = \"\";\n\n if (obj.supports) {\n css += \"@supports (\".concat(obj.supports, \") {\");\n }\n\n if (obj.media) {\n css += \"@media \".concat(obj.media, \" {\");\n }\n\n var needLayer = typeof obj.layer !== \"undefined\";\n\n if (needLayer) {\n css += \"@layer\".concat(obj.layer.length > 0 ? \" \".concat(obj.layer) : \"\", \" {\");\n }\n\n css += obj.css;\n\n if (needLayer) {\n css += \"}\";\n }\n\n if (obj.media) {\n css += \"}\";\n }\n\n if (obj.supports) {\n css += \"}\";\n }\n\n var sourceMap = obj.sourceMap;\n\n if (sourceMap && typeof btoa !== \"undefined\") {\n css += \"\\n/*# sourceMappingURL=data:application/json;base64,\".concat(btoa(unescape(encodeURIComponent(JSON.stringify(sourceMap)))), \" */\");\n } // For old IE\n\n /* istanbul ignore if */\n\n\n options.styleTagTransform(css, styleElement, options.options);\n}\n\nfunction removeStyleElement(styleElement) {\n // istanbul ignore if\n if (styleElement.parentNode === null) {\n return false;\n }\n\n styleElement.parentNode.removeChild(styleElement);\n}\n/* istanbul ignore next */\n\n\nfunction domAPI(options) {\n var styleElement = options.insertStyleElement(options);\n return {\n update: function update(obj) {\n apply(styleElement, options, obj);\n },\n remove: function remove() {\n removeStyleElement(styleElement);\n }\n };\n}\n\nmodule.exports = domAPI;","\"use strict\";\n\n/* istanbul ignore next */\nfunction styleTagTransform(css, styleElement) {\n if (styleElement.styleSheet) {\n styleElement.styleSheet.cssText = css;\n } else {\n while (styleElement.firstChild) {\n styleElement.removeChild(styleElement.firstChild);\n }\n\n styleElement.appendChild(document.createTextNode(css));\n }\n}\n\nmodule.exports = styleTagTransform;","/*\n (c) 2011-2015, Vladimir Agafonkin\n SunCalc is a JavaScript library for calculating sun/moon position and light phases.\n https://github.com/mourner/suncalc\n*/\n\n(function () { 'use strict';\n\n// shortcuts for easier to read formulas\n\nvar PI = Math.PI,\n sin = Math.sin,\n cos = Math.cos,\n tan = Math.tan,\n asin = Math.asin,\n atan = Math.atan2,\n acos = Math.acos,\n rad = PI / 180;\n\n// sun calculations are based on http://aa.quae.nl/en/reken/zonpositie.html formulas\n\n\n// date/time constants and conversions\n\nvar dayMs = 1000 * 60 * 60 * 24,\n J1970 = 2440588,\n J2000 = 2451545;\n\nfunction toJulian(date) { return date.valueOf() / dayMs - 0.5 + J1970; }\nfunction fromJulian(j) { return new Date((j + 0.5 - J1970) * dayMs); }\nfunction toDays(date) { return toJulian(date) - J2000; }\n\n\n// general calculations for position\n\nvar e = rad * 23.4397; // obliquity of the Earth\n\nfunction rightAscension(l, b) { return atan(sin(l) * cos(e) - tan(b) * sin(e), cos(l)); }\nfunction declination(l, b) { return asin(sin(b) * cos(e) + cos(b) * sin(e) * sin(l)); }\n\nfunction azimuth(H, phi, dec) { return atan(sin(H), cos(H) * sin(phi) - tan(dec) * cos(phi)); }\nfunction altitude(H, phi, dec) { return asin(sin(phi) * sin(dec) + cos(phi) * cos(dec) * cos(H)); }\n\nfunction siderealTime(d, lw) { return rad * (280.16 + 360.9856235 * d) - lw; }\n\nfunction astroRefraction(h) {\n if (h < 0) // the following formula works for positive altitudes only.\n h = 0; // if h = -0.08901179 a div/0 would occur.\n\n // formula 16.4 of \"Astronomical Algorithms\" 2nd edition by Jean Meeus (Willmann-Bell, Richmond) 1998.\n // 1.02 / tan(h + 10.26 / (h + 5.10)) h in degrees, result in arc minutes -> converted to rad:\n return 0.0002967 / Math.tan(h + 0.00312536 / (h + 0.08901179));\n}\n\n// general sun calculations\n\nfunction solarMeanAnomaly(d) { return rad * (357.5291 + 0.98560028 * d); }\n\nfunction eclipticLongitude(M) {\n\n var C = rad * (1.9148 * sin(M) + 0.02 * sin(2 * M) + 0.0003 * sin(3 * M)), // equation of center\n P = rad * 102.9372; // perihelion of the Earth\n\n return M + C + P + PI;\n}\n\nfunction sunCoords(d) {\n\n var M = solarMeanAnomaly(d),\n L = eclipticLongitude(M);\n\n return {\n dec: declination(L, 0),\n ra: rightAscension(L, 0)\n };\n}\n\n\nvar SunCalc = {};\n\n\n// calculates sun position for a given date and latitude/longitude\n\nSunCalc.getPosition = function (date, lat, lng) {\n\n var lw = rad * -lng,\n phi = rad * lat,\n d = toDays(date),\n\n c = sunCoords(d),\n H = siderealTime(d, lw) - c.ra;\n\n return {\n azimuth: azimuth(H, phi, c.dec),\n altitude: altitude(H, phi, c.dec)\n };\n};\n\n\n// sun times configuration (angle, morning name, evening name)\n\nvar times = SunCalc.times = [\n [-0.833, 'sunrise', 'sunset' ],\n [ -0.3, 'sunriseEnd', 'sunsetStart' ],\n [ -6, 'dawn', 'dusk' ],\n [ -12, 'nauticalDawn', 'nauticalDusk'],\n [ -18, 'nightEnd', 'night' ],\n [ 6, 'goldenHourEnd', 'goldenHour' ]\n];\n\n// adds a custom time to the times config\n\nSunCalc.addTime = function (angle, riseName, setName) {\n times.push([angle, riseName, setName]);\n};\n\n\n// calculations for sun times\n\nvar J0 = 0.0009;\n\nfunction julianCycle(d, lw) { return Math.round(d - J0 - lw / (2 * PI)); }\n\nfunction approxTransit(Ht, lw, n) { return J0 + (Ht + lw) / (2 * PI) + n; }\nfunction solarTransitJ(ds, M, L) { return J2000 + ds + 0.0053 * sin(M) - 0.0069 * sin(2 * L); }\n\nfunction hourAngle(h, phi, d) { return acos((sin(h) - sin(phi) * sin(d)) / (cos(phi) * cos(d))); }\nfunction observerAngle(height) { return -2.076 * Math.sqrt(height) / 60; }\n\n// returns set time for the given sun altitude\nfunction getSetJ(h, lw, phi, dec, n, M, L) {\n\n var w = hourAngle(h, phi, dec),\n a = approxTransit(w, lw, n);\n return solarTransitJ(a, M, L);\n}\n\n\n// calculates sun times for a given date, latitude/longitude, and, optionally,\n// the observer height (in meters) relative to the horizon\n\nSunCalc.getTimes = function (date, lat, lng, height) {\n\n height = height || 0;\n\n var lw = rad * -lng,\n phi = rad * lat,\n\n dh = observerAngle(height),\n\n d = toDays(date),\n n = julianCycle(d, lw),\n ds = approxTransit(0, lw, n),\n\n M = solarMeanAnomaly(ds),\n L = eclipticLongitude(M),\n dec = declination(L, 0),\n\n Jnoon = solarTransitJ(ds, M, L),\n\n i, len, time, h0, Jset, Jrise;\n\n\n var result = {\n solarNoon: fromJulian(Jnoon),\n nadir: fromJulian(Jnoon - 0.5)\n };\n\n for (i = 0, len = times.length; i < len; i += 1) {\n time = times[i];\n h0 = (time[0] + dh) * rad;\n\n Jset = getSetJ(h0, lw, phi, dec, n, M, L);\n Jrise = Jnoon - (Jset - Jnoon);\n\n result[time[1]] = fromJulian(Jrise);\n result[time[2]] = fromJulian(Jset);\n }\n\n return result;\n};\n\n\n// moon calculations, based on http://aa.quae.nl/en/reken/hemelpositie.html formulas\n\nfunction moonCoords(d) { // geocentric ecliptic coordinates of the moon\n\n var L = rad * (218.316 + 13.176396 * d), // ecliptic longitude\n M = rad * (134.963 + 13.064993 * d), // mean anomaly\n F = rad * (93.272 + 13.229350 * d), // mean distance\n\n l = L + rad * 6.289 * sin(M), // longitude\n b = rad * 5.128 * sin(F), // latitude\n dt = 385001 - 20905 * cos(M); // distance to the moon in km\n\n return {\n ra: rightAscension(l, b),\n dec: declination(l, b),\n dist: dt\n };\n}\n\nSunCalc.getMoonPosition = function (date, lat, lng) {\n\n var lw = rad * -lng,\n phi = rad * lat,\n d = toDays(date),\n\n c = moonCoords(d),\n H = siderealTime(d, lw) - c.ra,\n h = altitude(H, phi, c.dec),\n // formula 14.1 of \"Astronomical Algorithms\" 2nd edition by Jean Meeus (Willmann-Bell, Richmond) 1998.\n pa = atan(sin(H), tan(phi) * cos(c.dec) - sin(c.dec) * cos(H));\n\n h = h + astroRefraction(h); // altitude correction for refraction\n\n return {\n azimuth: azimuth(H, phi, c.dec),\n altitude: h,\n distance: c.dist,\n parallacticAngle: pa\n };\n};\n\n\n// calculations for illumination parameters of the moon,\n// based on http://idlastro.gsfc.nasa.gov/ftp/pro/astro/mphase.pro formulas and\n// Chapter 48 of \"Astronomical Algorithms\" 2nd edition by Jean Meeus (Willmann-Bell, Richmond) 1998.\n\nSunCalc.getMoonIllumination = function (date) {\n\n var d = toDays(date || new Date()),\n s = sunCoords(d),\n m = moonCoords(d),\n\n sdist = 149598000, // distance from Earth to Sun in km\n\n phi = acos(sin(s.dec) * sin(m.dec) + cos(s.dec) * cos(m.dec) * cos(s.ra - m.ra)),\n inc = atan(sdist * sin(phi), m.dist - sdist * cos(phi)),\n angle = atan(cos(s.dec) * sin(s.ra - m.ra), sin(s.dec) * cos(m.dec) -\n cos(s.dec) * sin(m.dec) * cos(s.ra - m.ra));\n\n return {\n fraction: (1 + cos(inc)) / 2,\n phase: 0.5 + 0.5 * inc * (angle < 0 ? -1 : 1) / Math.PI,\n angle: angle\n };\n};\n\n\nfunction hoursLater(date, h) {\n return new Date(date.valueOf() + h * dayMs / 24);\n}\n\n// calculations for moon rise/set times are based on http://www.stargazing.net/kepler/moonrise.html article\n\nSunCalc.getMoonTimes = function (date, lat, lng, inUTC) {\n var t = new Date(date);\n if (inUTC) t.setUTCHours(0, 0, 0, 0);\n else t.setHours(0, 0, 0, 0);\n\n var hc = 0.133 * rad,\n h0 = SunCalc.getMoonPosition(t, lat, lng).altitude - hc,\n h1, h2, rise, set, a, b, xe, ye, d, roots, x1, x2, dx;\n\n // go in 2-hour chunks, each time seeing if a 3-point quadratic curve crosses zero (which means rise or set)\n for (var i = 1; i <= 24; i += 2) {\n h1 = SunCalc.getMoonPosition(hoursLater(t, i), lat, lng).altitude - hc;\n h2 = SunCalc.getMoonPosition(hoursLater(t, i + 1), lat, lng).altitude - hc;\n\n a = (h0 + h2) / 2 - h1;\n b = (h2 - h0) / 2;\n xe = -b / (2 * a);\n ye = (a * xe + b) * xe + h1;\n d = b * b - 4 * a * h1;\n roots = 0;\n\n if (d >= 0) {\n dx = Math.sqrt(d) / (Math.abs(a) * 2);\n x1 = xe - dx;\n x2 = xe + dx;\n if (Math.abs(x1) <= 1) roots++;\n if (Math.abs(x2) <= 1) roots++;\n if (x1 < -1) x1 = x2;\n }\n\n if (roots === 1) {\n if (h0 < 0) rise = i + x1;\n else set = i + x1;\n\n } else if (roots === 2) {\n rise = i + (ye < 0 ? x2 : x1);\n set = i + (ye < 0 ? x1 : x2);\n }\n\n if (rise && set) break;\n\n h0 = h2;\n }\n\n var result = {};\n\n if (rise) result.rise = hoursLater(t, rise);\n if (set) result.set = hoursLater(t, set);\n\n if (!rise && !set) result[ye > 0 ? 'alwaysUp' : 'alwaysDown'] = true;\n\n return result;\n};\n\n\n// export as Node module / AMD module / browser variable\nif (typeof exports === 'object' && typeof module !== 'undefined') module.exports = SunCalc;\nelse if (typeof define === 'function' && define.amd) define(SunCalc);\nelse window.SunCalc = SunCalc;\n\n}());\n","/* @license twgl.js 5.3.1 Copyright (c) 2015, Gregg Tavares All Rights Reserved.\nAvailable via the MIT license.\nsee: http://github.com/greggman/twgl.js for details */\n/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n *\n * Vec3 math math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new Vec3. In other words you can do this\n *\n * var v = v3.cross(v1, v2); // Creates a new Vec3 with the cross product of v1 x v2.\n *\n * or\n *\n * var v = v3.create();\n * v3.cross(v1, v2, v); // Puts the cross product of v1 x v2 in v\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always save to pass any vector as the destination. So for example\n *\n * v3.cross(v1, v2, v1); // Puts the cross product of v1 x v2 in v1\n *\n * @module twgl/v3\n */\n\nlet VecType = Float32Array;\n\n/**\n * A JavaScript array with 3 values or a Float32Array with 3 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link module:twgl/v3.setDefaultType}.\n * @typedef {(number[]|Float32Array)} Vec3\n * @memberOf module:twgl/v3\n */\n\n/**\n * Sets the type this library creates for a Vec3\n * @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array`\n * @return {constructor} previous constructor for Vec3\n * @memberOf module:twgl/v3\n */\nfunction setDefaultType$1(ctor) {\n const oldType = VecType;\n VecType = ctor;\n return oldType;\n}\n\n/**\n * Creates a vec3; may be called with x, y, z to set initial values.\n * @param {number} [x] Initial x value.\n * @param {number} [y] Initial y value.\n * @param {number} [z] Initial z value.\n * @return {module:twgl/v3.Vec3} the created vector\n * @memberOf module:twgl/v3\n */\nfunction create$1(x, y, z) {\n const dst = new VecType(3);\n if (x) {\n dst[0] = x;\n }\n if (y) {\n dst[1] = y;\n }\n if (z) {\n dst[2] = z;\n }\n return dst;\n}\n\n/**\n * Adds two vectors; assumes a and b have the same dimension.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} A vector tha tis the sum of a and b.\n * @memberOf module:twgl/v3\n */\nfunction add(a, b, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + b[0];\n dst[1] = a[1] + b[1];\n dst[2] = a[2] + b[2];\n\n return dst;\n}\n\n/**\n * Subtracts two vectors.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} A vector that is the difference of a and b.\n * @memberOf module:twgl/v3\n */\nfunction subtract(a, b, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] - b[0];\n dst[1] = a[1] - b[1];\n dst[2] = a[2] - b[2];\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient t, returns\n * a + t * (b - a).\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {number} t Interpolation coefficient.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The linear interpolated result.\n * @memberOf module:twgl/v3\n */\nfunction lerp(a, b, t, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + t * (b[0] - a[0]);\n dst[1] = a[1] + t * (b[1] - a[1]);\n dst[2] = a[2] + t * (b[2] - a[2]);\n\n return dst;\n}\n\n/**\n * Performs linear interpolation on two vectors.\n * Given vectors a and b and interpolation coefficient vector t, returns\n * a + t * (b - a).\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} t Interpolation coefficients vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} the linear interpolated result.\n * @memberOf module:twgl/v3\n */\nfunction lerpV(a, b, t, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] + t[0] * (b[0] - a[0]);\n dst[1] = a[1] + t[1] * (b[1] - a[1]);\n dst[2] = a[2] + t[2] * (b[2] - a[2]);\n\n return dst;\n}\n\n/**\n * Return max values of two vectors.\n * Given vectors a and b returns\n * [max(a[0], b[0]), max(a[1], b[1]), max(a[2], b[2])].\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The max components vector.\n * @memberOf module:twgl/v3\n */\nfunction max(a, b, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = Math.max(a[0], b[0]);\n dst[1] = Math.max(a[1], b[1]);\n dst[2] = Math.max(a[2], b[2]);\n\n return dst;\n}\n\n/**\n * Return min values of two vectors.\n * Given vectors a and b returns\n * [min(a[0], b[0]), min(a[1], b[1]), min(a[2], b[2])].\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The min components vector.\n * @memberOf module:twgl/v3\n */\nfunction min(a, b, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = Math.min(a[0], b[0]);\n dst[1] = Math.min(a[1], b[1]);\n dst[2] = Math.min(a[2], b[2]);\n\n return dst;\n}\n\n/**\n * Multiplies a vector by a scalar.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {number} k The scalar.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The scaled vector.\n * @memberOf module:twgl/v3\n */\nfunction mulScalar(v, k, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = v[0] * k;\n dst[1] = v[1] * k;\n dst[2] = v[2] * k;\n\n return dst;\n}\n\n/**\n * Divides a vector by a scalar.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {number} k The scalar.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The scaled vector.\n * @memberOf module:twgl/v3\n */\nfunction divScalar(v, k, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = v[0] / k;\n dst[1] = v[1] / k;\n dst[2] = v[2] / k;\n\n return dst;\n}\n\n/**\n * Computes the cross product of two vectors; assumes both vectors have\n * three entries.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The vector of a cross b.\n * @memberOf module:twgl/v3\n */\nfunction cross(a, b, dst) {\n dst = dst || new VecType(3);\n\n const t1 = a[2] * b[0] - a[0] * b[2];\n const t2 = a[0] * b[1] - a[1] * b[0];\n dst[0] = a[1] * b[2] - a[2] * b[1];\n dst[1] = t1;\n dst[2] = t2;\n\n return dst;\n}\n\n/**\n * Computes the dot product of two vectors; assumes both vectors have\n * three entries.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @return {number} dot product\n * @memberOf module:twgl/v3\n */\nfunction dot(a, b) {\n return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);\n}\n\n/**\n * Computes the length of vector\n * @param {module:twgl/v3.Vec3} v vector.\n * @return {number} length of vector.\n * @memberOf module:twgl/v3\n */\nfunction length$1(v) {\n return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);\n}\n\n/**\n * Computes the square of the length of vector\n * @param {module:twgl/v3.Vec3} v vector.\n * @return {number} square of the length of vector.\n * @memberOf module:twgl/v3\n */\nfunction lengthSq(v) {\n return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];\n}\n\n/**\n * Computes the distance between 2 points\n * @param {module:twgl/v3.Vec3} a vector.\n * @param {module:twgl/v3.Vec3} b vector.\n * @return {number} distance between a and b\n * @memberOf module:twgl/v3\n */\nfunction distance(a, b) {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n return Math.sqrt(dx * dx + dy * dy + dz * dz);\n}\n\n/**\n * Computes the square of the distance between 2 points\n * @param {module:twgl/v3.Vec3} a vector.\n * @param {module:twgl/v3.Vec3} b vector.\n * @return {number} square of the distance between a and b\n * @memberOf module:twgl/v3\n */\nfunction distanceSq(a, b) {\n const dx = a[0] - b[0];\n const dy = a[1] - b[1];\n const dz = a[2] - b[2];\n return dx * dx + dy * dy + dz * dz;\n}\n\n/**\n * Divides a vector by its Euclidean length and returns the quotient.\n * @param {module:twgl/v3.Vec3} a The vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The normalized vector.\n * @memberOf module:twgl/v3\n */\nfunction normalize(a, dst) {\n dst = dst || new VecType(3);\n\n const lenSq = a[0] * a[0] + a[1] * a[1] + a[2] * a[2];\n const len = Math.sqrt(lenSq);\n if (len > 0.00001) {\n dst[0] = a[0] / len;\n dst[1] = a[1] / len;\n dst[2] = a[2] / len;\n } else {\n dst[0] = 0;\n dst[1] = 0;\n dst[2] = 0;\n }\n\n return dst;\n}\n\n/**\n * Negates a vector.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} -v.\n * @memberOf module:twgl/v3\n */\nfunction negate$1(v, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = -v[0];\n dst[1] = -v[1];\n dst[2] = -v[2];\n\n return dst;\n}\n\n/**\n * Copies a vector.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} A copy of v.\n * @memberOf module:twgl/v3\n */\nfunction copy$1(v, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = v[0];\n dst[1] = v[1];\n dst[2] = v[2];\n\n return dst;\n}\n\n/**\n * Multiplies a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The vector of products of entries of a and\n * b.\n * @memberOf module:twgl/v3\n */\nfunction multiply$1(a, b, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] * b[0];\n dst[1] = a[1] * b[1];\n dst[2] = a[2] * b[2];\n\n return dst;\n}\n\n/**\n * Divides a vector by another vector (component-wise); assumes a and\n * b have the same length.\n * @param {module:twgl/v3.Vec3} a Operand vector.\n * @param {module:twgl/v3.Vec3} b Operand vector.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not new one is created.\n * @return {module:twgl/v3.Vec3} The vector of quotients of entries of a and\n * b.\n * @memberOf module:twgl/v3\n */\nfunction divide(a, b, dst) {\n dst = dst || new VecType(3);\n\n dst[0] = a[0] / b[0];\n dst[1] = a[1] / b[1];\n dst[2] = a[2] / b[2];\n\n return dst;\n}\n\nvar v3 = /*#__PURE__*/Object.freeze({\n __proto__: null,\n add: add,\n copy: copy$1,\n create: create$1,\n cross: cross,\n distance: distance,\n distanceSq: distanceSq,\n divide: divide,\n divScalar: divScalar,\n dot: dot,\n lerp: lerp,\n lerpV: lerpV,\n length: length$1,\n lengthSq: lengthSq,\n max: max,\n min: min,\n mulScalar: mulScalar,\n multiply: multiply$1,\n negate: negate$1,\n normalize: normalize,\n setDefaultType: setDefaultType$1,\n subtract: subtract\n});\n\n/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * 4x4 Matrix math math functions.\n *\n * Almost all functions take an optional `dst` argument. If it is not passed in the\n * functions will create a new matrix. In other words you can do this\n *\n * const mat = m4.translation([1, 2, 3]); // Creates a new translation matrix\n *\n * or\n *\n * const mat = m4.create();\n * m4.translation([1, 2, 3], mat); // Puts translation matrix in mat.\n *\n * The first style is often easier but depending on where it's used it generates garbage where\n * as there is almost never allocation with the second style.\n *\n * It is always save to pass any matrix as the destination. So for example\n *\n * const mat = m4.identity();\n * const trans = m4.translation([1, 2, 3]);\n * m4.multiply(mat, trans, mat); // Multiplies mat * trans and puts result in mat.\n *\n * @module twgl/m4\n */\nlet MatType = Float32Array;\n\n/**\n * A JavaScript array with 16 values or a Float32Array with 16 values.\n * When created by the library will create the default type which is `Float32Array`\n * but can be set by calling {@link module:twgl/m4.setDefaultType}.\n * @typedef {(number[]|Float32Array)} Mat4\n * @memberOf module:twgl/m4\n */\n\n/**\n * Sets the type this library creates for a Mat4\n * @param {constructor} ctor the constructor for the type. Either `Float32Array` or `Array`\n * @return {constructor} previous constructor for Mat4\n * @memberOf module:twgl/m4\n */\nfunction setDefaultType(ctor) {\n const oldType = MatType;\n MatType = ctor;\n return oldType;\n}\n\n/**\n * Negates a matrix.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} -m.\n * @memberOf module:twgl/m4\n */\nfunction negate(m, dst) {\n dst = dst || new MatType(16);\n\n dst[ 0] = -m[ 0];\n dst[ 1] = -m[ 1];\n dst[ 2] = -m[ 2];\n dst[ 3] = -m[ 3];\n dst[ 4] = -m[ 4];\n dst[ 5] = -m[ 5];\n dst[ 6] = -m[ 6];\n dst[ 7] = -m[ 7];\n dst[ 8] = -m[ 8];\n dst[ 9] = -m[ 9];\n dst[10] = -m[10];\n dst[11] = -m[11];\n dst[12] = -m[12];\n dst[13] = -m[13];\n dst[14] = -m[14];\n dst[15] = -m[15];\n\n return dst;\n}\n\n/**\n * Creates a matrix.\n * @return {module:twgl/m4.Mat4} A new matrix.\n * @memberOf module:twgl/m4\n */\nfunction create() {\n return new MatType(16).fill(0);\n}\n\n/**\n * Copies a matrix.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/m4.Mat4} [dst] The matrix. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} A copy of m.\n * @memberOf module:twgl/m4\n */\nfunction copy(m, dst) {\n dst = dst || new MatType(16);\n\n dst[ 0] = m[ 0];\n dst[ 1] = m[ 1];\n dst[ 2] = m[ 2];\n dst[ 3] = m[ 3];\n dst[ 4] = m[ 4];\n dst[ 5] = m[ 5];\n dst[ 6] = m[ 6];\n dst[ 7] = m[ 7];\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n dst[11] = m[11];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n\n return dst;\n}\n\n/**\n * Creates an n-by-n identity matrix.\n *\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} An n-by-n identity matrix.\n * @memberOf module:twgl/m4\n */\nfunction identity(dst) {\n dst = dst || new MatType(16);\n\n dst[ 0] = 1;\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = 1;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = 0;\n dst[ 9] = 0;\n dst[10] = 1;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Takes the transpose of a matrix.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The transpose of m.\n * @memberOf module:twgl/m4\n */\n function transpose(m, dst) {\n dst = dst || new MatType(16);\n if (dst === m) {\n let t;\n\n t = m[1];\n m[1] = m[4];\n m[4] = t;\n\n t = m[2];\n m[2] = m[8];\n m[8] = t;\n\n t = m[3];\n m[3] = m[12];\n m[12] = t;\n\n t = m[6];\n m[6] = m[9];\n m[9] = t;\n\n t = m[7];\n m[7] = m[13];\n m[13] = t;\n\n t = m[11];\n m[11] = m[14];\n m[14] = t;\n return dst;\n }\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n dst[ 0] = m00;\n dst[ 1] = m10;\n dst[ 2] = m20;\n dst[ 3] = m30;\n dst[ 4] = m01;\n dst[ 5] = m11;\n dst[ 6] = m21;\n dst[ 7] = m31;\n dst[ 8] = m02;\n dst[ 9] = m12;\n dst[10] = m22;\n dst[11] = m32;\n dst[12] = m03;\n dst[13] = m13;\n dst[14] = m23;\n dst[15] = m33;\n\n return dst;\n}\n\n/**\n * Computes the inverse of a 4-by-4 matrix.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The inverse of m.\n * @memberOf module:twgl/m4\n */\nfunction inverse(m, dst) {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n const tmp_0 = m22 * m33;\n const tmp_1 = m32 * m23;\n const tmp_2 = m12 * m33;\n const tmp_3 = m32 * m13;\n const tmp_4 = m12 * m23;\n const tmp_5 = m22 * m13;\n const tmp_6 = m02 * m33;\n const tmp_7 = m32 * m03;\n const tmp_8 = m02 * m23;\n const tmp_9 = m22 * m03;\n const tmp_10 = m02 * m13;\n const tmp_11 = m12 * m03;\n const tmp_12 = m20 * m31;\n const tmp_13 = m30 * m21;\n const tmp_14 = m10 * m31;\n const tmp_15 = m30 * m11;\n const tmp_16 = m10 * m21;\n const tmp_17 = m20 * m11;\n const tmp_18 = m00 * m31;\n const tmp_19 = m30 * m01;\n const tmp_20 = m00 * m21;\n const tmp_21 = m20 * m01;\n const tmp_22 = m00 * m11;\n const tmp_23 = m10 * m01;\n\n const t0 = (tmp_0 * m11 + tmp_3 * m21 + tmp_4 * m31) -\n (tmp_1 * m11 + tmp_2 * m21 + tmp_5 * m31);\n const t1 = (tmp_1 * m01 + tmp_6 * m21 + tmp_9 * m31) -\n (tmp_0 * m01 + tmp_7 * m21 + tmp_8 * m31);\n const t2 = (tmp_2 * m01 + tmp_7 * m11 + tmp_10 * m31) -\n (tmp_3 * m01 + tmp_6 * m11 + tmp_11 * m31);\n const t3 = (tmp_5 * m01 + tmp_8 * m11 + tmp_11 * m21) -\n (tmp_4 * m01 + tmp_9 * m11 + tmp_10 * m21);\n\n const d = 1.0 / (m00 * t0 + m10 * t1 + m20 * t2 + m30 * t3);\n\n dst[ 0] = d * t0;\n dst[ 1] = d * t1;\n dst[ 2] = d * t2;\n dst[ 3] = d * t3;\n dst[ 4] = d * ((tmp_1 * m10 + tmp_2 * m20 + tmp_5 * m30) -\n (tmp_0 * m10 + tmp_3 * m20 + tmp_4 * m30));\n dst[ 5] = d * ((tmp_0 * m00 + tmp_7 * m20 + tmp_8 * m30) -\n (tmp_1 * m00 + tmp_6 * m20 + tmp_9 * m30));\n dst[ 6] = d * ((tmp_3 * m00 + tmp_6 * m10 + tmp_11 * m30) -\n (tmp_2 * m00 + tmp_7 * m10 + tmp_10 * m30));\n dst[ 7] = d * ((tmp_4 * m00 + tmp_9 * m10 + tmp_10 * m20) -\n (tmp_5 * m00 + tmp_8 * m10 + tmp_11 * m20));\n dst[ 8] = d * ((tmp_12 * m13 + tmp_15 * m23 + tmp_16 * m33) -\n (tmp_13 * m13 + tmp_14 * m23 + tmp_17 * m33));\n dst[ 9] = d * ((tmp_13 * m03 + tmp_18 * m23 + tmp_21 * m33) -\n (tmp_12 * m03 + tmp_19 * m23 + tmp_20 * m33));\n dst[10] = d * ((tmp_14 * m03 + tmp_19 * m13 + tmp_22 * m33) -\n (tmp_15 * m03 + tmp_18 * m13 + tmp_23 * m33));\n dst[11] = d * ((tmp_17 * m03 + tmp_20 * m13 + tmp_23 * m23) -\n (tmp_16 * m03 + tmp_21 * m13 + tmp_22 * m23));\n dst[12] = d * ((tmp_14 * m22 + tmp_17 * m32 + tmp_13 * m12) -\n (tmp_16 * m32 + tmp_12 * m12 + tmp_15 * m22));\n dst[13] = d * ((tmp_20 * m32 + tmp_12 * m02 + tmp_19 * m22) -\n (tmp_18 * m22 + tmp_21 * m32 + tmp_13 * m02));\n dst[14] = d * ((tmp_18 * m12 + tmp_23 * m32 + tmp_15 * m02) -\n (tmp_22 * m32 + tmp_14 * m02 + tmp_19 * m12));\n dst[15] = d * ((tmp_22 * m22 + tmp_16 * m02 + tmp_21 * m12) -\n (tmp_20 * m12 + tmp_23 * m22 + tmp_17 * m02));\n\n return dst;\n}\n\n/**\n * Multiplies two 4-by-4 matrices with a on the left and b on the right\n * @param {module:twgl/m4.Mat4} a The matrix on the left.\n * @param {module:twgl/m4.Mat4} b The matrix on the right.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The matrix product of a and b.\n * @memberOf module:twgl/m4\n */\nfunction multiply(a, b, dst) {\n dst = dst || new MatType(16);\n\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a03 = a[3];\n const a10 = a[ 4 + 0];\n const a11 = a[ 4 + 1];\n const a12 = a[ 4 + 2];\n const a13 = a[ 4 + 3];\n const a20 = a[ 8 + 0];\n const a21 = a[ 8 + 1];\n const a22 = a[ 8 + 2];\n const a23 = a[ 8 + 3];\n const a30 = a[12 + 0];\n const a31 = a[12 + 1];\n const a32 = a[12 + 2];\n const a33 = a[12 + 3];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b03 = b[3];\n const b10 = b[ 4 + 0];\n const b11 = b[ 4 + 1];\n const b12 = b[ 4 + 2];\n const b13 = b[ 4 + 3];\n const b20 = b[ 8 + 0];\n const b21 = b[ 8 + 1];\n const b22 = b[ 8 + 2];\n const b23 = b[ 8 + 3];\n const b30 = b[12 + 0];\n const b31 = b[12 + 1];\n const b32 = b[12 + 2];\n const b33 = b[12 + 3];\n\n dst[ 0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;\n dst[ 1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;\n dst[ 2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;\n dst[ 3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03;\n dst[ 4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;\n dst[ 5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;\n dst[ 6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;\n dst[ 7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13;\n dst[ 8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;\n dst[ 9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;\n dst[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;\n dst[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23;\n dst[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;\n dst[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;\n dst[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;\n dst[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;\n\n return dst;\n}\n\n/**\n * Sets the translation component of a 4-by-4 matrix to the given\n * vector.\n * @param {module:twgl/m4.Mat4} a The matrix.\n * @param {module:twgl/v3.Vec3} v The vector.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The matrix with translation set.\n * @memberOf module:twgl/m4\n */\nfunction setTranslation(a, v, dst) {\n dst = dst || identity();\n if (a !== dst) {\n dst[ 0] = a[ 0];\n dst[ 1] = a[ 1];\n dst[ 2] = a[ 2];\n dst[ 3] = a[ 3];\n dst[ 4] = a[ 4];\n dst[ 5] = a[ 5];\n dst[ 6] = a[ 6];\n dst[ 7] = a[ 7];\n dst[ 8] = a[ 8];\n dst[ 9] = a[ 9];\n dst[10] = a[10];\n dst[11] = a[11];\n }\n dst[12] = v[0];\n dst[13] = v[1];\n dst[14] = v[2];\n dst[15] = 1;\n return dst;\n}\n\n/**\n * Returns the translation component of a 4-by-4 matrix as a vector with 3\n * entries.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} [dst] vector to hold result. If not passed a new one is created.\n * @return {module:twgl/v3.Vec3} The translation component of m.\n * @memberOf module:twgl/m4\n */\nfunction getTranslation(m, dst) {\n dst = dst || create$1();\n dst[0] = m[12];\n dst[1] = m[13];\n dst[2] = m[14];\n return dst;\n}\n\n/**\n * Returns an axis of a 4x4 matrix as a vector with 3 entries\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {number} axis The axis 0 = x, 1 = y, 2 = z;\n * @return {module:twgl/v3.Vec3} [dst] vector.\n * @return {module:twgl/v3.Vec3} The axis component of m.\n * @memberOf module:twgl/m4\n */\nfunction getAxis(m, axis, dst) {\n dst = dst || create$1();\n const off = axis * 4;\n dst[0] = m[off + 0];\n dst[1] = m[off + 1];\n dst[2] = m[off + 2];\n return dst;\n}\n\n/**\n * Sets an axis of a 4x4 matrix as a vector with 3 entries\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v the axis vector\n * @param {number} axis The axis 0 = x, 1 = y, 2 = z;\n * @param {module:twgl/m4.Mat4} [dst] The matrix to set. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The matrix with axis set.\n * @memberOf module:twgl/m4\n */\nfunction setAxis(a, v, axis, dst) {\n if (dst !== a) {\n dst = copy(a, dst);\n }\n const off = axis * 4;\n dst[off + 0] = v[0];\n dst[off + 1] = v[1];\n dst[off + 2] = v[2];\n return dst;\n}\n\n/**\n * Computes a 4-by-4 perspective transformation matrix given the angular height\n * of the frustum, the aspect ratio, and the near and far clipping planes. The\n * arguments define a frustum extending in the negative z direction. The given\n * angle is the vertical angle of the frustum, and the horizontal angle is\n * determined to produce the given aspect ratio. The arguments near and far are\n * the distances to the near and far clipping planes. Note that near and far\n * are not z coordinates, but rather they are distances along the negative\n * z-axis. The matrix generated sends the viewing frustum to the unit box.\n * We assume a unit box extending from -1 to 1 in the x and y dimensions and\n * from 0 to 1 in the z dimension.\n * @param {number} fieldOfViewYInRadians The camera angle from top to bottom (in radians).\n * @param {number} aspect The aspect ratio width / height.\n * @param {number} zNear The depth (negative z coordinate)\n * of the near clipping plane.\n * @param {number} zFar The depth (negative z coordinate)\n * of the far clipping plane.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The perspective matrix.\n * @memberOf module:twgl/m4\n */\nfunction perspective(fieldOfViewYInRadians, aspect, zNear, zFar, dst) {\n dst = dst || new MatType(16);\n\n const f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewYInRadians);\n const rangeInv = 1.0 / (zNear - zFar);\n\n dst[0] = f / aspect;\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n dst[4] = 0;\n dst[5] = f;\n dst[6] = 0;\n dst[7] = 0;\n\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = (zNear + zFar) * rangeInv;\n dst[11] = -1;\n\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = zNear * zFar * rangeInv * 2;\n dst[15] = 0;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 orthogonal transformation matrix given the left, right,\n * bottom, and top dimensions of the near clipping plane as well as the\n * near and far clipping plane distances.\n * @param {number} left Left side of the near clipping plane viewport.\n * @param {number} right Right side of the near clipping plane viewport.\n * @param {number} bottom Bottom of the near clipping plane viewport.\n * @param {number} top Top of the near clipping plane viewport.\n * @param {number} near The depth (negative z coordinate)\n * of the near clipping plane.\n * @param {number} far The depth (negative z coordinate)\n * of the far clipping plane.\n * @param {module:twgl/m4.Mat4} [dst] Output matrix. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The perspective matrix.\n * @memberOf module:twgl/m4\n */\nfunction ortho(left, right, bottom, top, near, far, dst) {\n dst = dst || new MatType(16);\n\n dst[0] = 2 / (right - left);\n dst[1] = 0;\n dst[2] = 0;\n dst[3] = 0;\n\n dst[4] = 0;\n dst[5] = 2 / (top - bottom);\n dst[6] = 0;\n dst[7] = 0;\n\n dst[8] = 0;\n dst[9] = 0;\n dst[10] = 2 / (near - far);\n dst[11] = 0;\n\n dst[12] = (right + left) / (left - right);\n dst[13] = (top + bottom) / (bottom - top);\n dst[14] = (far + near) / (near - far);\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Computes a 4-by-4 perspective transformation matrix given the left, right,\n * top, bottom, near and far clipping planes. The arguments define a frustum\n * extending in the negative z direction. The arguments near and far are the\n * distances to the near and far clipping planes. Note that near and far are not\n * z coordinates, but rather they are distances along the negative z-axis. The\n * matrix generated sends the viewing frustum to the unit box. We assume a unit\n * box extending from -1 to 1 in the x and y dimensions and from 0 to 1 in the z\n * dimension.\n * @param {number} left The x coordinate of the left plane of the box.\n * @param {number} right The x coordinate of the right plane of the box.\n * @param {number} bottom The y coordinate of the bottom plane of the box.\n * @param {number} top The y coordinate of the right plane of the box.\n * @param {number} near The negative z coordinate of the near plane of the box.\n * @param {number} far The negative z coordinate of the far plane of the box.\n * @param {module:twgl/m4.Mat4} [dst] Output matrix. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The perspective projection matrix.\n * @memberOf module:twgl/m4\n */\nfunction frustum(left, right, bottom, top, near, far, dst) {\n dst = dst || new MatType(16);\n\n const dx = (right - left);\n const dy = (top - bottom);\n const dz = (near - far);\n\n dst[ 0] = 2 * near / dx;\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = 2 * near / dy;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = (left + right) / dx;\n dst[ 9] = (top + bottom) / dy;\n dst[10] = far / dz;\n dst[11] = -1;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = near * far / dz;\n dst[15] = 0;\n\n return dst;\n}\n\nlet xAxis;\nlet yAxis;\nlet zAxis;\n\n/**\n * Computes a 4-by-4 look-at transformation.\n *\n * This is a matrix which positions the camera itself. If you want\n * a view matrix (a matrix which moves things in front of the camera)\n * take the inverse of this.\n *\n * @param {module:twgl/v3.Vec3} eye The position of the eye.\n * @param {module:twgl/v3.Vec3} target The position meant to be viewed.\n * @param {module:twgl/v3.Vec3} up A vector pointing up.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The look-at matrix.\n * @memberOf module:twgl/m4\n */\nfunction lookAt(eye, target, up, dst) {\n dst = dst || new MatType(16);\n\n xAxis = xAxis || create$1();\n yAxis = yAxis || create$1();\n zAxis = zAxis || create$1();\n\n normalize(\n subtract(eye, target, zAxis), zAxis);\n normalize(cross(up, zAxis, xAxis), xAxis);\n normalize(cross(zAxis, xAxis, yAxis), yAxis);\n\n dst[ 0] = xAxis[0];\n dst[ 1] = xAxis[1];\n dst[ 2] = xAxis[2];\n dst[ 3] = 0;\n dst[ 4] = yAxis[0];\n dst[ 5] = yAxis[1];\n dst[ 6] = yAxis[2];\n dst[ 7] = 0;\n dst[ 8] = zAxis[0];\n dst[ 9] = zAxis[1];\n dst[10] = zAxis[2];\n dst[11] = 0;\n dst[12] = eye[0];\n dst[13] = eye[1];\n dst[14] = eye[2];\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which translates by the given vector v.\n * @param {module:twgl/v3.Vec3} v The vector by\n * which to translate.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The translation matrix.\n * @memberOf module:twgl/m4\n */\nfunction translation(v, dst) {\n dst = dst || new MatType(16);\n\n dst[ 0] = 1;\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = 1;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = 0;\n dst[ 9] = 0;\n dst[10] = 1;\n dst[11] = 0;\n dst[12] = v[0];\n dst[13] = v[1];\n dst[14] = v[2];\n dst[15] = 1;\n return dst;\n}\n\n/**\n * Translates the given 4-by-4 matrix by the given vector v.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v The vector by\n * which to translate.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The translated matrix.\n * @memberOf module:twgl/m4\n */\nfunction translate(m, v, dst) {\n dst = dst || new MatType(16);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m03 = m[3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const m30 = m[3 * 4 + 0];\n const m31 = m[3 * 4 + 1];\n const m32 = m[3 * 4 + 2];\n const m33 = m[3 * 4 + 3];\n\n if (m !== dst) {\n dst[ 0] = m00;\n dst[ 1] = m01;\n dst[ 2] = m02;\n dst[ 3] = m03;\n dst[ 4] = m10;\n dst[ 5] = m11;\n dst[ 6] = m12;\n dst[ 7] = m13;\n dst[ 8] = m20;\n dst[ 9] = m21;\n dst[10] = m22;\n dst[11] = m23;\n }\n\n dst[12] = m00 * v0 + m10 * v1 + m20 * v2 + m30;\n dst[13] = m01 * v0 + m11 * v1 + m21 * v2 + m31;\n dst[14] = m02 * v0 + m12 * v1 + m22 * v2 + m32;\n dst[15] = m03 * v0 + m13 * v1 + m23 * v2 + m33;\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the x-axis by the given angle.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotation matrix.\n * @memberOf module:twgl/m4\n */\nfunction rotationX(angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = 1;\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = c;\n dst[ 6] = s;\n dst[ 7] = 0;\n dst[ 8] = 0;\n dst[ 9] = -s;\n dst[10] = c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the x-axis by the given\n * angle.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotated matrix.\n * @memberOf module:twgl/m4\n */\nfunction rotateX(m, angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n const m10 = m[4];\n const m11 = m[5];\n const m12 = m[6];\n const m13 = m[7];\n const m20 = m[8];\n const m21 = m[9];\n const m22 = m[10];\n const m23 = m[11];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[4] = c * m10 + s * m20;\n dst[5] = c * m11 + s * m21;\n dst[6] = c * m12 + s * m22;\n dst[7] = c * m13 + s * m23;\n dst[8] = c * m20 - s * m10;\n dst[9] = c * m21 - s * m11;\n dst[10] = c * m22 - s * m12;\n dst[11] = c * m23 - s * m13;\n\n if (m !== dst) {\n dst[ 0] = m[ 0];\n dst[ 1] = m[ 1];\n dst[ 2] = m[ 2];\n dst[ 3] = m[ 3];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the y-axis by the given angle.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotation matrix.\n * @memberOf module:twgl/m4\n */\nfunction rotationY(angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c;\n dst[ 1] = 0;\n dst[ 2] = -s;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = 1;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = s;\n dst[ 9] = 0;\n dst[10] = c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the y-axis by the given\n * angle.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotated matrix.\n * @memberOf module:twgl/m4\n */\nfunction rotateY(m, angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m20 = m[2 * 4 + 0];\n const m21 = m[2 * 4 + 1];\n const m22 = m[2 * 4 + 2];\n const m23 = m[2 * 4 + 3];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 - s * m20;\n dst[ 1] = c * m01 - s * m21;\n dst[ 2] = c * m02 - s * m22;\n dst[ 3] = c * m03 - s * m23;\n dst[ 8] = c * m20 + s * m00;\n dst[ 9] = c * m21 + s * m01;\n dst[10] = c * m22 + s * m02;\n dst[11] = c * m23 + s * m03;\n\n if (m !== dst) {\n dst[ 4] = m[ 4];\n dst[ 5] = m[ 5];\n dst[ 6] = m[ 6];\n dst[ 7] = m[ 7];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotation matrix.\n * @memberOf module:twgl/m4\n */\nfunction rotationZ(angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c;\n dst[ 1] = s;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = -s;\n dst[ 5] = c;\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = 0;\n dst[ 9] = 0;\n dst[10] = 1;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the z-axis by the given\n * angle.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotated matrix.\n * @memberOf module:twgl/m4\n */\nfunction rotateZ(m, angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n const m00 = m[0 * 4 + 0];\n const m01 = m[0 * 4 + 1];\n const m02 = m[0 * 4 + 2];\n const m03 = m[0 * 4 + 3];\n const m10 = m[1 * 4 + 0];\n const m11 = m[1 * 4 + 1];\n const m12 = m[1 * 4 + 2];\n const m13 = m[1 * 4 + 3];\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n\n dst[ 0] = c * m00 + s * m10;\n dst[ 1] = c * m01 + s * m11;\n dst[ 2] = c * m02 + s * m12;\n dst[ 3] = c * m03 + s * m13;\n dst[ 4] = c * m10 - s * m00;\n dst[ 5] = c * m11 - s * m01;\n dst[ 6] = c * m12 - s * m02;\n dst[ 7] = c * m13 - s * m03;\n\n if (m !== dst) {\n dst[ 8] = m[ 8];\n dst[ 9] = m[ 9];\n dst[10] = m[10];\n dst[11] = m[11];\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which rotates around the given axis by the given\n * angle.\n * @param {module:twgl/v3.Vec3} axis The axis\n * about which to rotate.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} A matrix which rotates angle radians\n * around the axis.\n * @memberOf module:twgl/m4\n */\nfunction axisRotation(axis, angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n let x = axis[0];\n let y = axis[1];\n let z = axis[2];\n const n = Math.sqrt(x * x + y * y + z * z);\n x /= n;\n y /= n;\n z /= n;\n const xx = x * x;\n const yy = y * y;\n const zz = z * z;\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n const oneMinusCosine = 1 - c;\n\n dst[ 0] = xx + (1 - xx) * c;\n dst[ 1] = x * y * oneMinusCosine + z * s;\n dst[ 2] = x * z * oneMinusCosine - y * s;\n dst[ 3] = 0;\n dst[ 4] = x * y * oneMinusCosine - z * s;\n dst[ 5] = yy + (1 - yy) * c;\n dst[ 6] = y * z * oneMinusCosine + x * s;\n dst[ 7] = 0;\n dst[ 8] = x * z * oneMinusCosine + y * s;\n dst[ 9] = y * z * oneMinusCosine - x * s;\n dst[10] = zz + (1 - zz) * c;\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Rotates the given 4-by-4 matrix around the given axis by the\n * given angle.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} axis The axis\n * about which to rotate.\n * @param {number} angleInRadians The angle by which to rotate (in radians).\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The rotated matrix.\n * @memberOf module:twgl/m4\n */\nfunction axisRotate(m, axis, angleInRadians, dst) {\n dst = dst || new MatType(16);\n\n let x = axis[0];\n let y = axis[1];\n let z = axis[2];\n const n = Math.sqrt(x * x + y * y + z * z);\n x /= n;\n y /= n;\n z /= n;\n const xx = x * x;\n const yy = y * y;\n const zz = z * z;\n const c = Math.cos(angleInRadians);\n const s = Math.sin(angleInRadians);\n const oneMinusCosine = 1 - c;\n\n const r00 = xx + (1 - xx) * c;\n const r01 = x * y * oneMinusCosine + z * s;\n const r02 = x * z * oneMinusCosine - y * s;\n const r10 = x * y * oneMinusCosine - z * s;\n const r11 = yy + (1 - yy) * c;\n const r12 = y * z * oneMinusCosine + x * s;\n const r20 = x * z * oneMinusCosine + y * s;\n const r21 = y * z * oneMinusCosine - x * s;\n const r22 = zz + (1 - zz) * c;\n\n const m00 = m[0];\n const m01 = m[1];\n const m02 = m[2];\n const m03 = m[3];\n const m10 = m[4];\n const m11 = m[5];\n const m12 = m[6];\n const m13 = m[7];\n const m20 = m[8];\n const m21 = m[9];\n const m22 = m[10];\n const m23 = m[11];\n\n dst[ 0] = r00 * m00 + r01 * m10 + r02 * m20;\n dst[ 1] = r00 * m01 + r01 * m11 + r02 * m21;\n dst[ 2] = r00 * m02 + r01 * m12 + r02 * m22;\n dst[ 3] = r00 * m03 + r01 * m13 + r02 * m23;\n dst[ 4] = r10 * m00 + r11 * m10 + r12 * m20;\n dst[ 5] = r10 * m01 + r11 * m11 + r12 * m21;\n dst[ 6] = r10 * m02 + r11 * m12 + r12 * m22;\n dst[ 7] = r10 * m03 + r11 * m13 + r12 * m23;\n dst[ 8] = r20 * m00 + r21 * m10 + r22 * m20;\n dst[ 9] = r20 * m01 + r21 * m11 + r22 * m21;\n dst[10] = r20 * m02 + r21 * m12 + r22 * m22;\n dst[11] = r20 * m03 + r21 * m13 + r22 * m23;\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Creates a 4-by-4 matrix which scales in each dimension by an amount given by\n * the corresponding entry in the given vector; assumes the vector has three\n * entries.\n * @param {module:twgl/v3.Vec3} v A vector of\n * three entries specifying the factor by which to scale in each dimension.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The scaling matrix.\n * @memberOf module:twgl/m4\n */\nfunction scaling(v, dst) {\n dst = dst || new MatType(16);\n\n dst[ 0] = v[0];\n dst[ 1] = 0;\n dst[ 2] = 0;\n dst[ 3] = 0;\n dst[ 4] = 0;\n dst[ 5] = v[1];\n dst[ 6] = 0;\n dst[ 7] = 0;\n dst[ 8] = 0;\n dst[ 9] = 0;\n dst[10] = v[2];\n dst[11] = 0;\n dst[12] = 0;\n dst[13] = 0;\n dst[14] = 0;\n dst[15] = 1;\n\n return dst;\n}\n\n/**\n * Scales the given 4-by-4 matrix in each dimension by an amount\n * given by the corresponding entry in the given vector; assumes the vector has\n * three entries.\n * @param {module:twgl/m4.Mat4} m The matrix to be modified.\n * @param {module:twgl/v3.Vec3} v A vector of three entries specifying the\n * factor by which to scale in each dimension.\n * @param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.\n * @return {module:twgl/m4.Mat4} The scaled matrix.\n * @memberOf module:twgl/m4\n */\nfunction scale(m, v, dst) {\n dst = dst || new MatType(16);\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[ 0] = v0 * m[0 * 4 + 0];\n dst[ 1] = v0 * m[0 * 4 + 1];\n dst[ 2] = v0 * m[0 * 4 + 2];\n dst[ 3] = v0 * m[0 * 4 + 3];\n dst[ 4] = v1 * m[1 * 4 + 0];\n dst[ 5] = v1 * m[1 * 4 + 1];\n dst[ 6] = v1 * m[1 * 4 + 2];\n dst[ 7] = v1 * m[1 * 4 + 3];\n dst[ 8] = v2 * m[2 * 4 + 0];\n dst[ 9] = v2 * m[2 * 4 + 1];\n dst[10] = v2 * m[2 * 4 + 2];\n dst[11] = v2 * m[2 * 4 + 3];\n\n if (m !== dst) {\n dst[12] = m[12];\n dst[13] = m[13];\n dst[14] = m[14];\n dst[15] = m[15];\n }\n\n return dst;\n}\n\n/**\n * Takes a 4-by-4 matrix and a vector with 3 entries,\n * interprets the vector as a point, transforms that point by the matrix, and\n * returns the result as a vector with 3 entries.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v The point.\n * @param {module:twgl/v3.Vec3} [dst] optional vec3 to store result. If not passed a new one is created.\n * @return {module:twgl/v3.Vec3} The transformed point.\n * @memberOf module:twgl/m4\n */\nfunction transformPoint(m, v, dst) {\n dst = dst || create$1();\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const d = v0 * m[0 * 4 + 3] + v1 * m[1 * 4 + 3] + v2 * m[2 * 4 + 3] + m[3 * 4 + 3];\n\n dst[0] = (v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0] + m[3 * 4 + 0]) / d;\n dst[1] = (v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1] + m[3 * 4 + 1]) / d;\n dst[2] = (v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2] + m[3 * 4 + 2]) / d;\n\n return dst;\n}\n\n/**\n * Takes a 4-by-4 matrix and a vector with 3 entries, interprets the vector as a\n * direction, transforms that direction by the matrix, and returns the result;\n * assumes the transformation of 3-dimensional space represented by the matrix\n * is parallel-preserving, i.e. any combination of rotation, scaling and\n * translation, but not a perspective distortion. Returns a vector with 3\n * entries.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v The direction.\n * @param {module:twgl/v3.Vec3} [dst] optional Vec3 to store result. If not passed a new one is created.\n * @return {module:twgl/v3.Vec3} The transformed direction.\n * @memberOf module:twgl/m4\n */\nfunction transformDirection(m, v, dst) {\n dst = dst || create$1();\n\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[0] = v0 * m[0 * 4 + 0] + v1 * m[1 * 4 + 0] + v2 * m[2 * 4 + 0];\n dst[1] = v0 * m[0 * 4 + 1] + v1 * m[1 * 4 + 1] + v2 * m[2 * 4 + 1];\n dst[2] = v0 * m[0 * 4 + 2] + v1 * m[1 * 4 + 2] + v2 * m[2 * 4 + 2];\n\n return dst;\n}\n\n/**\n * Takes a 4-by-4 matrix m and a vector v with 3 entries, interprets the vector\n * as a normal to a surface, and computes a vector which is normal upon\n * transforming that surface by the matrix. The effect of this function is the\n * same as transforming v (as a direction) by the inverse-transpose of m. This\n * function assumes the transformation of 3-dimensional space represented by the\n * matrix is parallel-preserving, i.e. any combination of rotation, scaling and\n * translation, but not a perspective distortion. Returns a vector with 3\n * entries.\n * @param {module:twgl/m4.Mat4} m The matrix.\n * @param {module:twgl/v3.Vec3} v The normal.\n * @param {module:twgl/v3.Vec3} [dst] The direction. If not passed a new one is created.\n * @return {module:twgl/v3.Vec3} The transformed normal.\n * @memberOf module:twgl/m4\n */\nfunction transformNormal$1(m, v, dst) {\n dst = dst || create$1();\n const mi = inverse(m);\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2];\n dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2];\n dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2];\n\n return dst;\n}\n\nvar m4 = /*#__PURE__*/Object.freeze({\n __proto__: null,\n axisRotate: axisRotate,\n axisRotation: axisRotation,\n copy: copy,\n create: create,\n frustum: frustum,\n getAxis: getAxis,\n getTranslation: getTranslation,\n identity: identity,\n inverse: inverse,\n lookAt: lookAt,\n multiply: multiply,\n negate: negate,\n ortho: ortho,\n perspective: perspective,\n rotateX: rotateX,\n rotateY: rotateY,\n rotateZ: rotateZ,\n rotationX: rotationX,\n rotationY: rotationY,\n rotationZ: rotationZ,\n scale: scale,\n scaling: scaling,\n setAxis: setAxis,\n setDefaultType: setDefaultType,\n setTranslation: setTranslation,\n transformDirection: transformDirection,\n transformNormal: transformNormal$1,\n transformPoint: transformPoint,\n translate: translate,\n translation: translation,\n transpose: transpose\n});\n\n/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/* DataType */\nconst BYTE$2 = 0x1400;\nconst UNSIGNED_BYTE$3 = 0x1401;\nconst SHORT$2 = 0x1402;\nconst UNSIGNED_SHORT$3 = 0x1403;\nconst INT$3 = 0x1404;\nconst UNSIGNED_INT$3 = 0x1405;\nconst FLOAT$3 = 0x1406;\nconst UNSIGNED_SHORT_4_4_4_4$1 = 0x8033;\nconst UNSIGNED_SHORT_5_5_5_1$1 = 0x8034;\nconst UNSIGNED_SHORT_5_6_5$1 = 0x8363;\nconst HALF_FLOAT$1 = 0x140B;\nconst UNSIGNED_INT_2_10_10_10_REV$1 = 0x8368;\nconst UNSIGNED_INT_10F_11F_11F_REV$1 = 0x8C3B;\nconst UNSIGNED_INT_5_9_9_9_REV$1 = 0x8C3E;\nconst FLOAT_32_UNSIGNED_INT_24_8_REV$1 = 0x8DAD;\nconst UNSIGNED_INT_24_8$1 = 0x84FA;\n\nconst glTypeToTypedArray = {};\n{\n const tt = glTypeToTypedArray;\n tt[BYTE$2] = Int8Array;\n tt[UNSIGNED_BYTE$3] = Uint8Array;\n tt[SHORT$2] = Int16Array;\n tt[UNSIGNED_SHORT$3] = Uint16Array;\n tt[INT$3] = Int32Array;\n tt[UNSIGNED_INT$3] = Uint32Array;\n tt[FLOAT$3] = Float32Array;\n tt[UNSIGNED_SHORT_4_4_4_4$1] = Uint16Array;\n tt[UNSIGNED_SHORT_5_5_5_1$1] = Uint16Array;\n tt[UNSIGNED_SHORT_5_6_5$1] = Uint16Array;\n tt[HALF_FLOAT$1] = Uint16Array;\n tt[UNSIGNED_INT_2_10_10_10_REV$1] = Uint32Array;\n tt[UNSIGNED_INT_10F_11F_11F_REV$1] = Uint32Array;\n tt[UNSIGNED_INT_5_9_9_9_REV$1] = Uint32Array;\n tt[FLOAT_32_UNSIGNED_INT_24_8_REV$1] = Uint32Array;\n tt[UNSIGNED_INT_24_8$1] = Uint32Array;\n}\n\n/**\n * Get the GL type for a typedArray\n * @param {ArrayBufferView} typedArray a typedArray\n * @return {number} the GL type for array. For example pass in an `Int8Array` and `gl.BYTE` will\n * be returned. Pass in a `Uint32Array` and `gl.UNSIGNED_INT` will be returned\n * @memberOf module:twgl/typedArray\n */\nfunction getGLTypeForTypedArray(typedArray) {\n if (typedArray instanceof Int8Array) { return BYTE$2; } // eslint-disable-line\n if (typedArray instanceof Uint8Array) { return UNSIGNED_BYTE$3; } // eslint-disable-line\n if (typedArray instanceof Uint8ClampedArray) { return UNSIGNED_BYTE$3; } // eslint-disable-line\n if (typedArray instanceof Int16Array) { return SHORT$2; } // eslint-disable-line\n if (typedArray instanceof Uint16Array) { return UNSIGNED_SHORT$3; } // eslint-disable-line\n if (typedArray instanceof Int32Array) { return INT$3; } // eslint-disable-line\n if (typedArray instanceof Uint32Array) { return UNSIGNED_INT$3; } // eslint-disable-line\n if (typedArray instanceof Float32Array) { return FLOAT$3; } // eslint-disable-line\n throw new Error('unsupported typed array type');\n}\n\n/**\n * Get the GL type for a typedArray type\n * @param {ArrayBufferView} typedArrayType a typedArray constructor\n * @return {number} the GL type for type. For example pass in `Int8Array` and `gl.BYTE` will\n * be returned. Pass in `Uint32Array` and `gl.UNSIGNED_INT` will be returned\n * @memberOf module:twgl/typedArray\n */\nfunction getGLTypeForTypedArrayType(typedArrayType) {\n if (typedArrayType === Int8Array) { return BYTE$2; } // eslint-disable-line\n if (typedArrayType === Uint8Array) { return UNSIGNED_BYTE$3; } // eslint-disable-line\n if (typedArrayType === Uint8ClampedArray) { return UNSIGNED_BYTE$3; } // eslint-disable-line\n if (typedArrayType === Int16Array) { return SHORT$2; } // eslint-disable-line\n if (typedArrayType === Uint16Array) { return UNSIGNED_SHORT$3; } // eslint-disable-line\n if (typedArrayType === Int32Array) { return INT$3; } // eslint-disable-line\n if (typedArrayType === Uint32Array) { return UNSIGNED_INT$3; } // eslint-disable-line\n if (typedArrayType === Float32Array) { return FLOAT$3; } // eslint-disable-line\n throw new Error('unsupported typed array type');\n}\n\n/**\n * Get the typed array constructor for a given GL type\n * @param {number} type the GL type. (eg: `gl.UNSIGNED_INT`)\n * @return {function} the constructor for a the corresponding typed array. (eg. `Uint32Array`).\n * @memberOf module:twgl/typedArray\n */\nfunction getTypedArrayTypeForGLType(type) {\n const CTOR = glTypeToTypedArray[type];\n if (!CTOR) {\n throw new Error('unknown gl type');\n }\n return CTOR;\n}\n\nconst isArrayBuffer$1 = typeof SharedArrayBuffer !== 'undefined'\n ? function isArrayBufferOrSharedArrayBuffer(a) {\n return a && a.buffer && (a.buffer instanceof ArrayBuffer || a.buffer instanceof SharedArrayBuffer);\n }\n : function isArrayBuffer(a) {\n return a && a.buffer && a.buffer instanceof ArrayBuffer;\n };\n\nvar typedarrays = /*#__PURE__*/Object.freeze({\n __proto__: null,\n getGLTypeForTypedArray: getGLTypeForTypedArray,\n getGLTypeForTypedArrayType: getGLTypeForTypedArrayType,\n getTypedArrayTypeForGLType: getTypedArrayTypeForGLType,\n isArrayBuffer: isArrayBuffer$1\n});\n\n/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/* eslint no-console: \"off\" */\n\n/**\n * Copy named properties\n *\n * @param {string[]} names names of properties to copy\n * @param {object} src object to copy properties from\n * @param {object} dst object to copy properties to\n * @private\n */\nfunction copyNamedProperties(names, src, dst) {\n names.forEach(function(name) {\n const value = src[name];\n if (value !== undefined) {\n dst[name] = value;\n }\n });\n}\n\n/**\n * Copies properties from source to dest only if a matching key is in dest\n *\n * @param {Object.} src the source\n * @param {Object.} dst the dest\n * @private\n */\nfunction copyExistingProperties(src, dst) {\n Object.keys(dst).forEach(function(key) {\n if (dst.hasOwnProperty(key) && src.hasOwnProperty(key)) { /* eslint no-prototype-builtins: 0 */\n dst[key] = src[key];\n }\n });\n}\n\nfunction error$1(...args) {\n console.error(...args);\n}\n\nfunction warn$1(...args) {\n console.warn(...args);\n}\n\nconst isTypeWeakMaps = new Map();\n\nfunction isType(object, type) {\n if (!object || typeof object !== 'object') {\n return false;\n }\n let weakMap = isTypeWeakMaps.get(type);\n if (!weakMap) {\n weakMap = new WeakMap();\n isTypeWeakMaps.set(type, weakMap);\n }\n let isOfType = weakMap.get(object);\n if (isOfType === undefined) {\n const s = Object.prototype.toString.call(object);\n isOfType = s.substring(8, s.length - 1) === type;\n weakMap.set(object, isOfType);\n }\n return isOfType;\n}\n\nfunction isBuffer(gl, t) {\n return typeof WebGLBuffer !== 'undefined' && isType(t, 'WebGLBuffer');\n}\n\nfunction isRenderbuffer(gl, t) {\n return typeof WebGLRenderbuffer !== 'undefined' && isType(t, 'WebGLRenderbuffer');\n}\n\nfunction isTexture(gl, t) {\n return typeof WebGLTexture !== 'undefined' && isType(t, 'WebGLTexture');\n}\n\nfunction isSampler(gl, t) {\n return typeof WebGLSampler !== 'undefined' && isType(t, 'WebGLSampler');\n}\n\n/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nconst STATIC_DRAW = 0x88e4;\nconst ARRAY_BUFFER$1 = 0x8892;\nconst ELEMENT_ARRAY_BUFFER$2 = 0x8893;\nconst BUFFER_SIZE = 0x8764;\n\nconst BYTE$1 = 0x1400;\nconst UNSIGNED_BYTE$2 = 0x1401;\nconst SHORT$1 = 0x1402;\nconst UNSIGNED_SHORT$2 = 0x1403;\nconst INT$2 = 0x1404;\nconst UNSIGNED_INT$2 = 0x1405;\nconst FLOAT$2 = 0x1406;\nconst defaults$2 = {\n attribPrefix: \"\",\n};\n\n/**\n * Sets the default attrib prefix\n *\n * When writing shaders I prefer to name attributes with `a_`, uniforms with `u_` and varyings with `v_`\n * as it makes it clear where they came from. But, when building geometry I prefer using un-prefixed names.\n *\n * In other words I'll create arrays of geometry like this\n *\n * var arrays = {\n * position: ...\n * normal: ...\n * texcoord: ...\n * };\n *\n * But need those mapped to attributes and my attributes start with `a_`.\n *\n * @deprecated see {@link module:twgl.setDefaults}\n * @param {string} prefix prefix for attribs\n * @memberOf module:twgl/attributes\n */\nfunction setAttributePrefix(prefix) {\n defaults$2.attribPrefix = prefix;\n}\n\nfunction setDefaults$2(newDefaults) {\n copyExistingProperties(newDefaults, defaults$2);\n}\n\nfunction setBufferFromTypedArray(gl, type, buffer, array, drawType) {\n gl.bindBuffer(type, buffer);\n gl.bufferData(type, array, drawType || STATIC_DRAW);\n}\n\n/**\n * Given typed array creates a WebGLBuffer and copies the typed array\n * into it.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {ArrayBuffer|SharedArrayBuffer|ArrayBufferView|WebGLBuffer} typedArray the typed array. Note: If a WebGLBuffer is passed in it will just be returned. No action will be taken\n * @param {number} [type] the GL bind type for the buffer. Default = `gl.ARRAY_BUFFER`.\n * @param {number} [drawType] the GL draw type for the buffer. Default = 'gl.STATIC_DRAW`.\n * @return {WebGLBuffer} the created WebGLBuffer\n * @memberOf module:twgl/attributes\n */\nfunction createBufferFromTypedArray(gl, typedArray, type, drawType) {\n if (isBuffer(gl, typedArray)) {\n return typedArray;\n }\n type = type || ARRAY_BUFFER$1;\n const buffer = gl.createBuffer();\n setBufferFromTypedArray(gl, type, buffer, typedArray, drawType);\n return buffer;\n}\n\nfunction isIndices(name) {\n return name === \"indices\";\n}\n\n// This is really just a guess. Though I can't really imagine using\n// anything else? Maybe for some compression?\nfunction getNormalizationForTypedArrayType(typedArrayType) {\n if (typedArrayType === Int8Array) { return true; } // eslint-disable-line\n if (typedArrayType === Uint8Array) { return true; } // eslint-disable-line\n return false;\n}\n\nfunction getArray$1(array) {\n return array.length ? array : array.data;\n}\n\nconst texcoordRE = /coord|texture/i;\nconst colorRE = /color|colour/i;\n\nfunction guessNumComponentsFromName(name, length) {\n let numComponents;\n if (texcoordRE.test(name)) {\n numComponents = 2;\n } else if (colorRE.test(name)) {\n numComponents = 4;\n } else {\n numComponents = 3; // position, normals, indices ...\n }\n\n if (length % numComponents > 0) {\n throw new Error(`Can not guess numComponents for attribute '${name}'. Tried ${numComponents} but ${length} values is not evenly divisible by ${numComponents}. You should specify it.`);\n }\n\n return numComponents;\n}\n\nfunction getNumComponents$1(array, arrayName, numValues) {\n return array.numComponents || array.size || guessNumComponentsFromName(arrayName, numValues || getArray$1(array).length);\n}\n\nfunction makeTypedArray(array, name) {\n if (isArrayBuffer$1(array)) {\n return array;\n }\n\n if (isArrayBuffer$1(array.data)) {\n return array.data;\n }\n\n if (Array.isArray(array)) {\n array = {\n data: array,\n };\n }\n\n let Type = array.type ? typedArrayTypeFromGLTypeOrTypedArrayCtor(array.type) : undefined;\n if (!Type) {\n if (isIndices(name)) {\n Type = Uint16Array;\n } else {\n Type = Float32Array;\n }\n }\n return new Type(array.data);\n}\n\nfunction glTypeFromGLTypeOrTypedArrayType(glTypeOrTypedArrayCtor) {\n return typeof glTypeOrTypedArrayCtor === 'number'\n ? glTypeOrTypedArrayCtor\n : glTypeOrTypedArrayCtor ? getGLTypeForTypedArrayType(glTypeOrTypedArrayCtor) : FLOAT$2;\n}\n\nfunction typedArrayTypeFromGLTypeOrTypedArrayCtor(glTypeOrTypedArrayCtor) {\n return typeof glTypeOrTypedArrayCtor === 'number'\n ? getTypedArrayTypeForGLType(glTypeOrTypedArrayCtor)\n : glTypeOrTypedArrayCtor || Float32Array;\n}\n\nfunction attribBufferFromBuffer(gl, array/*, arrayName */) {\n return {\n buffer: array.buffer,\n numValues: 2 * 3 * 4, // safely divided by 2, 3, 4\n type: glTypeFromGLTypeOrTypedArrayType(array.type),\n arrayType: typedArrayTypeFromGLTypeOrTypedArrayCtor(array.type),\n };\n}\n\nfunction attribBufferFromSize(gl, array/*, arrayName*/) {\n const numValues = array.data || array;\n const arrayType = typedArrayTypeFromGLTypeOrTypedArrayCtor(array.type);\n const numBytes = numValues * arrayType.BYTES_PER_ELEMENT;\n const buffer = gl.createBuffer();\n gl.bindBuffer(ARRAY_BUFFER$1, buffer);\n gl.bufferData(ARRAY_BUFFER$1, numBytes, array.drawType || STATIC_DRAW);\n return {\n buffer,\n numValues,\n type: getGLTypeForTypedArrayType(arrayType),\n arrayType,\n };\n}\n\nfunction attribBufferFromArrayLike(gl, array, arrayName) {\n const typedArray = makeTypedArray(array, arrayName);\n return {\n arrayType: typedArray.constructor,\n buffer: createBufferFromTypedArray(gl, typedArray, undefined, array.drawType),\n type: getGLTypeForTypedArray(typedArray),\n numValues: 0,\n };\n}\n\n/**\n * The info for an attribute. This is effectively just the arguments to `gl.vertexAttribPointer` plus the WebGLBuffer\n * for the attribute.\n *\n * @typedef {Object} AttribInfo\n * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be\n * disabled and set to this constant value and all other values will be ignored.\n * @property {number} [numComponents] the number of components for this attribute.\n * @property {number} [size] synonym for `numComponents`.\n * @property {number} [type] the type of the attribute (eg. `gl.FLOAT`, `gl.UNSIGNED_BYTE`, etc...) Default = `gl.FLOAT`\n * @property {boolean} [normalize] whether or not to normalize the data. Default = false\n * @property {number} [offset] offset into buffer in bytes. Default = 0\n * @property {number} [stride] the stride in bytes per element. Default = 0\n * @property {number} [divisor] the divisor in instances. Default = 0.\n * Requires WebGL2 or the ANGLE_instanced_arrays extension.\n * and, if you're using WebGL1 you must have called {@link module:twgl.addExtensionsToContext}\n * @property {WebGLBuffer} buffer the buffer that contains the data for this attribute\n * @property {number} [drawType] the draw type passed to gl.bufferData. Default = gl.STATIC_DRAW\n * @memberOf module:twgl\n */\n\n/**\n * @typedef {(Int8ArrayConstructor|Uint8ArrayConstructor|Int16ArrayConstructor|Uint16ArrayConstructor|Int32ArrayConstructor|Uint32ArrayConstructor|Float32ArrayConstructor)} TypedArrayConstructor\n */\n\n/**\n * Use this type of array spec when TWGL can't guess the type or number of components of an array\n * @typedef {Object} FullArraySpec\n * @property {number[]|ArrayBufferView} [value] a constant value for the attribute. Note: if this is set the attribute will be\n * disabled and set to this constant value and all other values will be ignored.\n * @property {(number|number[]|ArrayBufferView)} [data] The data of the array. A number alone becomes the number of elements of type.\n * @property {number} [numComponents] number of components for `vertexAttribPointer`. Default is based on the name of the array.\n * If `coord` is in the name assumes `numComponents = 2`.\n * If `color` is in the name assumes `numComponents = 4`.\n * otherwise assumes `numComponents = 3`\n * @property {number|TypedArrayConstructor} [type] type. This is used if `data` is a JavaScript array, or `buffer` is passed in, or `data` is a number.\n * It can either be the constructor for a typedarray. (eg. `Uint8Array`) OR a WebGL type, (eg `gl.UNSIGNED_BYTE`).\n * For example if you want colors in a `Uint8Array` you might have a `FullArraySpec` like `{ type: gl.UNSIGNED_BYTE, data: [255,0,255,255, ...], }`.\n * @property {number} [size] synonym for `numComponents`.\n * @property {boolean} [normalize] normalize for `vertexAttribPointer`. Default is true if type is `Int8Array` or `Uint8Array` otherwise false.\n * @property {number} [stride] stride for `vertexAttribPointer`. Default = 0\n * @property {number} [offset] offset for `vertexAttribPointer`. Default = 0\n * @property {number} [divisor] divisor for `vertexAttribDivisor`. Default = 0.\n * Requires WebGL2 or the ANGLE_instanced_arrays extension.\n * and, if you using WebGL1 you must have called {@link module:twgl.addExtensionsToContext}\n * @property {string} [attrib] name of attribute this array maps to. Defaults to same name as array prefixed by the default attribPrefix.\n * @property {string} [name] synonym for `attrib`.\n * @property {string} [attribName] synonym for `attrib`.\n * @property {WebGLBuffer} [buffer] Buffer to use for this attribute. This lets you use your own buffer\n * but you will need to supply `numComponents` and `type`. You can effectively pass an `AttribInfo`\n * to provide this. Example:\n *\n * const bufferInfo1 = twgl.createBufferInfoFromArrays(gl, {\n * position: [1, 2, 3, ... ],\n * });\n * const bufferInfo2 = twgl.createBufferInfoFromArrays(gl, {\n * position: bufferInfo1.attribs.position, // use the same buffer from bufferInfo1\n * });\n *\n * @property {number} [drawType] the draw type passed to gl.bufferData. Default = gl.STATIC_DRAW\n * @memberOf module:twgl\n */\n\n/**\n * An individual array in {@link module:twgl.Arrays}\n *\n * When passed to {@link module:twgl.createBufferInfoFromArrays} if an ArraySpec is `number[]` or `ArrayBufferView`\n * the types will be guessed based on the name. `indices` will be `Uint16Array`, everything else will\n * be `Float32Array`. If an ArraySpec is a number it's the number of floats for an empty (zeroed) buffer.\n *\n * @typedef {(number|number[]|ArrayBufferView|module:twgl.FullArraySpec)} ArraySpec\n * @memberOf module:twgl\n */\n\n/**\n * This is a JavaScript object of arrays by name. The names should match your shader's attributes. If your\n * attributes have a common prefix you can specify it by calling {@link module:twgl.setAttributePrefix}.\n *\n * Bare JavaScript Arrays\n *\n * var arrays = {\n * position: [-1, 1, 0],\n * normal: [0, 1, 0],\n * ...\n * }\n *\n * Bare TypedArrays\n *\n * var arrays = {\n * position: new Float32Array([-1, 1, 0]),\n * color: new Uint8Array([255, 128, 64, 255]),\n * ...\n * }\n *\n * * Will guess at `numComponents` if not specified based on name.\n *\n * If `coord` is in the name assumes `numComponents = 2`\n *\n * If `color` is in the name assumes `numComponents = 4`\n *\n * otherwise assumes `numComponents = 3`\n *\n * Objects with various fields. See {@link module:twgl.FullArraySpec}.\n *\n * var arrays = {\n * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },\n * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },\n * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },\n * };\n *\n * @typedef {Object.} Arrays\n * @memberOf module:twgl\n */\n\n\n/**\n * Creates a set of attribute data and WebGLBuffers from set of arrays\n *\n * Given\n *\n * var arrays = {\n * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },\n * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },\n * color: { numComponents: 4, data: [255, 255, 255, 255, 255, 0, 0, 255, 0, 0, 255, 255], type: Uint8Array, },\n * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },\n * };\n *\n * returns something like\n *\n * var attribs = {\n * position: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },\n * texcoord: { numComponents: 2, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },\n * normal: { numComponents: 3, type: gl.FLOAT, normalize: false, buffer: WebGLBuffer, },\n * color: { numComponents: 4, type: gl.UNSIGNED_BYTE, normalize: true, buffer: WebGLBuffer, },\n * };\n *\n * notes:\n *\n * * Arrays can take various forms\n *\n * Bare JavaScript Arrays\n *\n * var arrays = {\n * position: [-1, 1, 0],\n * normal: [0, 1, 0],\n * ...\n * }\n *\n * Bare TypedArrays\n *\n * var arrays = {\n * position: new Float32Array([-1, 1, 0]),\n * color: new Uint8Array([255, 128, 64, 255]),\n * ...\n * }\n *\n * * Will guess at `numComponents` if not specified based on name.\n *\n * If `coord` is in the name assumes `numComponents = 2`\n *\n * If `color` is in the name assumes `numComponents = 4`\n *\n * otherwise assumes `numComponents = 3`\n *\n * @param {WebGLRenderingContext} gl The webgl rendering context.\n * @param {module:twgl.Arrays} arrays The arrays\n * @param {module:twgl.BufferInfo} [srcBufferInfo] a BufferInfo to copy from\n * This lets you share buffers. Any arrays you supply will override\n * the buffers from srcBufferInfo.\n * @return {Object.} the attribs\n * @memberOf module:twgl/attributes\n */\nfunction createAttribsFromArrays(gl, arrays) {\n const attribs = {};\n Object.keys(arrays).forEach(function(arrayName) {\n if (!isIndices(arrayName)) {\n const array = arrays[arrayName];\n const attribName = array.attrib || array.name || array.attribName || (defaults$2.attribPrefix + arrayName);\n if (array.value) {\n if (!Array.isArray(array.value) && !isArrayBuffer$1(array.value)) {\n throw new Error('array.value is not array or typedarray');\n }\n attribs[attribName] = {\n value: array.value,\n };\n } else {\n let fn;\n if (array.buffer && array.buffer instanceof WebGLBuffer) {\n fn = attribBufferFromBuffer;\n } else if (typeof array === \"number\" || typeof array.data === \"number\") {\n fn = attribBufferFromSize;\n } else {\n fn = attribBufferFromArrayLike;\n }\n const {buffer, type, numValues, arrayType} = fn(gl, array, arrayName);\n const normalization = array.normalize !== undefined ? array.normalize : getNormalizationForTypedArrayType(arrayType);\n const numComponents = getNumComponents$1(array, arrayName, numValues);\n attribs[attribName] = {\n buffer: buffer,\n numComponents: numComponents,\n type: type,\n normalize: normalization,\n stride: array.stride || 0,\n offset: array.offset || 0,\n divisor: array.divisor === undefined ? undefined : array.divisor,\n drawType: array.drawType,\n };\n }\n }\n });\n gl.bindBuffer(ARRAY_BUFFER$1, null);\n return attribs;\n}\n\n/**\n * Sets the contents of a buffer attached to an attribInfo\n *\n * This is helper function to dynamically update a buffer.\n *\n * Let's say you make a bufferInfo\n *\n * var arrays = {\n * position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),\n * texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),\n * normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),\n * indices: new Uint16Array([0, 1, 2, 1, 2, 3]),\n * };\n * var bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);\n *\n * And you want to dynamically update the positions. You could do this\n *\n * // assuming arrays.position has already been updated with new data.\n * twgl.setAttribInfoBufferFromArray(gl, bufferInfo.attribs.position, arrays.position);\n *\n * @param {WebGLRenderingContext} gl\n * @param {AttribInfo} attribInfo The attribInfo who's buffer contents to set. NOTE: If you have an attribute prefix\n * the name of the attribute will include the prefix.\n * @param {ArraySpec} array Note: it is arguably inefficient to pass in anything but a typed array because anything\n * else will have to be converted to a typed array before it can be used by WebGL. During init time that\n * inefficiency is usually not important but if you're updating data dynamically best to be efficient.\n * @param {number} [offset] an optional offset into the buffer. This is only an offset into the WebGL buffer\n * not the array. To pass in an offset into the array itself use a typed array and create an `ArrayBufferView`\n * for the portion of the array you want to use.\n *\n * var someArray = new Float32Array(1000); // an array with 1000 floats\n * var someSubArray = new Float32Array(someArray.buffer, offsetInBytes, sizeInUnits); // a view into someArray\n *\n * Now you can pass `someSubArray` into setAttribInfoBufferFromArray`\n * @memberOf module:twgl/attributes\n */\nfunction setAttribInfoBufferFromArray(gl, attribInfo, array, offset) {\n array = makeTypedArray(array);\n if (offset !== undefined) {\n gl.bindBuffer(ARRAY_BUFFER$1, attribInfo.buffer);\n gl.bufferSubData(ARRAY_BUFFER$1, offset, array);\n } else {\n setBufferFromTypedArray(gl, ARRAY_BUFFER$1, attribInfo.buffer, array, attribInfo.drawType);\n }\n}\n\nfunction getBytesPerValueForGLType(gl, type) {\n if (type === BYTE$1) return 1; // eslint-disable-line\n if (type === UNSIGNED_BYTE$2) return 1; // eslint-disable-line\n if (type === SHORT$1) return 2; // eslint-disable-line\n if (type === UNSIGNED_SHORT$2) return 2; // eslint-disable-line\n if (type === INT$2) return 4; // eslint-disable-line\n if (type === UNSIGNED_INT$2) return 4; // eslint-disable-line\n if (type === FLOAT$2) return 4; // eslint-disable-line\n return 0;\n}\n\n// Tries to get the number of elements from a set of arrays.\nconst positionKeys = ['position', 'positions', 'a_position'];\nfunction getNumElementsFromNonIndexedArrays(arrays) {\n let key;\n let ii;\n for (ii = 0; ii < positionKeys.length; ++ii) {\n key = positionKeys[ii];\n if (key in arrays) {\n break;\n }\n }\n if (ii === positionKeys.length) {\n key = Object.keys(arrays)[0];\n }\n const array = arrays[key];\n const length = getArray$1(array).length;\n if (length === undefined) {\n return 1; // There's no arrays\n }\n const numComponents = getNumComponents$1(array, key);\n const numElements = length / numComponents;\n if (length % numComponents > 0) {\n throw new Error(`numComponents ${numComponents} not correct for length ${length}`);\n }\n return numElements;\n}\n\nfunction getNumElementsFromAttributes(gl, attribs) {\n let key;\n let ii;\n for (ii = 0; ii < positionKeys.length; ++ii) {\n key = positionKeys[ii];\n if (key in attribs) {\n break;\n }\n key = defaults$2.attribPrefix + key;\n if (key in attribs) {\n break;\n }\n }\n if (ii === positionKeys.length) {\n key = Object.keys(attribs)[0];\n }\n const attrib = attribs[key];\n if (!attrib.buffer) {\n return 1; // There's no buffer\n }\n gl.bindBuffer(ARRAY_BUFFER$1, attrib.buffer);\n const numBytes = gl.getBufferParameter(ARRAY_BUFFER$1, BUFFER_SIZE);\n gl.bindBuffer(ARRAY_BUFFER$1, null);\n\n const bytesPerValue = getBytesPerValueForGLType(gl, attrib.type);\n const totalElements = numBytes / bytesPerValue;\n const numComponents = attrib.numComponents || attrib.size;\n // TODO: check stride\n const numElements = totalElements / numComponents;\n if (numElements % 1 !== 0) {\n throw new Error(`numComponents ${numComponents} not correct for length ${length}`);\n }\n return numElements;\n}\n\n/**\n * @typedef {Object} BufferInfo\n * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`.\n * @property {number} [elementType] The type of indices `UNSIGNED_BYTE`, `UNSIGNED_SHORT` etc..\n * @property {WebGLBuffer} [indices] The indices `ELEMENT_ARRAY_BUFFER` if any indices exist.\n * @property {Object.} [attribs] The attribs appropriate to call `setAttributes`\n * @memberOf module:twgl\n */\n\n/**\n * Creates a BufferInfo from an object of arrays.\n *\n * This can be passed to {@link module:twgl.setBuffersAndAttributes} and to\n * {@link module:twgl:drawBufferInfo}.\n *\n * Given an object like\n *\n * var arrays = {\n * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },\n * normal: { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1], },\n * indices: { numComponents: 3, data: [0, 1, 2, 1, 2, 3], },\n * };\n *\n * Creates an BufferInfo like this\n *\n * bufferInfo = {\n * numElements: 4, // or whatever the number of elements is\n * indices: WebGLBuffer, // this property will not exist if there are no indices\n * attribs: {\n * position: { buffer: WebGLBuffer, numComponents: 3, },\n * normal: { buffer: WebGLBuffer, numComponents: 3, },\n * texcoord: { buffer: WebGLBuffer, numComponents: 2, },\n * },\n * };\n *\n * The properties of arrays can be JavaScript arrays in which case the number of components\n * will be guessed.\n *\n * var arrays = {\n * position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0],\n * texcoord: [0, 0, 0, 1, 1, 0, 1, 1],\n * normal: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],\n * indices: [0, 1, 2, 1, 2, 3],\n * };\n *\n * They can also be TypedArrays\n *\n * var arrays = {\n * position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),\n * texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),\n * normal: new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),\n * indices: new Uint16Array([0, 1, 2, 1, 2, 3]),\n * };\n *\n * Or AugmentedTypedArrays\n *\n * var positions = createAugmentedTypedArray(3, 4);\n * var texcoords = createAugmentedTypedArray(2, 4);\n * var normals = createAugmentedTypedArray(3, 4);\n * var indices = createAugmentedTypedArray(3, 2, Uint16Array);\n *\n * positions.push([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]);\n * texcoords.push([0, 0, 0, 1, 1, 0, 1, 1]);\n * normals.push([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]);\n * indices.push([0, 1, 2, 1, 2, 3]);\n *\n * var arrays = {\n * position: positions,\n * texcoord: texcoords,\n * normal: normals,\n * indices: indices,\n * };\n *\n * For the last example it is equivalent to\n *\n * var bufferInfo = {\n * attribs: {\n * position: { numComponents: 3, buffer: gl.createBuffer(), },\n * texcoord: { numComponents: 2, buffer: gl.createBuffer(), },\n * normal: { numComponents: 3, buffer: gl.createBuffer(), },\n * },\n * indices: gl.createBuffer(),\n * numElements: 6,\n * };\n *\n * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.position.buffer);\n * gl.bufferData(gl.ARRAY_BUFFER, arrays.position, gl.STATIC_DRAW);\n * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.texcoord.buffer);\n * gl.bufferData(gl.ARRAY_BUFFER, arrays.texcoord, gl.STATIC_DRAW);\n * gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.normal.buffer);\n * gl.bufferData(gl.ARRAY_BUFFER, arrays.normal, gl.STATIC_DRAW);\n * gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices);\n * gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, arrays.indices, gl.STATIC_DRAW);\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {module:twgl.Arrays} arrays Your data\n * @param {module:twgl.BufferInfo} [srcBufferInfo] An existing\n * buffer info to start from. WebGLBuffers etc specified\n * in the srcBufferInfo will be used in a new BufferInfo\n * with any arrays specified overriding the ones in\n * srcBufferInfo.\n * @return {module:twgl.BufferInfo} A BufferInfo\n * @memberOf module:twgl/attributes\n */\nfunction createBufferInfoFromArrays(gl, arrays, srcBufferInfo) {\n const newAttribs = createAttribsFromArrays(gl, arrays);\n const bufferInfo = Object.assign({}, srcBufferInfo ? srcBufferInfo : {});\n bufferInfo.attribs = Object.assign({}, srcBufferInfo ? srcBufferInfo.attribs : {}, newAttribs);\n const indices = arrays.indices;\n if (indices) {\n const newIndices = makeTypedArray(indices, \"indices\");\n bufferInfo.indices = createBufferFromTypedArray(gl, newIndices, ELEMENT_ARRAY_BUFFER$2);\n bufferInfo.numElements = newIndices.length;\n bufferInfo.elementType = getGLTypeForTypedArray(newIndices);\n } else if (!bufferInfo.numElements) {\n bufferInfo.numElements = getNumElementsFromAttributes(gl, bufferInfo.attribs);\n }\n\n return bufferInfo;\n}\n\n/**\n * Creates a buffer from an array, typed array, or array spec\n *\n * Given something like this\n *\n * [1, 2, 3],\n *\n * or\n *\n * new Uint16Array([1,2,3]);\n *\n * or\n *\n * {\n * data: [1, 2, 3],\n * type: Uint8Array,\n * }\n *\n * returns a WebGLBuffer that contains the given data.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext.\n * @param {module:twgl.ArraySpec} array an array, typed array, or array spec.\n * @param {string} arrayName name of array. Used to guess the type if type can not be derived otherwise.\n * @return {WebGLBuffer} a WebGLBuffer containing the data in array.\n * @memberOf module:twgl/attributes\n */\nfunction createBufferFromArray(gl, array, arrayName) {\n const type = arrayName === \"indices\" ? ELEMENT_ARRAY_BUFFER$2 : ARRAY_BUFFER$1;\n const typedArray = makeTypedArray(array, arrayName);\n return createBufferFromTypedArray(gl, typedArray, type);\n}\n\n/**\n * Creates buffers from arrays or typed arrays\n *\n * Given something like this\n *\n * var arrays = {\n * positions: [1, 2, 3],\n * normals: [0, 0, 1],\n * }\n *\n * returns something like\n *\n * buffers = {\n * positions: WebGLBuffer,\n * normals: WebGLBuffer,\n * }\n *\n * If the buffer is named 'indices' it will be made an ELEMENT_ARRAY_BUFFER.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext.\n * @param {module:twgl.Arrays} arrays\n * @return {Object} returns an object with one WebGLBuffer per array\n * @memberOf module:twgl/attributes\n */\nfunction createBuffersFromArrays(gl, arrays) {\n const buffers = { };\n Object.keys(arrays).forEach(function(key) {\n buffers[key] = createBufferFromArray(gl, arrays[key], key);\n });\n\n // Ugh!\n if (arrays.indices) {\n buffers.numElements = arrays.indices.length;\n buffers.elementType = getGLTypeForTypedArray(makeTypedArray(arrays.indices));\n } else {\n buffers.numElements = getNumElementsFromNonIndexedArrays(arrays);\n }\n\n return buffers;\n}\n\nvar attributes = /*#__PURE__*/Object.freeze({\n __proto__: null,\n createAttribsFromArrays: createAttribsFromArrays,\n createBuffersFromArrays: createBuffersFromArrays,\n createBufferFromArray: createBufferFromArray,\n createBufferFromTypedArray: createBufferFromTypedArray,\n createBufferInfoFromArrays: createBufferInfoFromArrays,\n setAttribInfoBufferFromArray: setAttribInfoBufferFromArray,\n setAttributePrefix: setAttributePrefix,\n setAttributeDefaults_: setDefaults$2,\n getNumComponents_: getNumComponents$1,\n getArray_: getArray$1\n});\n\n/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\nconst getArray = getArray$1; // eslint-disable-line\nconst getNumComponents = getNumComponents$1; // eslint-disable-line\n\n/**\n * @typedef {(Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array)} TypedArray\n */\n\n/**\n * Add `push` to a typed array. It just keeps a 'cursor'\n * and allows use to `push` values into the array so we\n * don't have to manually compute offsets\n * @param {TypedArray} typedArray TypedArray to augment\n * @param {number} numComponents number of components.\n * @private\n */\nfunction augmentTypedArray(typedArray, numComponents) {\n let cursor = 0;\n typedArray.push = function() {\n for (let ii = 0; ii < arguments.length; ++ii) {\n const value = arguments[ii];\n if (value instanceof Array || isArrayBuffer$1(value)) {\n for (let jj = 0; jj < value.length; ++jj) {\n typedArray[cursor++] = value[jj];\n }\n } else {\n typedArray[cursor++] = value;\n }\n }\n };\n typedArray.reset = function(opt_index) {\n cursor = opt_index || 0;\n };\n typedArray.numComponents = numComponents;\n Object.defineProperty(typedArray, 'numElements', {\n get: function() {\n return this.length / this.numComponents | 0;\n },\n });\n return typedArray;\n}\n\n/**\n * creates a typed array with a `push` function attached\n * so that you can easily *push* values.\n *\n * `push` can take multiple arguments. If an argument is an array each element\n * of the array will be added to the typed array.\n *\n * Example:\n *\n * const array = createAugmentedTypedArray(3, 2); // creates a Float32Array with 6 values\n * array.push(1, 2, 3);\n * array.push([4, 5, 6]);\n * // array now contains [1, 2, 3, 4, 5, 6]\n *\n * Also has `numComponents` and `numElements` properties.\n *\n * @param {number} numComponents number of components\n * @param {number} numElements number of elements. The total size of the array will be `numComponents * numElements`.\n * @param {constructor} opt_type A constructor for the type. Default = `Float32Array`.\n * @return {ArrayBufferView} A typed array.\n * @memberOf module:twgl/primitives\n */\nfunction createAugmentedTypedArray(numComponents, numElements, opt_type) {\n const Type = opt_type || Float32Array;\n return augmentTypedArray(new Type(numComponents * numElements), numComponents);\n}\n\nfunction allButIndices(name) {\n return name !== \"indices\";\n}\n\n/**\n * Given indexed vertices creates a new set of vertices un-indexed by expanding the indexed vertices.\n * @param {Object.} vertices The indexed vertices to deindex\n * @return {Object.} The deindexed vertices\n * @memberOf module:twgl/primitives\n */\nfunction deindexVertices(vertices) {\n const indices = vertices.indices;\n const newVertices = {};\n const numElements = indices.length;\n\n function expandToUnindexed(channel) {\n const srcBuffer = vertices[channel];\n const numComponents = srcBuffer.numComponents;\n const dstBuffer = createAugmentedTypedArray(numComponents, numElements, srcBuffer.constructor);\n for (let ii = 0; ii < numElements; ++ii) {\n const ndx = indices[ii];\n const offset = ndx * numComponents;\n for (let jj = 0; jj < numComponents; ++jj) {\n dstBuffer.push(srcBuffer[offset + jj]);\n }\n }\n newVertices[channel] = dstBuffer;\n }\n\n Object.keys(vertices).filter(allButIndices).forEach(expandToUnindexed);\n\n return newVertices;\n}\n\n/**\n * flattens the normals of deindexed vertices in place.\n * @param {Object.} vertices The deindexed vertices who's normals to flatten\n * @return {Object.} The flattened vertices (same as was passed in)\n * @memberOf module:twgl/primitives\n */\nfunction flattenNormals(vertices) {\n if (vertices.indices) {\n throw new Error('can not flatten normals of indexed vertices. deindex them first');\n }\n\n const normals = vertices.normal;\n const numNormals = normals.length;\n for (let ii = 0; ii < numNormals; ii += 9) {\n // pull out the 3 normals for this triangle\n const nax = normals[ii + 0];\n const nay = normals[ii + 1];\n const naz = normals[ii + 2];\n\n const nbx = normals[ii + 3];\n const nby = normals[ii + 4];\n const nbz = normals[ii + 5];\n\n const ncx = normals[ii + 6];\n const ncy = normals[ii + 7];\n const ncz = normals[ii + 8];\n\n // add them\n let nx = nax + nbx + ncx;\n let ny = nay + nby + ncy;\n let nz = naz + nbz + ncz;\n\n // normalize them\n const length = Math.sqrt(nx * nx + ny * ny + nz * nz);\n\n nx /= length;\n ny /= length;\n nz /= length;\n\n // copy them back in\n normals[ii + 0] = nx;\n normals[ii + 1] = ny;\n normals[ii + 2] = nz;\n\n normals[ii + 3] = nx;\n normals[ii + 4] = ny;\n normals[ii + 5] = nz;\n\n normals[ii + 6] = nx;\n normals[ii + 7] = ny;\n normals[ii + 8] = nz;\n }\n\n return vertices;\n}\n\nfunction applyFuncToV3Array(array, matrix, fn) {\n const len = array.length;\n const tmp = new Float32Array(3);\n for (let ii = 0; ii < len; ii += 3) {\n fn(matrix, [array[ii], array[ii + 1], array[ii + 2]], tmp);\n array[ii ] = tmp[0];\n array[ii + 1] = tmp[1];\n array[ii + 2] = tmp[2];\n }\n}\n\nfunction transformNormal(mi, v, dst) {\n dst = dst || create$1();\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n\n dst[0] = v0 * mi[0 * 4 + 0] + v1 * mi[0 * 4 + 1] + v2 * mi[0 * 4 + 2];\n dst[1] = v0 * mi[1 * 4 + 0] + v1 * mi[1 * 4 + 1] + v2 * mi[1 * 4 + 2];\n dst[2] = v0 * mi[2 * 4 + 0] + v1 * mi[2 * 4 + 1] + v2 * mi[2 * 4 + 2];\n\n return dst;\n}\n\n/**\n * Reorients directions by the given matrix..\n * @param {(number[]|TypedArray)} array The array. Assumes value floats per element.\n * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by.\n * @return {(number[]|TypedArray)} the same array that was passed in\n * @memberOf module:twgl/primitives\n */\nfunction reorientDirections(array, matrix) {\n applyFuncToV3Array(array, matrix, transformDirection);\n return array;\n}\n\n/**\n * Reorients normals by the inverse-transpose of the given\n * matrix..\n * @param {(number[]|TypedArray)} array The array. Assumes value floats per element.\n * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by.\n * @return {(number[]|TypedArray)} the same array that was passed in\n * @memberOf module:twgl/primitives\n */\nfunction reorientNormals(array, matrix) {\n applyFuncToV3Array(array, inverse(matrix), transformNormal);\n return array;\n}\n\n/**\n * Reorients positions by the given matrix. In other words, it\n * multiplies each vertex by the given matrix.\n * @param {(number[]|TypedArray)} array The array. Assumes value floats per element.\n * @param {module:twgl/m4.Mat4} matrix A matrix to multiply by.\n * @return {(number[]|TypedArray)} the same array that was passed in\n * @memberOf module:twgl/primitives\n */\nfunction reorientPositions(array, matrix) {\n applyFuncToV3Array(array, matrix, transformPoint);\n return array;\n}\n\n/**\n * @typedef {(number[]|TypedArray)} NativeArrayOrTypedArray\n */\n\n/**\n * Reorients arrays by the given matrix. Assumes arrays have\n * names that contains 'pos' could be reoriented as positions,\n * 'binorm' or 'tan' as directions, and 'norm' as normals.\n *\n * @param {Object.} arrays The vertices to reorient\n * @param {module:twgl/m4.Mat4} matrix matrix to reorient by.\n * @return {Object.} same arrays that were passed in.\n * @memberOf module:twgl/primitives\n */\nfunction reorientVertices(arrays, matrix) {\n Object.keys(arrays).forEach(function(name) {\n const array = arrays[name];\n if (name.indexOf(\"pos\") >= 0) {\n reorientPositions(array, matrix);\n } else if (name.indexOf(\"tan\") >= 0 || name.indexOf(\"binorm\") >= 0) {\n reorientDirections(array, matrix);\n } else if (name.indexOf(\"norm\") >= 0) {\n reorientNormals(array, matrix);\n }\n });\n return arrays;\n}\n\n/**\n * Creates XY quad BufferInfo\n *\n * The default with no parameters will return a 2x2 quad with values from -1 to +1.\n * If you want a unit quad with that goes from 0 to 1 you'd call it with\n *\n * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5);\n *\n * If you want a unit quad centered above 0,0 you'd call it with\n *\n * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1\n * @param {number} [xOffset] the amount to offset the quad in X\n * @param {number} [yOffset] the amount to offset the quad in Y\n * @return {Object.} the created XY Quad BufferInfo\n * @memberOf module:twgl/primitives\n * @function createXYQuadBuffers\n */\n\n/**\n * Creates XY quad Buffers\n *\n * The default with no parameters will return a 2x2 quad with values from -1 to +1.\n * If you want a unit quad with that goes from 0 to 1 you'd call it with\n *\n * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0.5, 0.5);\n *\n * If you want a unit quad centered above 0,0 you'd call it with\n *\n * twgl.primitives.createXYQuadBufferInfo(gl, 1, 0, 0.5);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1\n * @param {number} [xOffset] the amount to offset the quad in X\n * @param {number} [yOffset] the amount to offset the quad in Y\n * @return {module:twgl.BufferInfo} the created XY Quad buffers\n * @memberOf module:twgl/primitives\n * @function createXYQuadBufferInfo\n */\n\n/**\n * Creates XY quad vertices\n *\n * The default with no parameters will return a 2x2 quad with values from -1 to +1.\n * If you want a unit quad with that goes from 0 to 1 you'd call it with\n *\n * twgl.primitives.createXYQuadVertices(1, 0.5, 0.5);\n *\n * If you want a unit quad centered above 0,0 you'd call it with\n *\n * twgl.primitives.createXYQuadVertices(1, 0, 0.5);\n *\n * @param {number} [size] the size across the quad. Defaults to 2 which means vertices will go from -1 to +1\n * @param {number} [xOffset] the amount to offset the quad in X\n * @param {number} [yOffset] the amount to offset the quad in Y\n * @return {Object.} the created XY Quad vertices\n * @memberOf module:twgl/primitives\n */\nfunction createXYQuadVertices(size, xOffset, yOffset) {\n size = size || 2;\n xOffset = xOffset || 0;\n yOffset = yOffset || 0;\n size *= 0.5;\n return {\n position: {\n numComponents: 2,\n data: [\n xOffset + -1 * size, yOffset + -1 * size,\n xOffset + 1 * size, yOffset + -1 * size,\n xOffset + -1 * size, yOffset + 1 * size,\n xOffset + 1 * size, yOffset + 1 * size,\n ],\n },\n normal: [\n 0, 0, 1,\n 0, 0, 1,\n 0, 0, 1,\n 0, 0, 1,\n ],\n texcoord: [\n 0, 0,\n 1, 0,\n 0, 1,\n 1, 1,\n ],\n indices: [ 0, 1, 2, 2, 1, 3 ],\n };\n}\n\n/**\n * Creates XZ plane BufferInfo.\n *\n * The created plane has position, normal, and texcoord data\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [width] Width of the plane. Default = 1\n * @param {number} [depth] Depth of the plane. Default = 1\n * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1\n * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1\n * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices.\n * @return {module:twgl.BufferInfo} The created plane BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createPlaneBufferInfo\n */\n\n/**\n * Creates XZ plane buffers.\n *\n * The created plane has position, normal, and texcoord data\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [width] Width of the plane. Default = 1\n * @param {number} [depth] Depth of the plane. Default = 1\n * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1\n * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1\n * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices.\n * @return {Object.} The created plane buffers.\n * @memberOf module:twgl/primitives\n * @function createPlaneBuffers\n */\n\n/**\n * Creates XZ plane vertices.\n *\n * The created plane has position, normal, and texcoord data\n *\n * @param {number} [width] Width of the plane. Default = 1\n * @param {number} [depth] Depth of the plane. Default = 1\n * @param {number} [subdivisionsWidth] Number of steps across the plane. Default = 1\n * @param {number} [subdivisionsDepth] Number of steps down the plane. Default = 1\n * @param {module:twgl/m4.Mat4} [matrix] A matrix by which to multiply all the vertices.\n * @return {Object.} The created plane vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createPlaneVertices(\n width,\n depth,\n subdivisionsWidth,\n subdivisionsDepth,\n matrix) {\n width = width || 1;\n depth = depth || 1;\n subdivisionsWidth = subdivisionsWidth || 1;\n subdivisionsDepth = subdivisionsDepth || 1;\n matrix = matrix || identity();\n\n const numVertices = (subdivisionsWidth + 1) * (subdivisionsDepth + 1);\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2, numVertices);\n\n for (let z = 0; z <= subdivisionsDepth; z++) {\n for (let x = 0; x <= subdivisionsWidth; x++) {\n const u = x / subdivisionsWidth;\n const v = z / subdivisionsDepth;\n positions.push(\n width * u - width * 0.5,\n 0,\n depth * v - depth * 0.5);\n normals.push(0, 1, 0);\n texcoords.push(u, v);\n }\n }\n\n const numVertsAcross = subdivisionsWidth + 1;\n const indices = createAugmentedTypedArray(\n 3, subdivisionsWidth * subdivisionsDepth * 2, Uint16Array);\n\n for (let z = 0; z < subdivisionsDepth; z++) { // eslint-disable-line\n for (let x = 0; x < subdivisionsWidth; x++) { // eslint-disable-line\n // Make triangle 1 of quad.\n indices.push(\n (z + 0) * numVertsAcross + x,\n (z + 1) * numVertsAcross + x,\n (z + 0) * numVertsAcross + x + 1);\n\n // Make triangle 2 of quad.\n indices.push(\n (z + 1) * numVertsAcross + x,\n (z + 1) * numVertsAcross + x + 1,\n (z + 0) * numVertsAcross + x + 1);\n }\n }\n\n const arrays = reorientVertices({\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n }, matrix);\n return arrays;\n}\n\n/**\n * Creates sphere BufferInfo.\n *\n * The created sphere has position, normal, and texcoord data\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius radius of the sphere.\n * @param {number} subdivisionsAxis number of steps around the sphere.\n * @param {number} subdivisionsHeight number of vertically on the sphere.\n * @param {number} [opt_startLatitudeInRadians] where to start the\n * top of the sphere. Default = 0.\n * @param {number} [opt_endLatitudeInRadians] Where to end the\n * bottom of the sphere. Default = Math.PI.\n * @param {number} [opt_startLongitudeInRadians] where to start\n * wrapping the sphere. Default = 0.\n * @param {number} [opt_endLongitudeInRadians] where to end\n * wrapping the sphere. Default = 2 * Math.PI.\n * @return {module:twgl.BufferInfo} The created sphere BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createSphereBufferInfo\n */\n\n/**\n * Creates sphere buffers.\n *\n * The created sphere has position, normal, and texcoord data\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius radius of the sphere.\n * @param {number} subdivisionsAxis number of steps around the sphere.\n * @param {number} subdivisionsHeight number of vertically on the sphere.\n * @param {number} [opt_startLatitudeInRadians] where to start the\n * top of the sphere. Default = 0.\n * @param {number} [opt_endLatitudeInRadians] Where to end the\n * bottom of the sphere. Default = Math.PI.\n * @param {number} [opt_startLongitudeInRadians] where to start\n * wrapping the sphere. Default = 0.\n * @param {number} [opt_endLongitudeInRadians] where to end\n * wrapping the sphere. Default = 2 * Math.PI.\n * @return {Object.} The created sphere buffers.\n * @memberOf module:twgl/primitives\n * @function createSphereBuffers\n */\n\n/**\n * Creates sphere vertices.\n *\n * The created sphere has position, normal, and texcoord data\n *\n * @param {number} radius radius of the sphere.\n * @param {number} subdivisionsAxis number of steps around the sphere.\n * @param {number} subdivisionsHeight number of vertically on the sphere.\n * @param {number} [opt_startLatitudeInRadians] where to start the\n * top of the sphere. Default = 0.\n * @param {number} [opt_endLatitudeInRadians] Where to end the\n * bottom of the sphere. Default = Math.PI.\n * @param {number} [opt_startLongitudeInRadians] where to start\n * wrapping the sphere. Default = 0.\n * @param {number} [opt_endLongitudeInRadians] where to end\n * wrapping the sphere. Default = 2 * Math.PI.\n * @return {Object.} The created sphere vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createSphereVertices(\n radius,\n subdivisionsAxis,\n subdivisionsHeight,\n opt_startLatitudeInRadians,\n opt_endLatitudeInRadians,\n opt_startLongitudeInRadians,\n opt_endLongitudeInRadians) {\n if (subdivisionsAxis <= 0 || subdivisionsHeight <= 0) {\n throw new Error('subdivisionAxis and subdivisionHeight must be > 0');\n }\n\n opt_startLatitudeInRadians = opt_startLatitudeInRadians || 0;\n opt_endLatitudeInRadians = opt_endLatitudeInRadians || Math.PI;\n opt_startLongitudeInRadians = opt_startLongitudeInRadians || 0;\n opt_endLongitudeInRadians = opt_endLongitudeInRadians || (Math.PI * 2);\n\n const latRange = opt_endLatitudeInRadians - opt_startLatitudeInRadians;\n const longRange = opt_endLongitudeInRadians - opt_startLongitudeInRadians;\n\n // We are going to generate our sphere by iterating through its\n // spherical coordinates and generating 2 triangles for each quad on a\n // ring of the sphere.\n const numVertices = (subdivisionsAxis + 1) * (subdivisionsHeight + 1);\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2, numVertices);\n\n // Generate the individual vertices in our vertex buffer.\n for (let y = 0; y <= subdivisionsHeight; y++) {\n for (let x = 0; x <= subdivisionsAxis; x++) {\n // Generate a vertex based on its spherical coordinates\n const u = x / subdivisionsAxis;\n const v = y / subdivisionsHeight;\n const theta = longRange * u + opt_startLongitudeInRadians;\n const phi = latRange * v + opt_startLatitudeInRadians;\n const sinTheta = Math.sin(theta);\n const cosTheta = Math.cos(theta);\n const sinPhi = Math.sin(phi);\n const cosPhi = Math.cos(phi);\n const ux = cosTheta * sinPhi;\n const uy = cosPhi;\n const uz = sinTheta * sinPhi;\n positions.push(radius * ux, radius * uy, radius * uz);\n normals.push(ux, uy, uz);\n texcoords.push(1 - u, v);\n }\n }\n\n const numVertsAround = subdivisionsAxis + 1;\n const indices = createAugmentedTypedArray(3, subdivisionsAxis * subdivisionsHeight * 2, Uint16Array);\n for (let x = 0; x < subdivisionsAxis; x++) { // eslint-disable-line\n for (let y = 0; y < subdivisionsHeight; y++) { // eslint-disable-line\n // Make triangle 1 of quad.\n indices.push(\n (y + 0) * numVertsAround + x,\n (y + 0) * numVertsAround + x + 1,\n (y + 1) * numVertsAround + x);\n\n // Make triangle 2 of quad.\n indices.push(\n (y + 1) * numVertsAround + x,\n (y + 0) * numVertsAround + x + 1,\n (y + 1) * numVertsAround + x + 1);\n }\n }\n\n return {\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n };\n}\n\n/**\n * Array of the indices of corners of each face of a cube.\n * @type {Array.}\n * @private\n */\nconst CUBE_FACE_INDICES = [\n [3, 7, 5, 1], // right\n [6, 2, 0, 4], // left\n [6, 7, 3, 2], // ??\n [0, 1, 5, 4], // ??\n [7, 6, 4, 5], // front\n [2, 3, 1, 0], // back\n];\n\n/**\n * Creates a BufferInfo for a cube.\n *\n * The cube is created around the origin. (-size / 2, size / 2).\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [size] width, height and depth of the cube.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createCubeBufferInfo\n */\n\n/**\n * Creates the buffers and indices for a cube.\n *\n * The cube is created around the origin. (-size / 2, size / 2).\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} [size] width, height and depth of the cube.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createCubeBuffers\n */\n\n/**\n * Creates the vertices and indices for a cube.\n *\n * The cube is created around the origin. (-size / 2, size / 2).\n *\n * @param {number} [size] width, height and depth of the cube.\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createCubeVertices(size) {\n size = size || 1;\n const k = size / 2;\n\n const cornerVertices = [\n [-k, -k, -k],\n [+k, -k, -k],\n [-k, +k, -k],\n [+k, +k, -k],\n [-k, -k, +k],\n [+k, -k, +k],\n [-k, +k, +k],\n [+k, +k, +k],\n ];\n\n const faceNormals = [\n [+1, +0, +0],\n [-1, +0, +0],\n [+0, +1, +0],\n [+0, -1, +0],\n [+0, +0, +1],\n [+0, +0, -1],\n ];\n\n const uvCoords = [\n [1, 0],\n [0, 0],\n [0, 1],\n [1, 1],\n ];\n\n const numVertices = 6 * 4;\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2 , numVertices);\n const indices = createAugmentedTypedArray(3, 6 * 2, Uint16Array);\n\n for (let f = 0; f < 6; ++f) {\n const faceIndices = CUBE_FACE_INDICES[f];\n for (let v = 0; v < 4; ++v) {\n const position = cornerVertices[faceIndices[v]];\n const normal = faceNormals[f];\n const uv = uvCoords[v];\n\n // Each face needs all four vertices because the normals and texture\n // coordinates are not all the same.\n positions.push(position);\n normals.push(normal);\n texcoords.push(uv);\n\n }\n // Two triangles make a square face.\n const offset = 4 * f;\n indices.push(offset + 0, offset + 1, offset + 2);\n indices.push(offset + 0, offset + 2, offset + 3);\n }\n\n return {\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n };\n}\n\n/**\n * Creates a BufferInfo for a truncated cone, which is like a cylinder\n * except that it has different top and bottom radii. A truncated cone\n * can also be used to create cylinders and regular cones. The\n * truncated cone will be created centered about the origin, with the\n * y axis as its vertical axis.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} bottomRadius Bottom radius of truncated cone.\n * @param {number} topRadius Top radius of truncated cone.\n * @param {number} height Height of truncated cone.\n * @param {number} radialSubdivisions The number of subdivisions around the\n * truncated cone.\n * @param {number} verticalSubdivisions The number of subdivisions down the\n * truncated cone.\n * @param {boolean} [opt_topCap] Create top cap. Default = true.\n * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.\n * @return {module:twgl.BufferInfo} The created cone BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createTruncatedConeBufferInfo\n */\n\n/**\n * Creates buffers for a truncated cone, which is like a cylinder\n * except that it has different top and bottom radii. A truncated cone\n * can also be used to create cylinders and regular cones. The\n * truncated cone will be created centered about the origin, with the\n * y axis as its vertical axis.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} bottomRadius Bottom radius of truncated cone.\n * @param {number} topRadius Top radius of truncated cone.\n * @param {number} height Height of truncated cone.\n * @param {number} radialSubdivisions The number of subdivisions around the\n * truncated cone.\n * @param {number} verticalSubdivisions The number of subdivisions down the\n * truncated cone.\n * @param {boolean} [opt_topCap] Create top cap. Default = true.\n * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.\n * @return {Object.} The created cone buffers.\n * @memberOf module:twgl/primitives\n * @function createTruncatedConeBuffers\n */\n\n/**\n * Creates vertices for a truncated cone, which is like a cylinder\n * except that it has different top and bottom radii. A truncated cone\n * can also be used to create cylinders and regular cones. The\n * truncated cone will be created centered about the origin, with the\n * y axis as its vertical axis. .\n *\n * @param {number} bottomRadius Bottom radius of truncated cone.\n * @param {number} topRadius Top radius of truncated cone.\n * @param {number} height Height of truncated cone.\n * @param {number} radialSubdivisions The number of subdivisions around the\n * truncated cone.\n * @param {number} verticalSubdivisions The number of subdivisions down the\n * truncated cone.\n * @param {boolean} [opt_topCap] Create top cap. Default = true.\n * @param {boolean} [opt_bottomCap] Create bottom cap. Default = true.\n * @return {Object.} The created cone vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createTruncatedConeVertices(\n bottomRadius,\n topRadius,\n height,\n radialSubdivisions,\n verticalSubdivisions,\n opt_topCap,\n opt_bottomCap) {\n if (radialSubdivisions < 3) {\n throw new Error('radialSubdivisions must be 3 or greater');\n }\n\n if (verticalSubdivisions < 1) {\n throw new Error('verticalSubdivisions must be 1 or greater');\n }\n\n const topCap = (opt_topCap === undefined) ? true : opt_topCap;\n const bottomCap = (opt_bottomCap === undefined) ? true : opt_bottomCap;\n\n const extra = (topCap ? 2 : 0) + (bottomCap ? 2 : 0);\n\n const numVertices = (radialSubdivisions + 1) * (verticalSubdivisions + 1 + extra);\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2, numVertices);\n const indices = createAugmentedTypedArray(3, radialSubdivisions * (verticalSubdivisions + extra / 2) * 2, Uint16Array);\n\n const vertsAroundEdge = radialSubdivisions + 1;\n\n // The slant of the cone is constant across its surface\n const slant = Math.atan2(bottomRadius - topRadius, height);\n const cosSlant = Math.cos(slant);\n const sinSlant = Math.sin(slant);\n\n const start = topCap ? -2 : 0;\n const end = verticalSubdivisions + (bottomCap ? 2 : 0);\n\n for (let yy = start; yy <= end; ++yy) {\n let v = yy / verticalSubdivisions;\n let y = height * v;\n let ringRadius;\n if (yy < 0) {\n y = 0;\n v = 1;\n ringRadius = bottomRadius;\n } else if (yy > verticalSubdivisions) {\n y = height;\n v = 1;\n ringRadius = topRadius;\n } else {\n ringRadius = bottomRadius +\n (topRadius - bottomRadius) * (yy / verticalSubdivisions);\n }\n if (yy === -2 || yy === verticalSubdivisions + 2) {\n ringRadius = 0;\n v = 0;\n }\n y -= height / 2;\n for (let ii = 0; ii < vertsAroundEdge; ++ii) {\n const sin = Math.sin(ii * Math.PI * 2 / radialSubdivisions);\n const cos = Math.cos(ii * Math.PI * 2 / radialSubdivisions);\n positions.push(sin * ringRadius, y, cos * ringRadius);\n if (yy < 0) {\n normals.push(0, -1, 0);\n } else if (yy > verticalSubdivisions) {\n normals.push(0, 1, 0);\n } else if (ringRadius === 0.0) {\n normals.push(0, 0, 0);\n } else {\n normals.push(sin * cosSlant, sinSlant, cos * cosSlant);\n }\n texcoords.push((ii / radialSubdivisions), 1 - v);\n }\n }\n\n for (let yy = 0; yy < verticalSubdivisions + extra; ++yy) { // eslint-disable-line\n if (yy === 1 && topCap || yy === verticalSubdivisions + extra - 2 && bottomCap) {\n continue;\n }\n for (let ii = 0; ii < radialSubdivisions; ++ii) { // eslint-disable-line\n indices.push(vertsAroundEdge * (yy + 0) + 0 + ii,\n vertsAroundEdge * (yy + 0) + 1 + ii,\n vertsAroundEdge * (yy + 1) + 1 + ii);\n indices.push(vertsAroundEdge * (yy + 0) + 0 + ii,\n vertsAroundEdge * (yy + 1) + 1 + ii,\n vertsAroundEdge * (yy + 1) + 0 + ii);\n }\n }\n\n return {\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n };\n}\n\n/**\n * Expands RLE data\n * @param {number[]} rleData data in format of run-length, x, y, z, run-length, x, y, z\n * @param {number[]} [padding] value to add each entry with.\n * @return {number[]} the expanded rleData\n * @private\n */\nfunction expandRLEData(rleData, padding) {\n padding = padding || [];\n const data = [];\n for (let ii = 0; ii < rleData.length; ii += 4) {\n const runLength = rleData[ii];\n const element = rleData.slice(ii + 1, ii + 4);\n element.push.apply(element, padding);\n for (let jj = 0; jj < runLength; ++jj) {\n data.push.apply(data, element);\n }\n }\n return data;\n}\n\n/**\n * Creates 3D 'F' BufferInfo.\n * An 'F' is useful because you can easily tell which way it is oriented.\n * The created 'F' has position, normal, texcoord, and color buffers.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function create3DFBufferInfo\n */\n\n/**\n * Creates 3D 'F' buffers.\n * An 'F' is useful because you can easily tell which way it is oriented.\n * The created 'F' has position, normal, texcoord, and color buffers.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function create3DFBuffers\n */\n\n/**\n * Creates 3D 'F' vertices.\n * An 'F' is useful because you can easily tell which way it is oriented.\n * The created 'F' has position, normal, texcoord, and color arrays.\n *\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n */\nfunction create3DFVertices() {\n\n const positions = [\n // left column front\n 0, 0, 0,\n 0, 150, 0,\n 30, 0, 0,\n 0, 150, 0,\n 30, 150, 0,\n 30, 0, 0,\n\n // top rung front\n 30, 0, 0,\n 30, 30, 0,\n 100, 0, 0,\n 30, 30, 0,\n 100, 30, 0,\n 100, 0, 0,\n\n // middle rung front\n 30, 60, 0,\n 30, 90, 0,\n 67, 60, 0,\n 30, 90, 0,\n 67, 90, 0,\n 67, 60, 0,\n\n // left column back\n 0, 0, 30,\n 30, 0, 30,\n 0, 150, 30,\n 0, 150, 30,\n 30, 0, 30,\n 30, 150, 30,\n\n // top rung back\n 30, 0, 30,\n 100, 0, 30,\n 30, 30, 30,\n 30, 30, 30,\n 100, 0, 30,\n 100, 30, 30,\n\n // middle rung back\n 30, 60, 30,\n 67, 60, 30,\n 30, 90, 30,\n 30, 90, 30,\n 67, 60, 30,\n 67, 90, 30,\n\n // top\n 0, 0, 0,\n 100, 0, 0,\n 100, 0, 30,\n 0, 0, 0,\n 100, 0, 30,\n 0, 0, 30,\n\n // top rung front\n 100, 0, 0,\n 100, 30, 0,\n 100, 30, 30,\n 100, 0, 0,\n 100, 30, 30,\n 100, 0, 30,\n\n // under top rung\n 30, 30, 0,\n 30, 30, 30,\n 100, 30, 30,\n 30, 30, 0,\n 100, 30, 30,\n 100, 30, 0,\n\n // between top rung and middle\n 30, 30, 0,\n 30, 60, 30,\n 30, 30, 30,\n 30, 30, 0,\n 30, 60, 0,\n 30, 60, 30,\n\n // top of middle rung\n 30, 60, 0,\n 67, 60, 30,\n 30, 60, 30,\n 30, 60, 0,\n 67, 60, 0,\n 67, 60, 30,\n\n // front of middle rung\n 67, 60, 0,\n 67, 90, 30,\n 67, 60, 30,\n 67, 60, 0,\n 67, 90, 0,\n 67, 90, 30,\n\n // bottom of middle rung.\n 30, 90, 0,\n 30, 90, 30,\n 67, 90, 30,\n 30, 90, 0,\n 67, 90, 30,\n 67, 90, 0,\n\n // front of bottom\n 30, 90, 0,\n 30, 150, 30,\n 30, 90, 30,\n 30, 90, 0,\n 30, 150, 0,\n 30, 150, 30,\n\n // bottom\n 0, 150, 0,\n 0, 150, 30,\n 30, 150, 30,\n 0, 150, 0,\n 30, 150, 30,\n 30, 150, 0,\n\n // left side\n 0, 0, 0,\n 0, 0, 30,\n 0, 150, 30,\n 0, 0, 0,\n 0, 150, 30,\n 0, 150, 0,\n ];\n\n const texcoords = [\n // left column front\n 0.22, 0.19,\n 0.22, 0.79,\n 0.34, 0.19,\n 0.22, 0.79,\n 0.34, 0.79,\n 0.34, 0.19,\n\n // top rung front\n 0.34, 0.19,\n 0.34, 0.31,\n 0.62, 0.19,\n 0.34, 0.31,\n 0.62, 0.31,\n 0.62, 0.19,\n\n // middle rung front\n 0.34, 0.43,\n 0.34, 0.55,\n 0.49, 0.43,\n 0.34, 0.55,\n 0.49, 0.55,\n 0.49, 0.43,\n\n // left column back\n 0, 0,\n 1, 0,\n 0, 1,\n 0, 1,\n 1, 0,\n 1, 1,\n\n // top rung back\n 0, 0,\n 1, 0,\n 0, 1,\n 0, 1,\n 1, 0,\n 1, 1,\n\n // middle rung back\n 0, 0,\n 1, 0,\n 0, 1,\n 0, 1,\n 1, 0,\n 1, 1,\n\n // top\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 0,\n 1, 1,\n 0, 1,\n\n // top rung front\n 0, 0,\n 1, 0,\n 1, 1,\n 0, 0,\n 1, 1,\n 0, 1,\n\n // under top rung\n 0, 0,\n 0, 1,\n 1, 1,\n 0, 0,\n 1, 1,\n 1, 0,\n\n // between top rung and middle\n 0, 0,\n 1, 1,\n 0, 1,\n 0, 0,\n 1, 0,\n 1, 1,\n\n // top of middle rung\n 0, 0,\n 1, 1,\n 0, 1,\n 0, 0,\n 1, 0,\n 1, 1,\n\n // front of middle rung\n 0, 0,\n 1, 1,\n 0, 1,\n 0, 0,\n 1, 0,\n 1, 1,\n\n // bottom of middle rung.\n 0, 0,\n 0, 1,\n 1, 1,\n 0, 0,\n 1, 1,\n 1, 0,\n\n // front of bottom\n 0, 0,\n 1, 1,\n 0, 1,\n 0, 0,\n 1, 0,\n 1, 1,\n\n // bottom\n 0, 0,\n 0, 1,\n 1, 1,\n 0, 0,\n 1, 1,\n 1, 0,\n\n // left side\n 0, 0,\n 0, 1,\n 1, 1,\n 0, 0,\n 1, 1,\n 1, 0,\n ];\n\n const normals = expandRLEData([\n // left column front\n // top rung front\n // middle rung front\n 18, 0, 0, 1,\n\n // left column back\n // top rung back\n // middle rung back\n 18, 0, 0, -1,\n\n // top\n 6, 0, 1, 0,\n\n // top rung front\n 6, 1, 0, 0,\n\n // under top rung\n 6, 0, -1, 0,\n\n // between top rung and middle\n 6, 1, 0, 0,\n\n // top of middle rung\n 6, 0, 1, 0,\n\n // front of middle rung\n 6, 1, 0, 0,\n\n // bottom of middle rung.\n 6, 0, -1, 0,\n\n // front of bottom\n 6, 1, 0, 0,\n\n // bottom\n 6, 0, -1, 0,\n\n // left side\n 6, -1, 0, 0,\n ]);\n\n const colors = expandRLEData([\n // left column front\n // top rung front\n // middle rung front\n 18, 200, 70, 120,\n\n // left column back\n // top rung back\n // middle rung back\n 18, 80, 70, 200,\n\n // top\n 6, 70, 200, 210,\n\n // top rung front\n 6, 200, 200, 70,\n\n // under top rung\n 6, 210, 100, 70,\n\n // between top rung and middle\n 6, 210, 160, 70,\n\n // top of middle rung\n 6, 70, 180, 210,\n\n // front of middle rung\n 6, 100, 70, 210,\n\n // bottom of middle rung.\n 6, 76, 210, 100,\n\n // front of bottom\n 6, 140, 210, 80,\n\n // bottom\n 6, 90, 130, 110,\n\n // left side\n 6, 160, 160, 220,\n ], [255]);\n\n const numVerts = positions.length / 3;\n\n const arrays = {\n position: createAugmentedTypedArray(3, numVerts),\n texcoord: createAugmentedTypedArray(2, numVerts),\n normal: createAugmentedTypedArray(3, numVerts),\n color: createAugmentedTypedArray(4, numVerts, Uint8Array),\n indices: createAugmentedTypedArray(3, numVerts / 3, Uint16Array),\n };\n\n arrays.position.push(positions);\n arrays.texcoord.push(texcoords);\n arrays.normal.push(normals);\n arrays.color.push(colors);\n\n for (let ii = 0; ii < numVerts; ++ii) {\n arrays.indices.push(ii);\n }\n\n return arrays;\n}\n\n/**\n * Creates crescent BufferInfo.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createCresentBufferInfo\n */\n\n/**\n * Creates crescent buffers.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createCresentBuffers\n */\n\n/**\n * Creates crescent vertices.\n *\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n * @function createCresentBuffers\n */\n\n/**\n * Creates crescent BufferInfo.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createCrescentBufferInfo\n */\n\n/**\n * Creates crescent buffers.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createCrescentBuffers\n */\n\n/**\n * Creates crescent vertices.\n *\n * @param {number} verticalRadius The vertical radius of the crescent.\n * @param {number} outerRadius The outer radius of the crescent.\n * @param {number} innerRadius The inner radius of the crescent.\n * @param {number} thickness The thickness of the crescent.\n * @param {number} subdivisionsDown number of steps around the crescent.\n * @param {number} [startOffset] Where to start arc. Default 0.\n * @param {number} [endOffset] Where to end arg. Default 1.\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n */\n function createCrescentVertices(\n verticalRadius,\n outerRadius,\n innerRadius,\n thickness,\n subdivisionsDown,\n startOffset,\n endOffset) {\n if (subdivisionsDown <= 0) {\n throw new Error('subdivisionDown must be > 0');\n }\n\n startOffset = startOffset || 0;\n endOffset = endOffset || 1;\n\n const subdivisionsThick = 2;\n\n const offsetRange = endOffset - startOffset;\n const numVertices = (subdivisionsDown + 1) * 2 * (2 + subdivisionsThick);\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2, numVertices);\n\n function lerp(a, b, s) {\n return a + (b - a) * s;\n }\n\n function createArc(arcRadius, x, normalMult, normalAdd, uMult, uAdd) {\n for (let z = 0; z <= subdivisionsDown; z++) {\n const uBack = x / (subdivisionsThick - 1);\n const v = z / subdivisionsDown;\n const xBack = (uBack - 0.5) * 2;\n const angle = (startOffset + (v * offsetRange)) * Math.PI;\n const s = Math.sin(angle);\n const c = Math.cos(angle);\n const radius = lerp(verticalRadius, arcRadius, s);\n const px = xBack * thickness;\n const py = c * verticalRadius;\n const pz = s * radius;\n positions.push(px, py, pz);\n const n = add(multiply$1([0, s, c], normalMult), normalAdd);\n normals.push(n);\n texcoords.push(uBack * uMult + uAdd, v);\n }\n }\n\n // Generate the individual vertices in our vertex buffer.\n for (let x = 0; x < subdivisionsThick; x++) {\n const uBack = (x / (subdivisionsThick - 1) - 0.5) * 2;\n createArc(outerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0);\n createArc(outerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 0);\n createArc(innerRadius, x, [1, 1, 1], [0, 0, 0], 1, 0);\n createArc(innerRadius, x, [0, 0, 0], [uBack, 0, 0], 0, 1);\n }\n\n // Do outer surface.\n const indices = createAugmentedTypedArray(3, (subdivisionsDown * 2) * (2 + subdivisionsThick), Uint16Array);\n\n function createSurface(leftArcOffset, rightArcOffset) {\n for (let z = 0; z < subdivisionsDown; ++z) {\n // Make triangle 1 of quad.\n indices.push(\n leftArcOffset + z + 0,\n leftArcOffset + z + 1,\n rightArcOffset + z + 0);\n\n // Make triangle 2 of quad.\n indices.push(\n leftArcOffset + z + 1,\n rightArcOffset + z + 1,\n rightArcOffset + z + 0);\n }\n }\n\n const numVerticesDown = subdivisionsDown + 1;\n // front\n createSurface(numVerticesDown * 0, numVerticesDown * 4);\n // right\n createSurface(numVerticesDown * 5, numVerticesDown * 7);\n // back\n createSurface(numVerticesDown * 6, numVerticesDown * 2);\n // left\n createSurface(numVerticesDown * 3, numVerticesDown * 1);\n\n return {\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n };\n}\n\n/**\n * Creates cylinder BufferInfo. The cylinder will be created around the origin\n * along the y-axis.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius Radius of cylinder.\n * @param {number} height Height of cylinder.\n * @param {number} radialSubdivisions The number of subdivisions around the cylinder.\n * @param {number} verticalSubdivisions The number of subdivisions down the cylinder.\n * @param {boolean} [topCap] Create top cap. Default = true.\n * @param {boolean} [bottomCap] Create bottom cap. Default = true.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createCylinderBufferInfo\n */\n\n /**\n * Creates cylinder buffers. The cylinder will be created around the origin\n * along the y-axis.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius Radius of cylinder.\n * @param {number} height Height of cylinder.\n * @param {number} radialSubdivisions The number of subdivisions around the cylinder.\n * @param {number} verticalSubdivisions The number of subdivisions down the cylinder.\n * @param {boolean} [topCap] Create top cap. Default = true.\n * @param {boolean} [bottomCap] Create bottom cap. Default = true.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createCylinderBuffers\n */\n\n /**\n * Creates cylinder vertices. The cylinder will be created around the origin\n * along the y-axis.\n *\n * @param {number} radius Radius of cylinder.\n * @param {number} height Height of cylinder.\n * @param {number} radialSubdivisions The number of subdivisions around the cylinder.\n * @param {number} verticalSubdivisions The number of subdivisions down the cylinder.\n * @param {boolean} [topCap] Create top cap. Default = true.\n * @param {boolean} [bottomCap] Create bottom cap. Default = true.\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createCylinderVertices(\n radius,\n height,\n radialSubdivisions,\n verticalSubdivisions,\n topCap,\n bottomCap) {\n return createTruncatedConeVertices(\n radius,\n radius,\n height,\n radialSubdivisions,\n verticalSubdivisions,\n topCap,\n bottomCap);\n}\n\n/**\n * Creates BufferInfo for a torus\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius radius of center of torus circle.\n * @param {number} thickness radius of torus ring.\n * @param {number} radialSubdivisions The number of subdivisions around the torus.\n * @param {number} bodySubdivisions The number of subdivisions around the body torus.\n * @param {boolean} [startAngle] start angle in radians. Default = 0.\n * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createTorusBufferInfo\n */\n\n/**\n * Creates buffers for a torus\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius radius of center of torus circle.\n * @param {number} thickness radius of torus ring.\n * @param {number} radialSubdivisions The number of subdivisions around the torus.\n * @param {number} bodySubdivisions The number of subdivisions around the body torus.\n * @param {boolean} [startAngle] start angle in radians. Default = 0.\n * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createTorusBuffers\n */\n\n/**\n * Creates vertices for a torus\n *\n * @param {number} radius radius of center of torus circle.\n * @param {number} thickness radius of torus ring.\n * @param {number} radialSubdivisions The number of subdivisions around the torus.\n * @param {number} bodySubdivisions The number of subdivisions around the body torus.\n * @param {boolean} [startAngle] start angle in radians. Default = 0.\n * @param {boolean} [endAngle] end angle in radians. Default = Math.PI * 2.\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createTorusVertices(\n radius,\n thickness,\n radialSubdivisions,\n bodySubdivisions,\n startAngle,\n endAngle) {\n if (radialSubdivisions < 3) {\n throw new Error('radialSubdivisions must be 3 or greater');\n }\n\n if (bodySubdivisions < 3) {\n throw new Error('verticalSubdivisions must be 3 or greater');\n }\n\n startAngle = startAngle || 0;\n endAngle = endAngle || Math.PI * 2;\n const range = endAngle - startAngle;\n\n const radialParts = radialSubdivisions + 1;\n const bodyParts = bodySubdivisions + 1;\n const numVertices = radialParts * bodyParts;\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2, numVertices);\n const indices = createAugmentedTypedArray(3, (radialSubdivisions) * (bodySubdivisions) * 2, Uint16Array);\n\n for (let slice = 0; slice < bodyParts; ++slice) {\n const v = slice / bodySubdivisions;\n const sliceAngle = v * Math.PI * 2;\n const sliceSin = Math.sin(sliceAngle);\n const ringRadius = radius + sliceSin * thickness;\n const ny = Math.cos(sliceAngle);\n const y = ny * thickness;\n for (let ring = 0; ring < radialParts; ++ring) {\n const u = ring / radialSubdivisions;\n const ringAngle = startAngle + u * range;\n const xSin = Math.sin(ringAngle);\n const zCos = Math.cos(ringAngle);\n const x = xSin * ringRadius;\n const z = zCos * ringRadius;\n const nx = xSin * sliceSin;\n const nz = zCos * sliceSin;\n positions.push(x, y, z);\n normals.push(nx, ny, nz);\n texcoords.push(u, 1 - v);\n }\n }\n\n for (let slice = 0; slice < bodySubdivisions; ++slice) { // eslint-disable-line\n for (let ring = 0; ring < radialSubdivisions; ++ring) { // eslint-disable-line\n const nextRingIndex = 1 + ring;\n const nextSliceIndex = 1 + slice;\n indices.push(radialParts * slice + ring,\n radialParts * nextSliceIndex + ring,\n radialParts * slice + nextRingIndex);\n indices.push(radialParts * nextSliceIndex + ring,\n radialParts * nextSliceIndex + nextRingIndex,\n radialParts * slice + nextRingIndex);\n }\n }\n\n return {\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n };\n}\n\n\n/**\n * Creates a disc BufferInfo. The disc will be in the xz plane, centered at\n * the origin. When creating, at least 3 divisions, or pie\n * pieces, need to be specified, otherwise the triangles making\n * up the disc will be degenerate. You can also specify the\n * number of radial pieces `stacks`. A value of 1 for\n * stacks will give you a simple disc of pie pieces. If you\n * want to create an annulus you can set `innerRadius` to a\n * value > 0. Finally, `stackPower` allows you to have the widths\n * increase or decrease as you move away from the center. This\n * is particularly useful when using the disc as a ground plane\n * with a fixed camera such that you don't need the resolution\n * of small triangles near the perimeter. For example, a value\n * of 2 will produce stacks whose outside radius increases with\n * the square of the stack index. A value of 1 will give uniform\n * stacks.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius Radius of the ground plane.\n * @param {number} divisions Number of triangles in the ground plane (at least 3).\n * @param {number} [stacks] Number of radial divisions (default=1).\n * @param {number} [innerRadius] Default 0.\n * @param {number} [stackPower] Power to raise stack size to for decreasing width.\n * @return {module:twgl.BufferInfo} The created BufferInfo.\n * @memberOf module:twgl/primitives\n * @function createDiscBufferInfo\n */\n\n/**\n * Creates disc buffers. The disc will be in the xz plane, centered at\n * the origin. When creating, at least 3 divisions, or pie\n * pieces, need to be specified, otherwise the triangles making\n * up the disc will be degenerate. You can also specify the\n * number of radial pieces `stacks`. A value of 1 for\n * stacks will give you a simple disc of pie pieces. If you\n * want to create an annulus you can set `innerRadius` to a\n * value > 0. Finally, `stackPower` allows you to have the widths\n * increase or decrease as you move away from the center. This\n * is particularly useful when using the disc as a ground plane\n * with a fixed camera such that you don't need the resolution\n * of small triangles near the perimeter. For example, a value\n * of 2 will produce stacks whose outside radius increases with\n * the square of the stack index. A value of 1 will give uniform\n * stacks.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext.\n * @param {number} radius Radius of the ground plane.\n * @param {number} divisions Number of triangles in the ground plane (at least 3).\n * @param {number} [stacks] Number of radial divisions (default=1).\n * @param {number} [innerRadius] Default 0.\n * @param {number} [stackPower] Power to raise stack size to for decreasing width.\n * @return {Object.} The created buffers.\n * @memberOf module:twgl/primitives\n * @function createDiscBuffers\n */\n\n/**\n * Creates disc vertices. The disc will be in the xz plane, centered at\n * the origin. When creating, at least 3 divisions, or pie\n * pieces, need to be specified, otherwise the triangles making\n * up the disc will be degenerate. You can also specify the\n * number of radial pieces `stacks`. A value of 1 for\n * stacks will give you a simple disc of pie pieces. If you\n * want to create an annulus you can set `innerRadius` to a\n * value > 0. Finally, `stackPower` allows you to have the widths\n * increase or decrease as you move away from the center. This\n * is particularly useful when using the disc as a ground plane\n * with a fixed camera such that you don't need the resolution\n * of small triangles near the perimeter. For example, a value\n * of 2 will produce stacks whose outside radius increases with\n * the square of the stack index. A value of 1 will give uniform\n * stacks.\n *\n * @param {number} radius Radius of the ground plane.\n * @param {number} divisions Number of triangles in the ground plane (at least 3).\n * @param {number} [stacks] Number of radial divisions (default=1).\n * @param {number} [innerRadius] Default 0.\n * @param {number} [stackPower] Power to raise stack size to for decreasing width.\n * @return {Object.} The created vertices.\n * @memberOf module:twgl/primitives\n */\nfunction createDiscVertices(\n radius,\n divisions,\n stacks,\n innerRadius,\n stackPower) {\n if (divisions < 3) {\n throw new Error('divisions must be at least 3');\n }\n\n stacks = stacks ? stacks : 1;\n stackPower = stackPower ? stackPower : 1;\n innerRadius = innerRadius ? innerRadius : 0;\n\n // Note: We don't share the center vertex because that would\n // mess up texture coordinates.\n const numVertices = (divisions + 1) * (stacks + 1);\n\n const positions = createAugmentedTypedArray(3, numVertices);\n const normals = createAugmentedTypedArray(3, numVertices);\n const texcoords = createAugmentedTypedArray(2, numVertices);\n const indices = createAugmentedTypedArray(3, stacks * divisions * 2, Uint16Array);\n\n let firstIndex = 0;\n const radiusSpan = radius - innerRadius;\n const pointsPerStack = divisions + 1;\n\n // Build the disk one stack at a time.\n for (let stack = 0; stack <= stacks; ++stack) {\n const stackRadius = innerRadius + radiusSpan * Math.pow(stack / stacks, stackPower);\n\n for (let i = 0; i <= divisions; ++i) {\n const theta = 2.0 * Math.PI * i / divisions;\n const x = stackRadius * Math.cos(theta);\n const z = stackRadius * Math.sin(theta);\n\n positions.push(x, 0, z);\n normals.push(0, 1, 0);\n texcoords.push(1 - (i / divisions), stack / stacks);\n if (stack > 0 && i !== divisions) {\n // a, b, c and d are the indices of the vertices of a quad. unless\n // the current stack is the one closest to the center, in which case\n // the vertices a and b connect to the center vertex.\n const a = firstIndex + (i + 1);\n const b = firstIndex + i;\n const c = firstIndex + i - pointsPerStack;\n const d = firstIndex + (i + 1) - pointsPerStack;\n\n // Make a quad of the vertices a, b, c, d.\n indices.push(a, b, c);\n indices.push(a, c, d);\n }\n }\n\n firstIndex += divisions + 1;\n }\n\n return {\n position: positions,\n normal: normals,\n texcoord: texcoords,\n indices: indices,\n };\n}\n\n/**\n * creates a random integer between 0 and range - 1 inclusive.\n * @param {number} range\n * @return {number} random value between 0 and range - 1 inclusive.\n * @private\n */\nfunction randInt(range) {\n return Math.random() * range | 0;\n}\n\n/**\n * Used to supply random colors\n * @callback RandomColorFunc\n * @param {number} ndx index of triangle/quad if unindexed or index of vertex if indexed\n * @param {number} channel 0 = red, 1 = green, 2 = blue, 3 = alpha\n * @return {number} a number from 0 to 255\n * @memberOf module:twgl/primitives\n */\n\n/**\n * @typedef {Object} RandomVerticesOptions\n * @property {number} [vertsPerColor] Defaults to 3 for non-indexed vertices\n * @property {module:twgl/primitives.RandomColorFunc} [rand] A function to generate random numbers\n * @memberOf module:twgl/primitives\n */\n\n/**\n * Creates an augmentedTypedArray of random vertex colors.\n * If the vertices are indexed (have an indices array) then will\n * just make random colors. Otherwise assumes they are triangles\n * and makes one random color for every 3 vertices.\n * @param {Object.} vertices Vertices as returned from one of the createXXXVertices functions.\n * @param {module:twgl/primitives.RandomVerticesOptions} [options] options.\n * @return {Object.} same vertices as passed in with `color` added.\n * @memberOf module:twgl/primitives\n */\nfunction makeRandomVertexColors(vertices, options) {\n options = options || {};\n const numElements = vertices.position.numElements;\n const vColors = createAugmentedTypedArray(4, numElements, Uint8Array);\n const rand = options.rand || function(ndx, channel) {\n return channel < 3 ? randInt(256) : 255;\n };\n vertices.color = vColors;\n if (vertices.indices) {\n // just make random colors if index\n for (let ii = 0; ii < numElements; ++ii) {\n vColors.push(rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3));\n }\n } else {\n // make random colors per triangle\n const numVertsPerColor = options.vertsPerColor || 3;\n const numSets = numElements / numVertsPerColor;\n for (let ii = 0; ii < numSets; ++ii) { // eslint-disable-line\n const color = [rand(ii, 0), rand(ii, 1), rand(ii, 2), rand(ii, 3)];\n for (let jj = 0; jj < numVertsPerColor; ++jj) {\n vColors.push(color);\n }\n }\n }\n return vertices;\n}\n\n/**\n * creates a function that calls fn to create vertices and then\n * creates a buffers for them\n * @private\n */\nfunction createBufferFunc(fn) {\n return function(gl) {\n const arrays = fn.apply(this, Array.prototype.slice.call(arguments, 1));\n return createBuffersFromArrays(gl, arrays);\n };\n}\n\n/**\n * creates a function that calls fn to create vertices and then\n * creates a bufferInfo object for them\n * @private\n */\nfunction createBufferInfoFunc(fn) {\n return function(gl) {\n const arrays = fn.apply(null, Array.prototype.slice.call(arguments, 1));\n return createBufferInfoFromArrays(gl, arrays);\n };\n}\n\nconst arraySpecPropertyNames = [\n \"numComponents\",\n \"size\",\n \"type\",\n \"normalize\",\n \"stride\",\n \"offset\",\n \"attrib\",\n \"name\",\n \"attribName\",\n];\n\n/**\n * Copy elements from one array to another\n *\n * @param {Array|TypedArray} src source array\n * @param {Array|TypedArray} dst dest array\n * @param {number} dstNdx index in dest to copy src\n * @param {number} [offset] offset to add to copied values\n * @private\n */\nfunction copyElements(src, dst, dstNdx, offset) {\n offset = offset || 0;\n const length = src.length;\n for (let ii = 0; ii < length; ++ii) {\n dst[dstNdx + ii] = src[ii] + offset;\n }\n}\n\n/**\n * Creates an array of the same time\n *\n * @param {(number[]|ArrayBufferView|module:twgl.FullArraySpec)} srcArray array who's type to copy\n * @param {number} length size of new array\n * @return {(number[]|ArrayBufferView|module:twgl.FullArraySpec)} array with same type as srcArray\n * @private\n */\nfunction createArrayOfSameType(srcArray, length) {\n const arraySrc = getArray(srcArray);\n const newArray = new arraySrc.constructor(length);\n let newArraySpec = newArray;\n // If it appears to have been augmented make new one augmented\n if (arraySrc.numComponents && arraySrc.numElements) {\n augmentTypedArray(newArray, arraySrc.numComponents);\n }\n // If it was a full spec make new one a full spec\n if (srcArray.data) {\n newArraySpec = {\n data: newArray,\n };\n copyNamedProperties(arraySpecPropertyNames, srcArray, newArraySpec);\n }\n return newArraySpec;\n}\n\n/**\n * Concatenates sets of vertices\n *\n * Assumes the vertices match in composition. For example\n * if one set of vertices has positions, normals, and indices\n * all sets of vertices must have positions, normals, and indices\n * and of the same type.\n *\n * Example:\n *\n * const cubeVertices = twgl.primitives.createCubeVertices(2);\n * const sphereVertices = twgl.primitives.createSphereVertices(1, 10, 10);\n * // move the sphere 2 units up\n * twgl.primitives.reorientVertices(\n * sphereVertices, twgl.m4.translation([0, 2, 0]));\n * // merge the sphere with the cube\n * const cubeSphereVertices = twgl.primitives.concatVertices(\n * [cubeVertices, sphereVertices]);\n * // turn them into WebGL buffers and attrib data\n * const bufferInfo = twgl.createBufferInfoFromArrays(gl, cubeSphereVertices);\n *\n * @param {module:twgl.Arrays[]} arrays Array of arrays of vertices\n * @return {module:twgl.Arrays} The concatenated vertices.\n * @memberOf module:twgl/primitives\n */\nfunction concatVertices(arrayOfArrays) {\n const names = {};\n let baseName;\n // get names of all arrays.\n // and numElements for each set of vertices\n for (let ii = 0; ii < arrayOfArrays.length; ++ii) {\n const arrays = arrayOfArrays[ii];\n Object.keys(arrays).forEach(function(name) { // eslint-disable-line\n if (!names[name]) {\n names[name] = [];\n }\n if (!baseName && name !== 'indices') {\n baseName = name;\n }\n const arrayInfo = arrays[name];\n const numComponents = getNumComponents(arrayInfo, name);\n const array = getArray(arrayInfo);\n const numElements = array.length / numComponents;\n names[name].push(numElements);\n });\n }\n\n // compute length of combined array\n // and return one for reference\n function getLengthOfCombinedArrays(name) {\n let length = 0;\n let arraySpec;\n for (let ii = 0; ii < arrayOfArrays.length; ++ii) {\n const arrays = arrayOfArrays[ii];\n const arrayInfo = arrays[name];\n const array = getArray(arrayInfo);\n length += array.length;\n if (!arraySpec || arrayInfo.data) {\n arraySpec = arrayInfo;\n }\n }\n return {\n length: length,\n spec: arraySpec,\n };\n }\n\n function copyArraysToNewArray(name, base, newArray) {\n let baseIndex = 0;\n let offset = 0;\n for (let ii = 0; ii < arrayOfArrays.length; ++ii) {\n const arrays = arrayOfArrays[ii];\n const arrayInfo = arrays[name];\n const array = getArray(arrayInfo);\n if (name === 'indices') {\n copyElements(array, newArray, offset, baseIndex);\n baseIndex += base[ii];\n } else {\n copyElements(array, newArray, offset);\n }\n offset += array.length;\n }\n }\n\n const base = names[baseName];\n\n const newArrays = {};\n Object.keys(names).forEach(function(name) {\n const info = getLengthOfCombinedArrays(name);\n const newArraySpec = createArrayOfSameType(info.spec, info.length);\n copyArraysToNewArray(name, base, getArray(newArraySpec));\n newArrays[name] = newArraySpec;\n });\n return newArrays;\n}\n\n/**\n * Creates a duplicate set of vertices\n *\n * This is useful for calling reorientVertices when you\n * also want to keep the original available\n *\n * @param {module:twgl.Arrays} arrays of vertices\n * @return {module:twgl.Arrays} The duplicated vertices.\n * @memberOf module:twgl/primitives\n */\nfunction duplicateVertices(arrays) {\n const newArrays = {};\n Object.keys(arrays).forEach(function(name) {\n const arraySpec = arrays[name];\n const srcArray = getArray(arraySpec);\n const newArraySpec = createArrayOfSameType(arraySpec, srcArray.length);\n copyElements(srcArray, getArray(newArraySpec), 0);\n newArrays[name] = newArraySpec;\n });\n return newArrays;\n}\n\nconst create3DFBufferInfo = createBufferInfoFunc(create3DFVertices);\nconst create3DFBuffers = createBufferFunc(create3DFVertices);\nconst createCubeBufferInfo = createBufferInfoFunc(createCubeVertices);\nconst createCubeBuffers = createBufferFunc(createCubeVertices);\nconst createPlaneBufferInfo = createBufferInfoFunc(createPlaneVertices);\nconst createPlaneBuffers = createBufferFunc(createPlaneVertices);\nconst createSphereBufferInfo = createBufferInfoFunc(createSphereVertices);\nconst createSphereBuffers = createBufferFunc(createSphereVertices);\nconst createTruncatedConeBufferInfo = createBufferInfoFunc(createTruncatedConeVertices);\nconst createTruncatedConeBuffers = createBufferFunc(createTruncatedConeVertices);\nconst createXYQuadBufferInfo = createBufferInfoFunc(createXYQuadVertices);\nconst createXYQuadBuffers = createBufferFunc(createXYQuadVertices);\nconst createCrescentBufferInfo = createBufferInfoFunc(createCrescentVertices);\nconst createCrescentBuffers = createBufferFunc(createCrescentVertices);\nconst createCylinderBufferInfo = createBufferInfoFunc(createCylinderVertices);\nconst createCylinderBuffers = createBufferFunc(createCylinderVertices);\nconst createTorusBufferInfo = createBufferInfoFunc(createTorusVertices);\nconst createTorusBuffers = createBufferFunc(createTorusVertices);\nconst createDiscBufferInfo = createBufferInfoFunc(createDiscVertices);\nconst createDiscBuffers = createBufferFunc(createDiscVertices);\n\n// these were mis-spelled until 4.12\nconst createCresentBufferInfo = createCrescentBufferInfo;\nconst createCresentBuffers = createCrescentBuffers;\nconst createCresentVertices = createCrescentVertices;\n\nvar primitives = /*#__PURE__*/Object.freeze({\n __proto__: null,\n create3DFBufferInfo: create3DFBufferInfo,\n create3DFBuffers: create3DFBuffers,\n create3DFVertices: create3DFVertices,\n createAugmentedTypedArray: createAugmentedTypedArray,\n createCubeBufferInfo: createCubeBufferInfo,\n createCubeBuffers: createCubeBuffers,\n createCubeVertices: createCubeVertices,\n createPlaneBufferInfo: createPlaneBufferInfo,\n createPlaneBuffers: createPlaneBuffers,\n createPlaneVertices: createPlaneVertices,\n createSphereBufferInfo: createSphereBufferInfo,\n createSphereBuffers: createSphereBuffers,\n createSphereVertices: createSphereVertices,\n createTruncatedConeBufferInfo: createTruncatedConeBufferInfo,\n createTruncatedConeBuffers: createTruncatedConeBuffers,\n createTruncatedConeVertices: createTruncatedConeVertices,\n createXYQuadBufferInfo: createXYQuadBufferInfo,\n createXYQuadBuffers: createXYQuadBuffers,\n createXYQuadVertices: createXYQuadVertices,\n createCresentBufferInfo: createCresentBufferInfo,\n createCresentBuffers: createCresentBuffers,\n createCresentVertices: createCresentVertices,\n createCrescentBufferInfo: createCrescentBufferInfo,\n createCrescentBuffers: createCrescentBuffers,\n createCrescentVertices: createCrescentVertices,\n createCylinderBufferInfo: createCylinderBufferInfo,\n createCylinderBuffers: createCylinderBuffers,\n createCylinderVertices: createCylinderVertices,\n createTorusBufferInfo: createTorusBufferInfo,\n createTorusBuffers: createTorusBuffers,\n createTorusVertices: createTorusVertices,\n createDiscBufferInfo: createDiscBufferInfo,\n createDiscBuffers: createDiscBuffers,\n createDiscVertices: createDiscVertices,\n deindexVertices: deindexVertices,\n flattenNormals: flattenNormals,\n makeRandomVertexColors: makeRandomVertexColors,\n reorientDirections: reorientDirections,\n reorientNormals: reorientNormals,\n reorientPositions: reorientPositions,\n reorientVertices: reorientVertices,\n concatVertices: concatVertices,\n duplicateVertices: duplicateVertices\n});\n\n/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * Gets the gl version as a number\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @return {number} version of gl\n * @private\n */\n//function getVersionAsNumber(gl) {\n// return parseFloat(gl.getParameter(gl.VERSION).substr(6));\n//}\n\n/**\n * Check if context is WebGL 2.0\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @return {bool} true if it's WebGL 2.0\n * @memberOf module:twgl\n */\nfunction isWebGL2(gl) {\n // This is the correct check but it's slow\n // return gl.getParameter(gl.VERSION).indexOf(\"WebGL 2.0\") === 0;\n // This might also be the correct check but I'm assuming it's slow-ish\n // return gl instanceof WebGL2RenderingContext;\n return !!gl.texStorage2D;\n}\n\n/**\n * Check if context is WebGL 1.0\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @return {bool} true if it's WebGL 1.0\n * @memberOf module:twgl\n */\nfunction isWebGL1(gl) {\n // This is the correct check but it's slow\n // const version = getVersionAsNumber(gl);\n // return version <= 1.0 && version > 0.0; // because as of 2016/5 Edge returns 0.96\n // This might also be the correct check but I'm assuming it's slow-ish\n // return gl instanceof WebGLRenderingContext;\n return !gl.texStorage2D;\n}\n\n/**\n * Gets a string for WebGL enum\n *\n * Note: Several enums are the same. Without more\n * context (which function) it's impossible to always\n * give the correct enum. As it is, for matching values\n * it gives all enums. Checking the WebGL2RenderingContext\n * that means\n *\n * 0 = ZERO | POINT | NONE | NO_ERROR\n * 1 = ONE | LINES | SYNC_FLUSH_COMMANDS_BIT\n * 32777 = BLEND_EQUATION_RGB | BLEND_EQUATION_RGB\n * 36662 = COPY_READ_BUFFER | COPY_READ_BUFFER_BINDING\n * 36663 = COPY_WRITE_BUFFER | COPY_WRITE_BUFFER_BINDING\n * 36006 = FRAMEBUFFER_BINDING | DRAW_FRAMEBUFFER_BINDING\n *\n * It's also not useful for bits really unless you pass in individual bits.\n * In other words\n *\n * const bits = gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT;\n * twgl.glEnumToString(gl, bits); // not going to work\n *\n * Note that some enums only exist on extensions. If you\n * want them to show up you need to pass the extension at least\n * once. For example\n *\n * const ext = gl.getExtension('WEBGL_compressed_texture_s3tc');\n * if (ext) {\n * twgl.glEnumToString(ext, 0); // just prime the function\n *\n * ..later..\n *\n * const internalFormat = ext.COMPRESSED_RGB_S3TC_DXT1_EXT;\n * console.log(twgl.glEnumToString(gl, internalFormat));\n *\n * Notice I didn't have to pass the extension the second time. This means\n * you can have place that generically gets an enum for texture formats for example.\n * and as long as you primed the function with the extensions\n *\n * If you're using `twgl.addExtensionsToContext` to enable your extensions\n * then twgl will automatically get the extension's enums.\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext or any extension object\n * @param {number} value the value of the enum you want to look up.\n * @return {string} enum string or hex value\n * @memberOf module:twgl\n * @function glEnumToString\n */\nconst glEnumToString = (function() {\n const haveEnumsForType = {};\n const enums = {};\n\n function addEnums(gl) {\n const type = gl.constructor.name;\n if (!haveEnumsForType[type]) {\n for (const key in gl) {\n if (typeof gl[key] === 'number') {\n const existing = enums[gl[key]];\n enums[gl[key]] = existing ? `${existing} | ${key}` : key;\n }\n }\n haveEnumsForType[type] = true;\n }\n }\n\n return function glEnumToString(gl, value) {\n addEnums(gl);\n return enums[value] || (typeof value === 'number' ? `0x${value.toString(16)}` : value);\n };\n}());\n\nvar utils = /*#__PURE__*/Object.freeze({\n __proto__: null,\n glEnumToString: glEnumToString,\n isWebGL1: isWebGL1,\n isWebGL2: isWebGL2\n});\n\n/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\nconst defaults$1 = {\n textureColor: new Uint8Array([128, 192, 255, 255]),\n textureOptions: {},\n crossOrigin: undefined,\n};\nconst isArrayBuffer = isArrayBuffer$1;\n\n// Should we make this on demand?\nconst getShared2DContext = function() {\n let s_ctx;\n return function getShared2DContext() {\n s_ctx = s_ctx ||\n ((typeof document !== 'undefined' && document.createElement)\n ? document.createElement(\"canvas\").getContext(\"2d\")\n : null);\n return s_ctx;\n };\n}();\n\n// NOTE: Chrome supports 2D canvas in a Worker (behind flag as of v64 but\n// not only does Firefox NOT support it but Firefox freezes immediately\n// if you try to create one instead of just returning null and continuing.\n// : (global.OffscreenCanvas && (new global.OffscreenCanvas(1, 1)).getContext(\"2d\")); // OffscreenCanvas may not support 2d\n\n// NOTE: We can maybe remove some of the need for the 2d canvas. In WebGL2\n// we can use the various unpack settings. Otherwise we could try using\n// the ability of an ImageBitmap to be cut. Unfortunately cutting an ImageBitmap\n// is async and the current TWGL code expects a non-Async result though that\n// might not be a problem. ImageBitmap though is not available in Edge or Safari\n// as of 2018-01-02\n\n/* PixelFormat */\nconst ALPHA = 0x1906;\nconst RGB = 0x1907;\nconst RGBA$1 = 0x1908;\nconst LUMINANCE = 0x1909;\nconst LUMINANCE_ALPHA = 0x190A;\nconst DEPTH_COMPONENT$1 = 0x1902;\nconst DEPTH_STENCIL$1 = 0x84F9;\n\n/* TextureWrapMode */\n// const REPEAT = 0x2901;\n// const MIRRORED_REPEAT = 0x8370;\nconst CLAMP_TO_EDGE$1 = 0x812f;\n\n/* TextureMagFilter */\nconst NEAREST = 0x2600;\nconst LINEAR$1 = 0x2601;\n\n/* TextureMinFilter */\n// const NEAREST_MIPMAP_NEAREST = 0x2700;\n// const LINEAR_MIPMAP_NEAREST = 0x2701;\n// const NEAREST_MIPMAP_LINEAR = 0x2702;\n// const LINEAR_MIPMAP_LINEAR = 0x2703;\n\n/* Texture Target */\nconst TEXTURE_2D$2 = 0x0de1;\nconst TEXTURE_CUBE_MAP$1 = 0x8513;\nconst TEXTURE_3D$1 = 0x806f;\nconst TEXTURE_2D_ARRAY$1 = 0x8c1a;\n\n/* Cubemap Targets */\nconst TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515;\nconst TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516;\nconst TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517;\nconst TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518;\nconst TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519;\nconst TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851a;\n\n/* Texture Parameters */\nconst TEXTURE_MIN_FILTER = 0x2801;\nconst TEXTURE_MAG_FILTER = 0x2800;\nconst TEXTURE_WRAP_S = 0x2802;\nconst TEXTURE_WRAP_T = 0x2803;\nconst TEXTURE_WRAP_R = 0x8072;\nconst TEXTURE_MIN_LOD = 0x813a;\nconst TEXTURE_MAX_LOD = 0x813b;\nconst TEXTURE_BASE_LEVEL = 0x813c;\nconst TEXTURE_MAX_LEVEL = 0x813d;\n\n\n/* Pixel store */\nconst UNPACK_ALIGNMENT = 0x0cf5;\nconst UNPACK_ROW_LENGTH = 0x0cf2;\nconst UNPACK_IMAGE_HEIGHT = 0x806e;\nconst UNPACK_SKIP_PIXELS = 0x0cf4;\nconst UNPACK_SKIP_ROWS = 0x0cf3;\nconst UNPACK_SKIP_IMAGES = 0x806d;\nconst UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243;\nconst UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241;\nconst UNPACK_FLIP_Y_WEBGL = 0x9240;\n\nconst R8 = 0x8229;\nconst R8_SNORM = 0x8F94;\nconst R16F = 0x822D;\nconst R32F = 0x822E;\nconst R8UI = 0x8232;\nconst R8I = 0x8231;\nconst RG16UI = 0x823A;\nconst RG16I = 0x8239;\nconst RG32UI = 0x823C;\nconst RG32I = 0x823B;\nconst RG8 = 0x822B;\nconst RG8_SNORM = 0x8F95;\nconst RG16F = 0x822F;\nconst RG32F = 0x8230;\nconst RG8UI = 0x8238;\nconst RG8I = 0x8237;\nconst R16UI = 0x8234;\nconst R16I = 0x8233;\nconst R32UI = 0x8236;\nconst R32I = 0x8235;\nconst RGB8 = 0x8051;\nconst SRGB8 = 0x8C41;\nconst RGB565$1 = 0x8D62;\nconst RGB8_SNORM = 0x8F96;\nconst R11F_G11F_B10F = 0x8C3A;\nconst RGB9_E5 = 0x8C3D;\nconst RGB16F = 0x881B;\nconst RGB32F = 0x8815;\nconst RGB8UI = 0x8D7D;\nconst RGB8I = 0x8D8F;\nconst RGB16UI = 0x8D77;\nconst RGB16I = 0x8D89;\nconst RGB32UI = 0x8D71;\nconst RGB32I = 0x8D83;\nconst RGBA8 = 0x8058;\nconst SRGB8_ALPHA8 = 0x8C43;\nconst RGBA8_SNORM = 0x8F97;\nconst RGB5_A1$1 = 0x8057;\nconst RGBA4$1 = 0x8056;\nconst RGB10_A2 = 0x8059;\nconst RGBA16F = 0x881A;\nconst RGBA32F = 0x8814;\nconst RGBA8UI = 0x8D7C;\nconst RGBA8I = 0x8D8E;\nconst RGB10_A2UI = 0x906F;\nconst RGBA16UI = 0x8D76;\nconst RGBA16I = 0x8D88;\nconst RGBA32I = 0x8D82;\nconst RGBA32UI = 0x8D70;\n\nconst DEPTH_COMPONENT16$1 = 0x81A5;\nconst DEPTH_COMPONENT24$1 = 0x81A6;\nconst DEPTH_COMPONENT32F$1 = 0x8CAC;\nconst DEPTH32F_STENCIL8$1 = 0x8CAD;\nconst DEPTH24_STENCIL8$1 = 0x88F0;\n\n/* DataType */\nconst BYTE = 0x1400;\nconst UNSIGNED_BYTE$1 = 0x1401;\nconst SHORT = 0x1402;\nconst UNSIGNED_SHORT$1 = 0x1403;\nconst INT$1 = 0x1404;\nconst UNSIGNED_INT$1 = 0x1405;\nconst FLOAT$1 = 0x1406;\nconst UNSIGNED_SHORT_4_4_4_4 = 0x8033;\nconst UNSIGNED_SHORT_5_5_5_1 = 0x8034;\nconst UNSIGNED_SHORT_5_6_5 = 0x8363;\nconst HALF_FLOAT = 0x140B;\nconst HALF_FLOAT_OES = 0x8D61; // Thanks Khronos for making this different >:(\nconst UNSIGNED_INT_2_10_10_10_REV = 0x8368;\nconst UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B;\nconst UNSIGNED_INT_5_9_9_9_REV = 0x8C3E;\nconst FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD;\nconst UNSIGNED_INT_24_8 = 0x84FA;\n\nconst RG = 0x8227;\nconst RG_INTEGER = 0x8228;\nconst RED = 0x1903;\nconst RED_INTEGER = 0x8D94;\nconst RGB_INTEGER = 0x8D98;\nconst RGBA_INTEGER = 0x8D99;\n\nconst formatInfo = {};\n{\n // NOTE: this is named `numColorComponents` vs `numComponents` so we can let Uglify mangle\n // the name.\n const f = formatInfo;\n f[ALPHA] = { numColorComponents: 1, };\n f[LUMINANCE] = { numColorComponents: 1, };\n f[LUMINANCE_ALPHA] = { numColorComponents: 2, };\n f[RGB] = { numColorComponents: 3, };\n f[RGBA$1] = { numColorComponents: 4, };\n f[RED] = { numColorComponents: 1, };\n f[RED_INTEGER] = { numColorComponents: 1, };\n f[RG] = { numColorComponents: 2, };\n f[RG_INTEGER] = { numColorComponents: 2, };\n f[RGB] = { numColorComponents: 3, };\n f[RGB_INTEGER] = { numColorComponents: 3, };\n f[RGBA$1] = { numColorComponents: 4, };\n f[RGBA_INTEGER] = { numColorComponents: 4, };\n f[DEPTH_COMPONENT$1] = { numColorComponents: 1, };\n f[DEPTH_STENCIL$1] = { numColorComponents: 2, };\n}\n\n/**\n * @typedef {Object} TextureFormatDetails\n * @property {number} textureFormat format to pass texImage2D and similar functions.\n * @property {boolean} colorRenderable true if you can render to this format of texture.\n * @property {boolean} textureFilterable true if you can filter the texture, false if you can ony use `NEAREST`.\n * @property {number[]} type Array of possible types you can pass to texImage2D and similar function\n * @property {Object.} bytesPerElementMap A map of types to bytes per element\n * @private\n */\n\nlet s_textureInternalFormatInfo;\nfunction getTextureInternalFormatInfo(internalFormat) {\n if (!s_textureInternalFormatInfo) {\n // NOTE: these properties need unique names so we can let Uglify mangle the name.\n const t = {};\n // unsized formats\n t[ALPHA] = { textureFormat: ALPHA, colorRenderable: true, textureFilterable: true, bytesPerElement: [1, 2, 2, 4], type: [UNSIGNED_BYTE$1, HALF_FLOAT, HALF_FLOAT_OES, FLOAT$1], };\n t[LUMINANCE] = { textureFormat: LUMINANCE, colorRenderable: true, textureFilterable: true, bytesPerElement: [1, 2, 2, 4], type: [UNSIGNED_BYTE$1, HALF_FLOAT, HALF_FLOAT_OES, FLOAT$1], };\n t[LUMINANCE_ALPHA] = { textureFormat: LUMINANCE_ALPHA, colorRenderable: true, textureFilterable: true, bytesPerElement: [2, 4, 4, 8], type: [UNSIGNED_BYTE$1, HALF_FLOAT, HALF_FLOAT_OES, FLOAT$1], };\n t[RGB] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3, 6, 6, 12, 2], type: [UNSIGNED_BYTE$1, HALF_FLOAT, HALF_FLOAT_OES, FLOAT$1, UNSIGNED_SHORT_5_6_5], };\n t[RGBA$1] = { textureFormat: RGBA$1, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 8, 8, 16, 2, 2], type: [UNSIGNED_BYTE$1, HALF_FLOAT, HALF_FLOAT_OES, FLOAT$1, UNSIGNED_SHORT_4_4_4_4, UNSIGNED_SHORT_5_5_5_1], };\n t[DEPTH_COMPONENT$1] = { textureFormat: DEPTH_COMPONENT$1, colorRenderable: true, textureFilterable: false, bytesPerElement: [2, 4], type: [UNSIGNED_INT$1, UNSIGNED_SHORT$1], };\n\n // sized formats\n t[R8] = { textureFormat: RED, colorRenderable: true, textureFilterable: true, bytesPerElement: [1], type: [UNSIGNED_BYTE$1], };\n t[R8_SNORM] = { textureFormat: RED, colorRenderable: false, textureFilterable: true, bytesPerElement: [1], type: [BYTE], };\n t[R16F] = { textureFormat: RED, colorRenderable: false, textureFilterable: true, bytesPerElement: [4, 2], type: [FLOAT$1, HALF_FLOAT], };\n t[R32F] = { textureFormat: RED, colorRenderable: false, textureFilterable: false, bytesPerElement: [4], type: [FLOAT$1], };\n t[R8UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [1], type: [UNSIGNED_BYTE$1], };\n t[R8I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [1], type: [BYTE], };\n t[R16UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [UNSIGNED_SHORT$1], };\n t[R16I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [SHORT], };\n t[R32UI] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT$1], };\n t[R32I] = { textureFormat: RED_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [INT$1], };\n t[RG8] = { textureFormat: RG, colorRenderable: true, textureFilterable: true, bytesPerElement: [2], type: [UNSIGNED_BYTE$1], };\n t[RG8_SNORM] = { textureFormat: RG, colorRenderable: false, textureFilterable: true, bytesPerElement: [2], type: [BYTE], };\n t[RG16F] = { textureFormat: RG, colorRenderable: false, textureFilterable: true, bytesPerElement: [8, 4], type: [FLOAT$1, HALF_FLOAT], };\n t[RG32F] = { textureFormat: RG, colorRenderable: false, textureFilterable: false, bytesPerElement: [8], type: [FLOAT$1], };\n t[RG8UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [UNSIGNED_BYTE$1], };\n t[RG8I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [2], type: [BYTE], };\n t[RG16UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_SHORT$1], };\n t[RG16I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [SHORT], };\n t[RG32UI] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [UNSIGNED_INT$1], };\n t[RG32I] = { textureFormat: RG_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [INT$1], };\n t[RGB8] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3], type: [UNSIGNED_BYTE$1], };\n t[SRGB8] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [3], type: [UNSIGNED_BYTE$1], };\n t[RGB565$1] = { textureFormat: RGB, colorRenderable: true, textureFilterable: true, bytesPerElement: [3, 2], type: [UNSIGNED_BYTE$1, UNSIGNED_SHORT_5_6_5], };\n t[RGB8_SNORM] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [3], type: [BYTE], };\n t[R11F_G11F_B10F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6, 4], type: [FLOAT$1, HALF_FLOAT, UNSIGNED_INT_10F_11F_11F_REV], };\n t[RGB9_E5] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6, 4], type: [FLOAT$1, HALF_FLOAT, UNSIGNED_INT_5_9_9_9_REV], };\n t[RGB16F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: true, bytesPerElement: [12, 6], type: [FLOAT$1, HALF_FLOAT], };\n t[RGB32F] = { textureFormat: RGB, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [FLOAT$1], };\n t[RGB8UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [3], type: [UNSIGNED_BYTE$1], };\n t[RGB8I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [3], type: [BYTE], };\n t[RGB16UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [6], type: [UNSIGNED_SHORT$1], };\n t[RGB16I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [6], type: [SHORT], };\n t[RGB32UI] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [UNSIGNED_INT$1], };\n t[RGB32I] = { textureFormat: RGB_INTEGER, colorRenderable: false, textureFilterable: false, bytesPerElement: [12], type: [INT$1], };\n t[RGBA8] = { textureFormat: RGBA$1, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_BYTE$1], };\n t[SRGB8_ALPHA8] = { textureFormat: RGBA$1, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_BYTE$1], };\n t[RGBA8_SNORM] = { textureFormat: RGBA$1, colorRenderable: false, textureFilterable: true, bytesPerElement: [4], type: [BYTE], };\n t[RGB5_A1$1] = { textureFormat: RGBA$1, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 2, 4], type: [UNSIGNED_BYTE$1, UNSIGNED_SHORT_5_5_5_1, UNSIGNED_INT_2_10_10_10_REV], };\n t[RGBA4$1] = { textureFormat: RGBA$1, colorRenderable: true, textureFilterable: true, bytesPerElement: [4, 2], type: [UNSIGNED_BYTE$1, UNSIGNED_SHORT_4_4_4_4], };\n t[RGB10_A2] = { textureFormat: RGBA$1, colorRenderable: true, textureFilterable: true, bytesPerElement: [4], type: [UNSIGNED_INT_2_10_10_10_REV], };\n t[RGBA16F] = { textureFormat: RGBA$1, colorRenderable: false, textureFilterable: true, bytesPerElement: [16, 8], type: [FLOAT$1, HALF_FLOAT], };\n t[RGBA32F] = { textureFormat: RGBA$1, colorRenderable: false, textureFilterable: false, bytesPerElement: [16], type: [FLOAT$1], };\n t[RGBA8UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_BYTE$1], };\n t[RGBA8I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [BYTE], };\n t[RGB10_A2UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT_2_10_10_10_REV], };\n t[RGBA16UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [UNSIGNED_SHORT$1], };\n t[RGBA16I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [8], type: [SHORT], };\n t[RGBA32I] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [16], type: [INT$1], };\n t[RGBA32UI] = { textureFormat: RGBA_INTEGER, colorRenderable: true, textureFilterable: false, bytesPerElement: [16], type: [UNSIGNED_INT$1], };\n // Sized Internal\n t[DEPTH_COMPONENT16$1] = { textureFormat: DEPTH_COMPONENT$1, colorRenderable: true, textureFilterable: false, bytesPerElement: [2, 4], type: [UNSIGNED_SHORT$1, UNSIGNED_INT$1], };\n t[DEPTH_COMPONENT24$1] = { textureFormat: DEPTH_COMPONENT$1, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT$1], };\n t[DEPTH_COMPONENT32F$1] = { textureFormat: DEPTH_COMPONENT$1, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [FLOAT$1], };\n t[DEPTH24_STENCIL8$1] = { textureFormat: DEPTH_STENCIL$1, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [UNSIGNED_INT_24_8], };\n t[DEPTH32F_STENCIL8$1] = { textureFormat: DEPTH_STENCIL$1, colorRenderable: true, textureFilterable: false, bytesPerElement: [4], type: [FLOAT_32_UNSIGNED_INT_24_8_REV], };\n\n Object.keys(t).forEach(function(internalFormat) {\n const info = t[internalFormat];\n info.bytesPerElementMap = {};\n info.bytesPerElement.forEach(function(bytesPerElement, ndx) {\n const type = info.type[ndx];\n info.bytesPerElementMap[type] = bytesPerElement;\n });\n });\n s_textureInternalFormatInfo = t;\n }\n return s_textureInternalFormatInfo[internalFormat];\n}\n\n/**\n * Gets the number of bytes per element for a given internalFormat / type\n * @param {number} internalFormat The internalFormat parameter from texImage2D etc..\n * @param {number} type The type parameter for texImage2D etc..\n * @return {number} the number of bytes per element for the given internalFormat, type combo\n * @memberOf module:twgl/textures\n */\nfunction getBytesPerElementForInternalFormat(internalFormat, type) {\n const info = getTextureInternalFormatInfo(internalFormat);\n if (!info) {\n throw \"unknown internal format\";\n }\n const bytesPerElement = info.bytesPerElementMap[type];\n if (bytesPerElement === undefined) {\n throw \"unknown internal format\";\n }\n return bytesPerElement;\n}\n\n/**\n * Info related to a specific texture internalFormat as returned\n * from {@link module:twgl/textures.getFormatAndTypeForInternalFormat}.\n *\n * @typedef {Object} TextureFormatInfo\n * @property {number} format Format to pass to texImage2D and related functions\n * @property {number} type Type to pass to texImage2D and related functions\n * @memberOf module:twgl/textures\n */\n\n/**\n * Gets the format and type for a given internalFormat\n *\n * @param {number} internalFormat The internal format\n * @return {module:twgl/textures.TextureFormatInfo} the corresponding format and type,\n * @memberOf module:twgl/textures\n */\nfunction getFormatAndTypeForInternalFormat(internalFormat) {\n const info = getTextureInternalFormatInfo(internalFormat);\n if (!info) {\n throw \"unknown internal format\";\n }\n return {\n format: info.textureFormat,\n type: info.type[0],\n };\n}\n\n/**\n * Returns true if value is power of 2\n * @param {number} value number to check.\n * @return true if value is power of 2\n * @private\n */\nfunction isPowerOf2(value) {\n return (value & (value - 1)) === 0;\n}\n\n/**\n * Gets whether or not we can generate mips for the given\n * internal format.\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {number} width The width parameter from texImage2D etc..\n * @param {number} height The height parameter from texImage2D etc..\n * @param {number} internalFormat The internalFormat parameter from texImage2D etc..\n * @return {boolean} true if we can generate mips\n * @memberOf module:twgl/textures\n */\nfunction canGenerateMipmap(gl, width, height, internalFormat) {\n if (!isWebGL2(gl)) {\n return isPowerOf2(width) && isPowerOf2(height);\n }\n const info = getTextureInternalFormatInfo(internalFormat);\n if (!info) {\n throw \"unknown internal format\";\n }\n return info.colorRenderable && info.textureFilterable;\n}\n\n/**\n * Gets whether or not we can generate mips for the given format\n * @param {number} internalFormat The internalFormat parameter from texImage2D etc..\n * @return {boolean} true if we can generate mips\n * @memberOf module:twgl/textures\n */\nfunction canFilter(internalFormat) {\n const info = getTextureInternalFormatInfo(internalFormat);\n if (!info) {\n throw \"unknown internal format\";\n }\n return info.textureFilterable;\n}\n\n/**\n * Gets the number of components for a given image format.\n * @param {number} format the format.\n * @return {number} the number of components for the format.\n * @memberOf module:twgl/textures\n */\nfunction getNumComponentsForFormat(format) {\n const info = formatInfo[format];\n if (!info) {\n throw \"unknown format: \" + format;\n }\n return info.numColorComponents;\n}\n\n/**\n * Gets the texture type for a given array type.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @return {number} the gl texture type\n * @private\n */\nfunction getTextureTypeForArrayType(gl, src, defaultType) {\n if (isArrayBuffer(src)) {\n return getGLTypeForTypedArray(src);\n }\n return defaultType || UNSIGNED_BYTE$1;\n}\n\nfunction guessDimensions(gl, target, width, height, numElements) {\n if (numElements % 1 !== 0) {\n throw \"can't guess dimensions\";\n }\n if (!width && !height) {\n const size = Math.sqrt(numElements / (target === TEXTURE_CUBE_MAP$1 ? 6 : 1));\n if (size % 1 === 0) {\n width = size;\n height = size;\n } else {\n width = numElements;\n height = 1;\n }\n } else if (!height) {\n height = numElements / width;\n if (height % 1) {\n throw \"can't guess dimensions\";\n }\n } else if (!width) {\n width = numElements / height;\n if (width % 1) {\n throw \"can't guess dimensions\";\n }\n }\n return {\n width: width,\n height: height,\n };\n}\n\n/**\n * Sets the default texture color.\n *\n * The default texture color is used when loading textures from\n * urls. Because the URL will be loaded async we'd like to be\n * able to use the texture immediately. By putting a 1x1 pixel\n * color in the texture we can start using the texture before\n * the URL has loaded.\n *\n * @param {number[]} color Array of 4 values in the range 0 to 1\n * @deprecated see {@link module:twgl.setDefaults}\n * @memberOf module:twgl/textures\n */\nfunction setDefaultTextureColor(color) {\n defaults$1.textureColor = new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);\n}\n\nfunction setDefaults$1(newDefaults) {\n copyExistingProperties(newDefaults, defaults$1);\n if (newDefaults.textureColor) {\n setDefaultTextureColor(newDefaults.textureColor);\n }\n}\n\n/**\n * A function to generate the source for a texture.\n * @callback TextureFunc\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext\n * @param {module:twgl.TextureOptions} options the texture options\n * @return {*} Returns any of the things documented for `src` for {@link module:twgl.TextureOptions}.\n * @memberOf module:twgl\n */\n\n/**\n * Texture options passed to most texture functions. Each function will use whatever options\n * are appropriate for its needs. This lets you pass the same options to all functions.\n *\n * Note: A `TexImageSource` is defined in the WebGL spec as a `HTMLImageElement`, `HTMLVideoElement`,\n * `HTMLCanvasElement`, `ImageBitmap`, or `ImageData`.\n *\n * @typedef {Object} TextureOptions\n * @property {number} [target] the type of texture `gl.TEXTURE_2D` or `gl.TEXTURE_CUBE_MAP`. Defaults to `gl.TEXTURE_2D`.\n * @property {number} [level] the mip level to affect. Defaults to 0. Note, if set auto will be considered false unless explicitly set to true.\n * @property {number} [width] the width of the texture. Only used if src is an array or typed array or null.\n * @property {number} [height] the height of a texture. Only used if src is an array or typed array or null.\n * @property {number} [depth] the depth of a texture. Only used if src is an array or type array or null and target is `TEXTURE_3D` .\n * @property {number} [min] the min filter setting (eg. `gl.LINEAR`). Defaults to `gl.NEAREST_MIPMAP_LINEAR`\n * or if texture is not a power of 2 on both dimensions then defaults to `gl.LINEAR`.\n * @property {number} [mag] the mag filter setting (eg. `gl.LINEAR`). Defaults to `gl.LINEAR`\n * @property {number} [minMag] both the min and mag filter settings.\n * @property {number} [internalFormat] internal format for texture. Defaults to `gl.RGBA`\n * @property {number} [format] format for texture. Defaults to `gl.RGBA`.\n * @property {number} [type] type for texture. Defaults to `gl.UNSIGNED_BYTE` unless `src` is ArrayBufferView. If `src`\n * is ArrayBufferView defaults to type that matches ArrayBufferView type.\n * @property {number} [wrap] Texture wrapping for both S and T (and R if TEXTURE_3D or WebGLSampler). Defaults to `gl.REPEAT` for 2D unless src is WebGL1 and src not npot and `gl.CLAMP_TO_EDGE` for cube\n * @property {number} [wrapS] Texture wrapping for S. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.\n * @property {number} [wrapT] Texture wrapping for T. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.\n * @property {number} [wrapR] Texture wrapping for R. Defaults to `gl.REPEAT` and `gl.CLAMP_TO_EDGE` for cube. If set takes precedence over `wrap`.\n * @property {number} [minLod] TEXTURE_MIN_LOD setting\n * @property {number} [maxLod] TEXTURE_MAX_LOD setting\n * @property {number} [baseLevel] TEXTURE_BASE_LEVEL setting\n * @property {number} [maxLevel] TEXTURE_MAX_LEVEL setting\n * @property {number} [unpackAlignment] The `gl.UNPACK_ALIGNMENT` used when uploading an array. Defaults to 1.\n * @property {number[]|ArrayBufferView} [color] Color to initialize this texture with if loading an image asynchronously.\n * The default use a blue 1x1 pixel texture. You can set another default by calling `twgl.setDefaults`\n * or you can set an individual texture's initial color by setting this property. Example: `[1, .5, .5, 1]` = pink\n * @property {number} [premultiplyAlpha] Whether or not to premultiply alpha. Defaults to whatever the current setting is.\n * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override\n * the current setting for specific textures.\n * @property {number} [flipY] Whether or not to flip the texture vertically on upload. Defaults to whatever the current setting is.\n * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override\n * the current setting for specific textures.\n * @property {number} [colorspaceConversion] Whether or not to let the browser do colorspace conversion of the texture on upload. Defaults to whatever the current setting is.\n * This lets you set it once before calling `twgl.createTexture` or `twgl.createTextures` and only override\n * the current setting for specific textures.\n * @property {boolean} [auto] If `undefined` or `true`, in WebGL1, texture filtering is set automatically for non-power of 2 images and\n * mips are generated for power of 2 images. In WebGL2 mips are generated if they can be. Note: if `level` is set above\n * then then `auto` is assumed to be `false` unless explicity set to `true`.\n * @property {number[]} [cubeFaceOrder] The order that cube faces are pulled out of an img or set of images. The default is\n *\n * [gl.TEXTURE_CUBE_MAP_POSITIVE_X,\n * gl.TEXTURE_CUBE_MAP_NEGATIVE_X,\n * gl.TEXTURE_CUBE_MAP_POSITIVE_Y,\n * gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,\n * gl.TEXTURE_CUBE_MAP_POSITIVE_Z,\n * gl.TEXTURE_CUBE_MAP_NEGATIVE_Z]\n *\n * @property {(number[]|ArrayBufferView|TexImageSource|TexImageSource[]|string|string[]|module:twgl.TextureFunc)} [src] source for texture\n *\n * If `string` then it's assumed to be a URL to an image. The image will be downloaded async. A usable\n * 1x1 pixel texture will be returned immediately. The texture will be updated once the image has downloaded.\n * If `target` is `gl.TEXTURE_CUBE_MAP` will attempt to divide image into 6 square pieces. 1x6, 6x1, 3x2, 2x3.\n * The pieces will be uploaded in `cubeFaceOrder`\n *\n * If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_CUBE_MAP` then it must have 6 entries, one for each face of a cube map.\n *\n * If `string[]` or `TexImageSource[]` and target is `gl.TEXTURE_2D_ARRAY` then each entry is a slice of the a 2d array texture\n * and will be scaled to the specified width and height OR to the size of the first image that loads.\n *\n * If `TexImageSource` then it wil be used immediately to create the contents of the texture. Examples `HTMLImageElement`,\n * `HTMLCanvasElement`, `HTMLVideoElement`.\n *\n * If `number[]` or `ArrayBufferView` it's assumed to be data for a texture. If `width` or `height` is\n * not specified it is guessed as follows. First the number of elements is computed by `src.length / numComponents`\n * where `numComponents` is derived from `format`. If `target` is `gl.TEXTURE_CUBE_MAP` then `numElements` is divided\n * by 6. Then\n *\n * * If neither `width` nor `height` are specified and `sqrt(numElements)` is an integer then width and height\n * are set to `sqrt(numElements)`. Otherwise `width = numElements` and `height = 1`.\n *\n * * If only one of `width` or `height` is specified then the other equals `numElements / specifiedDimension`.\n *\n * If `number[]` will be converted to `type`.\n *\n * If `src` is a function it will be called with a `WebGLRenderingContext` and these options.\n * Whatever it returns is subject to these rules. So it can return a string url, an `HTMLElement`\n * an array etc...\n *\n * If `src` is undefined then an empty texture will be created of size `width` by `height`.\n *\n * @property {string} [crossOrigin] What to set the crossOrigin property of images when they are downloaded.\n * default: undefined. Also see {@link module:twgl.setDefaults}.\n *\n * @memberOf module:twgl\n */\n\n/**\n * Sets any packing state that will be set based on the options.\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @private\n */\nfunction setPackState(gl, options) {\n if (options.colorspaceConversion !== undefined) {\n gl.pixelStorei(UNPACK_COLORSPACE_CONVERSION_WEBGL, options.colorspaceConversion);\n }\n if (options.premultiplyAlpha !== undefined) {\n gl.pixelStorei(UNPACK_PREMULTIPLY_ALPHA_WEBGL, options.premultiplyAlpha);\n }\n if (options.flipY !== undefined) {\n gl.pixelStorei(UNPACK_FLIP_Y_WEBGL, options.flipY);\n }\n}\n\n/**\n * Set skip state to defaults\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @private\n */\nfunction setSkipStateToDefault(gl) {\n gl.pixelStorei(UNPACK_ALIGNMENT, 4);\n if (isWebGL2(gl)) {\n gl.pixelStorei(UNPACK_ROW_LENGTH, 0);\n gl.pixelStorei(UNPACK_IMAGE_HEIGHT, 0);\n gl.pixelStorei(UNPACK_SKIP_PIXELS, 0);\n gl.pixelStorei(UNPACK_SKIP_ROWS, 0);\n gl.pixelStorei(UNPACK_SKIP_IMAGES, 0);\n }\n}\n\n/**\n * Sets the parameters of a texture or sampler\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {number|WebGLSampler} target texture target or sampler\n * @param {function()} parameteriFn texParameteri or samplerParameteri fn\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @private\n */\nfunction setTextureSamplerParameters(gl, target, parameteriFn, options) {\n if (options.minMag) {\n parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.minMag);\n parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.minMag);\n }\n if (options.min) {\n parameteriFn.call(gl, target, TEXTURE_MIN_FILTER, options.min);\n }\n if (options.mag) {\n parameteriFn.call(gl, target, TEXTURE_MAG_FILTER, options.mag);\n }\n if (options.wrap) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrap);\n parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrap);\n if (target === TEXTURE_3D$1 || isSampler(gl, target)) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrap);\n }\n }\n if (options.wrapR) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_R, options.wrapR);\n }\n if (options.wrapS) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_S, options.wrapS);\n }\n if (options.wrapT) {\n parameteriFn.call(gl, target, TEXTURE_WRAP_T, options.wrapT);\n }\n if (options.minLod) {\n parameteriFn.call(gl, target, TEXTURE_MIN_LOD, options.minLod);\n }\n if (options.maxLod) {\n parameteriFn.call(gl, target, TEXTURE_MAX_LOD, options.maxLod);\n }\n if (options.baseLevel) {\n parameteriFn.call(gl, target, TEXTURE_BASE_LEVEL, options.baseLevel);\n }\n if (options.maxLevel) {\n parameteriFn.call(gl, target, TEXTURE_MAX_LEVEL, options.maxLevel);\n }\n}\n\n/**\n * Sets the texture parameters of a texture.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n */\nfunction setTextureParameters(gl, tex, options) {\n const target = options.target || TEXTURE_2D$2;\n gl.bindTexture(target, tex);\n setTextureSamplerParameters(gl, target, gl.texParameteri, options);\n}\n\n/**\n * Sets the sampler parameters of a sampler.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLSampler} sampler the WebGLSampler to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @memberOf module:twgl/textures\n */\nfunction setSamplerParameters(gl, sampler, options) {\n setTextureSamplerParameters(gl, sampler, gl.samplerParameteri, options);\n}\n\n/**\n * Creates a new sampler object and sets parameters.\n *\n * Example:\n *\n * const sampler = twgl.createSampler(gl, {\n * minMag: gl.NEAREST, // sets both TEXTURE_MIN_FILTER and TEXTURE_MAG_FILTER\n * wrap: gl.CLAMP_TO_NEAREST, // sets both TEXTURE_WRAP_S and TEXTURE_WRAP_T and TEXTURE_WRAP_R\n * });\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.} options A object of TextureOptions one per sampler.\n * @return {Object.} the created samplers by name\n * @private\n */\nfunction createSampler(gl, options) {\n const sampler = gl.createSampler();\n setSamplerParameters(gl, sampler, options);\n return sampler;\n}\n\n/**\n * Creates a multiple sampler objects and sets parameters on each.\n *\n * Example:\n *\n * const samplers = twgl.createSamplers(gl, {\n * nearest: {\n * minMag: gl.NEAREST,\n * },\n * nearestClampS: {\n * minMag: gl.NEAREST,\n * wrapS: gl.CLAMP_TO_NEAREST,\n * },\n * linear: {\n * minMag: gl.LINEAR,\n * },\n * nearestClamp: {\n * minMag: gl.NEAREST,\n * wrap: gl.CLAMP_TO_EDGE,\n * },\n * linearClamp: {\n * minMag: gl.LINEAR,\n * wrap: gl.CLAMP_TO_EDGE,\n * },\n * linearClampT: {\n * minMag: gl.LINEAR,\n * wrapT: gl.CLAMP_TO_EDGE,\n * },\n * });\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set on the sampler\n * @private\n */\nfunction createSamplers(gl, samplerOptions) {\n const samplers = {};\n Object.keys(samplerOptions).forEach(function(name) {\n samplers[name] = createSampler(gl, samplerOptions[name]);\n });\n return samplers;\n}\n\n/**\n * Makes a 1x1 pixel\n * If no color is passed in uses the default color which can be set by calling `setDefaultTextureColor`.\n * @param {(number[]|ArrayBufferView)} [color] The color using 0-1 values\n * @return {Uint8Array} Unit8Array with color.\n * @private\n */\nfunction make1Pixel(color) {\n color = color || defaults$1.textureColor;\n if (isArrayBuffer(color)) {\n return color;\n }\n return new Uint8Array([color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255]);\n}\n\n/**\n * Sets filtering or generates mips for texture based on width or height\n * If width or height is not passed in uses `options.width` and//or `options.height`\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @param {number} [width] width of texture\n * @param {number} [height] height of texture\n * @param {number} [internalFormat] The internalFormat parameter from texImage2D etc..\n * @memberOf module:twgl/textures\n */\nfunction setTextureFilteringForSize(gl, tex, options, width, height, internalFormat) {\n options = options || defaults$1.textureOptions;\n internalFormat = internalFormat || RGBA$1;\n const target = options.target || TEXTURE_2D$2;\n width = width || options.width;\n height = height || options.height;\n gl.bindTexture(target, tex);\n if (canGenerateMipmap(gl, width, height, internalFormat)) {\n gl.generateMipmap(target);\n } else {\n const filtering = canFilter(internalFormat) ? LINEAR$1 : NEAREST;\n gl.texParameteri(target, TEXTURE_MIN_FILTER, filtering);\n gl.texParameteri(target, TEXTURE_MAG_FILTER, filtering);\n gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE$1);\n gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE$1);\n }\n}\n\nfunction shouldAutomaticallySetTextureFilteringForSize(options) {\n return options.auto === true || (options.auto === undefined && options.level === undefined);\n}\n\n/**\n * Gets an array of cubemap face enums\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @return {number[]} cubemap face enums\n * @private\n */\nfunction getCubeFaceOrder(gl, options) {\n options = options || {};\n return options.cubeFaceOrder || [\n TEXTURE_CUBE_MAP_POSITIVE_X,\n TEXTURE_CUBE_MAP_NEGATIVE_X,\n TEXTURE_CUBE_MAP_POSITIVE_Y,\n TEXTURE_CUBE_MAP_NEGATIVE_Y,\n TEXTURE_CUBE_MAP_POSITIVE_Z,\n TEXTURE_CUBE_MAP_NEGATIVE_Z,\n ];\n}\n\n/**\n * @typedef {Object} FaceInfo\n * @property {number} face gl enum for texImage2D\n * @property {number} ndx face index (0 - 5) into source data\n * @ignore\n */\n\n/**\n * Gets an array of FaceInfos\n * There's a bug in some NVidia drivers that will crash the driver if\n * `gl.TEXTURE_CUBE_MAP_POSITIVE_X` is not uploaded first. So, we take\n * the user's desired order from his faces to WebGL and make sure we\n * do the faces in WebGL order\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @return {FaceInfo[]} cubemap face infos. Arguably the `face` property of each element is redundant but\n * it's needed internally to sort the array of `ndx` properties by `face`.\n * @private\n */\nfunction getCubeFacesWithNdx(gl, options) {\n const faces = getCubeFaceOrder(gl, options);\n // work around bug in NVidia drivers. We have to upload the first face first else the driver crashes :(\n const facesWithNdx = faces.map(function(face, ndx) {\n return { face: face, ndx: ndx };\n });\n facesWithNdx.sort(function(a, b) {\n return a.face - b.face;\n });\n return facesWithNdx;\n}\n\n/**\n * Set a texture from the contents of an element. Will also set\n * texture filtering or generate mips based on the dimensions of the element\n * unless `options.auto === false`. If `target === gl.TEXTURE_CUBE_MAP` will\n * attempt to slice image into 1x6, 2x3, 3x2, or 6x1 images, one for each face.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {HTMLElement} element a canvas, img, or video element.\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n * @kind function\n */\nfunction setTextureFromElement(gl, tex, element, options) {\n options = options || defaults$1.textureOptions;\n const target = options.target || TEXTURE_2D$2;\n const level = options.level || 0;\n let width = element.width;\n let height = element.height;\n const internalFormat = options.internalFormat || options.format || RGBA$1;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || formatType.type;\n setPackState(gl, options);\n gl.bindTexture(target, tex);\n if (target === TEXTURE_CUBE_MAP$1) {\n // guess the parts\n const imgWidth = element.width;\n const imgHeight = element.height;\n let size;\n let slices;\n if (imgWidth / 6 === imgHeight) {\n // It's 6x1\n size = imgHeight;\n slices = [0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5, 0];\n } else if (imgHeight / 6 === imgWidth) {\n // It's 1x6\n size = imgWidth;\n slices = [0, 0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5];\n } else if (imgWidth / 3 === imgHeight / 2) {\n // It's 3x2\n size = imgWidth / 3;\n slices = [0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1];\n } else if (imgWidth / 2 === imgHeight / 3) {\n // It's 2x3\n size = imgWidth / 2;\n slices = [0, 0, 1, 0, 0, 1, 1, 1, 0, 2, 1, 2];\n } else {\n throw \"can't figure out cube map from element: \" + (element.src ? element.src : element.nodeName);\n }\n const ctx = getShared2DContext();\n if (ctx) {\n ctx.canvas.width = size;\n ctx.canvas.height = size;\n width = size;\n height = size;\n getCubeFacesWithNdx(gl, options).forEach(function(f) {\n const xOffset = slices[f.ndx * 2 + 0] * size;\n const yOffset = slices[f.ndx * 2 + 1] * size;\n ctx.drawImage(element, xOffset, yOffset, size, size, 0, 0, size, size);\n gl.texImage2D(f.face, level, internalFormat, format, type, ctx.canvas);\n });\n // Free up the canvas memory\n ctx.canvas.width = 1;\n ctx.canvas.height = 1;\n } else if (typeof createImageBitmap !== 'undefined') {\n // NOTE: It seems like we should prefer ImageBitmap because unlike canvas it's\n // note lossy? (alpha is not premultiplied? although I'm not sure what\n width = size;\n height = size;\n getCubeFacesWithNdx(gl, options).forEach(function(f) {\n const xOffset = slices[f.ndx * 2 + 0] * size;\n const yOffset = slices[f.ndx * 2 + 1] * size;\n // We can't easily use a default texture color here as it would have to match\n // the type across all faces where as with a 2D one there's only one face\n // so we're replacing everything all at once. It also has to be the correct size.\n // On the other hand we need all faces to be the same size so as one face loads\n // the rest match else the texture will be un-renderable.\n gl.texImage2D(f.face, level, internalFormat, size, size, 0, format, type, null);\n createImageBitmap(element, xOffset, yOffset, size, size, {\n premultiplyAlpha: 'none',\n colorSpaceConversion: 'none',\n })\n .then(function(imageBitmap) {\n setPackState(gl, options);\n gl.bindTexture(target, tex);\n gl.texImage2D(f.face, level, internalFormat, format, type, imageBitmap);\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);\n }\n });\n });\n }\n } else if (target === TEXTURE_3D$1 || target === TEXTURE_2D_ARRAY$1) {\n const smallest = Math.min(element.width, element.height);\n const largest = Math.max(element.width, element.height);\n const depth = largest / smallest;\n if (depth % 1 !== 0) {\n throw \"can not compute 3D dimensions of element\";\n }\n const xMult = element.width === largest ? 1 : 0;\n const yMult = element.height === largest ? 1 : 0;\n gl.pixelStorei(UNPACK_ALIGNMENT, 1);\n gl.pixelStorei(UNPACK_ROW_LENGTH, element.width);\n gl.pixelStorei(UNPACK_IMAGE_HEIGHT, 0);\n gl.pixelStorei(UNPACK_SKIP_IMAGES, 0);\n gl.texImage3D(target, level, internalFormat, smallest, smallest, smallest, 0, format, type, null);\n for (let d = 0; d < depth; ++d) {\n const srcX = d * smallest * xMult;\n const srcY = d * smallest * yMult;\n gl.pixelStorei(UNPACK_SKIP_PIXELS, srcX);\n gl.pixelStorei(UNPACK_SKIP_ROWS, srcY);\n gl.texSubImage3D(target, level, 0, 0, d, smallest, smallest, 1, format, type, element);\n }\n setSkipStateToDefault(gl);\n } else {\n gl.texImage2D(target, level, internalFormat, format, type, element);\n }\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);\n }\n setTextureParameters(gl, tex, options);\n}\n\nfunction noop() {\n}\n\n/**\n * Checks whether the url's origin is the same so that we can set the `crossOrigin`\n * @param {string} url url to image\n * @returns {boolean} true if the window's origin is the same as image's url\n * @private\n */\nfunction urlIsSameOrigin(url) {\n if (typeof document !== 'undefined') {\n // for IE really\n const a = document.createElement('a');\n a.href = url;\n return a.hostname === location.hostname &&\n a.port === location.port &&\n a.protocol === location.protocol;\n } else {\n const localOrigin = (new URL(location.href)).origin;\n const urlOrigin = (new URL(url, location.href)).origin;\n return urlOrigin === localOrigin;\n }\n}\n\nfunction setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin) {\n return crossOrigin === undefined && !urlIsSameOrigin(url)\n ? 'anonymous'\n : crossOrigin;\n}\n\n/**\n * Loads an image\n * @param {string} url url to image\n * @param {string} crossOrigin\n * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null\n * if there was an error\n * @return {HTMLImageElement} the image being loaded.\n * @private\n */\nfunction loadImage(url, crossOrigin, callback) {\n callback = callback || noop;\n let img;\n crossOrigin = crossOrigin !== undefined ? crossOrigin : defaults$1.crossOrigin;\n crossOrigin = setToAnonymousIfUndefinedAndURLIsNotSameOrigin(url, crossOrigin);\n if (typeof Image !== 'undefined') {\n img = new Image();\n if (crossOrigin !== undefined) {\n img.crossOrigin = crossOrigin;\n }\n\n const clearEventHandlers = function clearEventHandlers() {\n img.removeEventListener('error', onError); // eslint-disable-line\n img.removeEventListener('load', onLoad); // eslint-disable-line\n img = null;\n };\n\n const onError = function onError() {\n const msg = \"couldn't load image: \" + url;\n error$1(msg);\n callback(msg, img);\n clearEventHandlers();\n };\n\n const onLoad = function onLoad() {\n callback(null, img);\n clearEventHandlers();\n };\n\n img.addEventListener('error', onError);\n img.addEventListener('load', onLoad);\n img.src = url;\n return img;\n } else if (typeof ImageBitmap !== 'undefined') {\n let err;\n let bm;\n const cb = function cb() {\n callback(err, bm);\n };\n\n const options = {};\n if (crossOrigin) {\n options.mode = 'cors'; // TODO: not sure how to translate image.crossOrigin\n }\n fetch(url, options).then(function(response) {\n if (!response.ok) {\n throw response;\n }\n return response.blob();\n }).then(function(blob) {\n return createImageBitmap(blob, {\n premultiplyAlpha: 'none',\n colorSpaceConversion: 'none',\n });\n }).then(function(bitmap) {\n // not sure if this works. We don't want\n // to catch the user's error. So, call\n // the callback in a timeout so we're\n // not in this scope inside the promise.\n bm = bitmap;\n setTimeout(cb);\n }).catch(function(e) {\n err = e;\n setTimeout(cb);\n });\n img = null;\n }\n return img;\n}\n\n/**\n * check if object is a TexImageSource\n *\n * @param {Object} obj Object to test\n * @return {boolean} true if object is a TexImageSource\n * @private\n */\nfunction isTexImageSource(obj) {\n return (typeof ImageBitmap !== 'undefined' && obj instanceof ImageBitmap) ||\n (typeof ImageData !== 'undefined' && obj instanceof ImageData) ||\n (typeof HTMLElement !== 'undefined' && obj instanceof HTMLElement);\n}\n\n/**\n * if obj is an TexImageSource then just\n * uses it otherwise if obj is a string\n * then load it first.\n *\n * @param {string|TexImageSource} obj\n * @param {string} crossOrigin\n * @param {function(err, img)} [callback] a callback that's passed an error and the image. The error will be non-null\n * if there was an error\n * @private\n */\nfunction loadAndUseImage(obj, crossOrigin, callback) {\n if (isTexImageSource(obj)) {\n setTimeout(function() {\n callback(null, obj);\n });\n return obj;\n }\n\n return loadImage(obj, crossOrigin, callback);\n}\n\n/**\n * Sets a texture to a 1x1 pixel color. If `options.color === false` is nothing happens. If it's not set\n * the default texture color is used which can be set by calling `setDefaultTextureColor`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n * @private\n */\nfunction setTextureTo1PixelColor(gl, tex, options) {\n options = options || defaults$1.textureOptions;\n const target = options.target || TEXTURE_2D$2;\n gl.bindTexture(target, tex);\n if (options.color === false) {\n return;\n }\n // Assume it's a URL\n // Put 1x1 pixels in texture. That makes it renderable immediately regardless of filtering.\n const color = make1Pixel(options.color);\n if (target === TEXTURE_CUBE_MAP$1) {\n for (let ii = 0; ii < 6; ++ii) {\n gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, 0, RGBA$1, 1, 1, 0, RGBA$1, UNSIGNED_BYTE$1, color);\n }\n } else if (target === TEXTURE_3D$1 || target === TEXTURE_2D_ARRAY$1) {\n gl.texImage3D(target, 0, RGBA$1, 1, 1, 1, 0, RGBA$1, UNSIGNED_BYTE$1, color);\n } else {\n gl.texImage2D(target, 0, RGBA$1, 1, 1, 0, RGBA$1, UNSIGNED_BYTE$1, color);\n }\n}\n\n/**\n * The src image(s) used to create a texture.\n *\n * When you call {@link module:twgl.createTexture} or {@link module:twgl.createTextures}\n * you can pass in urls for images to load into the textures. If it's a single url\n * then this will be a single HTMLImageElement. If it's an array of urls used for a cubemap\n * this will be a corresponding array of images for the cubemap.\n *\n * @typedef {HTMLImageElement|HTMLImageElement[]} TextureSrc\n * @memberOf module:twgl\n */\n\n/**\n * A callback for when an image finished downloading and been uploaded into a texture\n * @callback TextureReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {WebGLTexture} texture the texture.\n * @param {module:twgl.TextureSrc} source image(s) used to as the src for the texture\n * @memberOf module:twgl\n */\n\n/**\n * A callback for when all images have finished downloading and been uploaded into their respective textures\n * @callback TexturesReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {Object.} textures the created textures by name. Same as returned by {@link module:twgl.createTextures}.\n * @param {Object.} sources the image(s) used for the texture by name.\n * @memberOf module:twgl\n */\n\n/**\n * A callback for when an image finished downloading and been uploaded into a texture\n * @callback CubemapReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {WebGLTexture} tex the texture.\n * @param {HTMLImageElement[]} imgs the images for each face.\n * @memberOf module:twgl\n */\n\n/**\n * A callback for when an image finished downloading and been uploaded into a texture\n * @callback ThreeDReadyCallback\n * @param {*} err If truthy there was an error.\n * @param {WebGLTexture} tex the texture.\n * @param {HTMLImageElement[]} imgs the images for each slice.\n * @memberOf module:twgl\n */\n\n/**\n * Loads a texture from an image from a Url as specified in `options.src`\n * If `options.color !== false` will set the texture to a 1x1 pixel color so that the texture is\n * immediately useable. It will be updated with the contents of the image once the image has finished\n * downloading. Filtering options will be set as appropriate for image unless `options.auto === false`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.TextureReadyCallback} [callback] A function to be called when the image has finished loading. err will\n * be non null if there was an error.\n * @return {HTMLImageElement} the image being downloaded.\n * @memberOf module:twgl/textures\n */\nfunction loadTextureFromUrl(gl, tex, options, callback) {\n callback = callback || noop;\n options = options || defaults$1.textureOptions;\n setTextureTo1PixelColor(gl, tex, options);\n // Because it's async we need to copy the options.\n options = Object.assign({}, options);\n const img = loadAndUseImage(options.src, options.crossOrigin, function(err, img) {\n if (err) {\n callback(err, tex, img);\n } else {\n setTextureFromElement(gl, tex, img, options);\n callback(null, tex, img);\n }\n });\n return img;\n}\n\n/**\n * Loads a cubemap from 6 urls or TexImageSources as specified in `options.src`. Will set the cubemap to a 1x1 pixel color\n * so that it is usable immediately unless `option.color === false`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.CubemapReadyCallback} [callback] A function to be called when all the images have finished loading. err will\n * be non null if there was an error.\n * @memberOf module:twgl/textures\n * @private\n */\nfunction loadCubemapFromUrls(gl, tex, options, callback) {\n callback = callback || noop;\n const urls = options.src;\n if (urls.length !== 6) {\n throw \"there must be 6 urls for a cubemap\";\n }\n const level = options.level || 0;\n const internalFormat = options.internalFormat || options.format || RGBA$1;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || UNSIGNED_BYTE$1;\n const target = options.target || TEXTURE_2D$2;\n if (target !== TEXTURE_CUBE_MAP$1) {\n throw \"target must be TEXTURE_CUBE_MAP\";\n }\n setTextureTo1PixelColor(gl, tex, options);\n // Because it's async we need to copy the options.\n options = Object.assign({}, options);\n let numToLoad = 6;\n const errors = [];\n const faces = getCubeFaceOrder(gl, options);\n let imgs; // eslint-disable-line\n\n function uploadImg(faceTarget) {\n return function(err, img) {\n --numToLoad;\n if (err) {\n errors.push(err);\n } else {\n if (img.width !== img.height) {\n errors.push(\"cubemap face img is not a square: \" + img.src);\n } else {\n setPackState(gl, options);\n gl.bindTexture(target, tex);\n\n // So assuming this is the first image we now have one face that's img sized\n // and 5 faces that are 1x1 pixel so size the other faces\n if (numToLoad === 5) {\n // use the default order\n getCubeFaceOrder().forEach(function(otherTarget) {\n // Should we re-use the same face or a color?\n gl.texImage2D(otherTarget, level, internalFormat, format, type, img);\n });\n } else {\n gl.texImage2D(faceTarget, level, internalFormat, format, type, img);\n }\n\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n gl.generateMipmap(target);\n }\n }\n }\n\n if (numToLoad === 0) {\n callback(errors.length ? errors : undefined, tex, imgs);\n }\n };\n }\n\n imgs = urls.map(function(url, ndx) {\n return loadAndUseImage(url, options.crossOrigin, uploadImg(faces[ndx]));\n });\n}\n\n/**\n * Loads a 2d array or 3d texture from urls OR TexImageSources as specified in `options.src`.\n * Will set the texture to a 1x1 pixel color\n * so that it is usable immediately unless `option.color === false`.\n *\n * If the width and height is not specified the width and height of the first\n * image loaded will be used. Note that since images are loaded async\n * which image downloads first is unknown.\n *\n * If an image is not the same size as the width and height it will be scaled\n * to that width and height.\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.ThreeDReadyCallback} [callback] A function to be called when all the images have finished loading. err will\n * be non null if there was an error.\n * @memberOf module:twgl/textures\n * @private\n */\nfunction loadSlicesFromUrls(gl, tex, options, callback) {\n callback = callback || noop;\n const urls = options.src;\n const internalFormat = options.internalFormat || options.format || RGBA$1;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || UNSIGNED_BYTE$1;\n const target = options.target || TEXTURE_2D_ARRAY$1;\n if (target !== TEXTURE_3D$1 && target !== TEXTURE_2D_ARRAY$1) {\n throw \"target must be TEXTURE_3D or TEXTURE_2D_ARRAY\";\n }\n setTextureTo1PixelColor(gl, tex, options);\n // Because it's async we need to copy the options.\n options = Object.assign({}, options);\n let numToLoad = urls.length;\n const errors = [];\n let imgs; // eslint-disable-line\n const level = options.level || 0;\n let width = options.width;\n let height = options.height;\n const depth = urls.length;\n let firstImage = true;\n\n function uploadImg(slice) {\n return function(err, img) {\n --numToLoad;\n if (err) {\n errors.push(err);\n } else {\n setPackState(gl, options);\n gl.bindTexture(target, tex);\n\n if (firstImage) {\n firstImage = false;\n width = options.width || img.width;\n height = options.height || img.height;\n gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null);\n\n // put it in every slice otherwise some slices will be 0,0,0,0\n for (let s = 0; s < depth; ++s) {\n gl.texSubImage3D(target, level, 0, 0, s, width, height, 1, format, type, img);\n }\n } else {\n let src = img;\n let ctx;\n if (img.width !== width || img.height !== height) {\n // Size the image to fix\n ctx = getShared2DContext();\n src = ctx.canvas;\n ctx.canvas.width = width;\n ctx.canvas.height = height;\n ctx.drawImage(img, 0, 0, width, height);\n }\n\n gl.texSubImage3D(target, level, 0, 0, slice, width, height, 1, format, type, src);\n\n // free the canvas memory\n if (ctx && src === ctx.canvas) {\n ctx.canvas.width = 0;\n ctx.canvas.height = 0;\n }\n }\n\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n gl.generateMipmap(target);\n }\n }\n\n if (numToLoad === 0) {\n callback(errors.length ? errors : undefined, tex, imgs);\n }\n };\n }\n\n imgs = urls.map(function(url, ndx) {\n return loadAndUseImage(url, options.crossOrigin, uploadImg(ndx));\n });\n}\n\n/**\n * Sets a texture from an array or typed array. If the width or height is not provided will attempt to\n * guess the size. See {@link module:twgl.TextureOptions}.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {(number[]|ArrayBufferView)} src An array or typed arry with texture data.\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * This is often the same options you passed in when you created the texture.\n * @memberOf module:twgl/textures\n */\nfunction setTextureFromArray(gl, tex, src, options) {\n options = options || defaults$1.textureOptions;\n const target = options.target || TEXTURE_2D$2;\n gl.bindTexture(target, tex);\n let width = options.width;\n let height = options.height;\n let depth = options.depth;\n const level = options.level || 0;\n const internalFormat = options.internalFormat || options.format || RGBA$1;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || getTextureTypeForArrayType(gl, src, formatType.type);\n if (!isArrayBuffer(src)) {\n const Type = getTypedArrayTypeForGLType(type);\n src = new Type(src);\n } else if (src instanceof Uint8ClampedArray) {\n src = new Uint8Array(src.buffer);\n }\n\n const bytesPerElement = getBytesPerElementForInternalFormat(internalFormat, type);\n const numElements = src.byteLength / bytesPerElement; // TODO: check UNPACK_ALIGNMENT?\n if (numElements % 1) {\n throw \"length wrong size for format: \" + glEnumToString(gl, format);\n }\n let dimensions;\n if (target === TEXTURE_3D$1 || target === TEXTURE_2D_ARRAY$1) {\n if (!width && !height && !depth) {\n const size = Math.cbrt(numElements);\n if (size % 1 !== 0) {\n throw \"can't guess cube size of array of numElements: \" + numElements;\n }\n width = size;\n height = size;\n depth = size;\n } else if (width && (!height || !depth)) {\n dimensions = guessDimensions(gl, target, height, depth, numElements / width);\n height = dimensions.width;\n depth = dimensions.height;\n } else if (height && (!width || !depth)) {\n dimensions = guessDimensions(gl, target, width, depth, numElements / height);\n width = dimensions.width;\n depth = dimensions.height;\n } else {\n dimensions = guessDimensions(gl, target, width, height, numElements / depth);\n width = dimensions.width;\n height = dimensions.height;\n }\n } else {\n dimensions = guessDimensions(gl, target, width, height, numElements);\n width = dimensions.width;\n height = dimensions.height;\n }\n setSkipStateToDefault(gl);\n gl.pixelStorei(UNPACK_ALIGNMENT, options.unpackAlignment || 1);\n setPackState(gl, options);\n if (target === TEXTURE_CUBE_MAP$1) {\n const elementsPerElement = bytesPerElement / src.BYTES_PER_ELEMENT;\n const faceSize = numElements / 6 * elementsPerElement;\n\n getCubeFacesWithNdx(gl, options).forEach(f => {\n const offset = faceSize * f.ndx;\n const data = src.subarray(offset, offset + faceSize);\n gl.texImage2D(f.face, level, internalFormat, width, height, 0, format, type, data);\n });\n } else if (target === TEXTURE_3D$1 || target === TEXTURE_2D_ARRAY$1) {\n gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, src);\n } else {\n gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, src);\n }\n return {\n width: width,\n height: height,\n depth: depth,\n type: type,\n };\n}\n\n/**\n * Sets a texture with no contents of a certain size. In other words calls `gl.texImage2D` with `null`.\n * You must set `options.width` and `options.height`.\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the WebGLTexture to set parameters for\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @memberOf module:twgl/textures\n */\nfunction setEmptyTexture(gl, tex, options) {\n const target = options.target || TEXTURE_2D$2;\n gl.bindTexture(target, tex);\n const level = options.level || 0;\n const internalFormat = options.internalFormat || options.format || RGBA$1;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n const type = options.type || formatType.type;\n setPackState(gl, options);\n if (target === TEXTURE_CUBE_MAP$1) {\n for (let ii = 0; ii < 6; ++ii) {\n gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, options.width, options.height, 0, format, type, null);\n }\n } else if (target === TEXTURE_3D$1 || target === TEXTURE_2D_ARRAY$1) {\n gl.texImage3D(target, level, internalFormat, options.width, options.height, options.depth, 0, format, type, null);\n } else {\n gl.texImage2D(target, level, internalFormat, options.width, options.height, 0, format, type, null);\n }\n}\n\n/**\n * Creates a texture based on the options passed in.\n *\n * Note: may reset UNPACK_ALIGNMENT, UNPACK_ROW_LENGTH, UNPACK_IMAGE_HEIGHT, UNPACK_SKIP_IMAGES\n * UNPACK_SKIP_PIXELS, and UNPACK_SKIP_ROWS\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {module:twgl.TextureOptions} [options] A TextureOptions object with whatever parameters you want set.\n * @param {module:twgl.TextureReadyCallback} [callback] A callback called when an image has been downloaded and uploaded to the texture.\n * @return {WebGLTexture} the created texture.\n * @memberOf module:twgl/textures\n */\nfunction createTexture(gl, options, callback) {\n callback = callback || noop;\n options = options || defaults$1.textureOptions;\n const tex = gl.createTexture();\n const target = options.target || TEXTURE_2D$2;\n let width = options.width || 1;\n let height = options.height || 1;\n const internalFormat = options.internalFormat || RGBA$1;\n gl.bindTexture(target, tex);\n if (target === TEXTURE_CUBE_MAP$1) {\n // this should have been the default for cubemaps :(\n gl.texParameteri(target, TEXTURE_WRAP_S, CLAMP_TO_EDGE$1);\n gl.texParameteri(target, TEXTURE_WRAP_T, CLAMP_TO_EDGE$1);\n }\n let src = options.src;\n if (src) {\n if (typeof src === \"function\") {\n src = src(gl, options);\n }\n if (typeof (src) === \"string\") {\n loadTextureFromUrl(gl, tex, options, callback);\n } else if (isArrayBuffer(src) ||\n (Array.isArray(src) && (\n typeof src[0] === 'number' ||\n Array.isArray(src[0]) ||\n isArrayBuffer(src[0]))\n )\n ) {\n const dimensions = setTextureFromArray(gl, tex, src, options);\n width = dimensions.width;\n height = dimensions.height;\n } else if (Array.isArray(src) && (typeof (src[0]) === 'string' || isTexImageSource(src[0]))) {\n if (target === TEXTURE_CUBE_MAP$1) {\n loadCubemapFromUrls(gl, tex, options, callback);\n } else {\n loadSlicesFromUrls(gl, tex, options, callback);\n }\n } else { // if (isTexImageSource(src))\n setTextureFromElement(gl, tex, src, options);\n width = src.width;\n height = src.height;\n }\n } else {\n setEmptyTexture(gl, tex, options);\n }\n if (shouldAutomaticallySetTextureFilteringForSize(options)) {\n setTextureFilteringForSize(gl, tex, options, width, height, internalFormat);\n }\n setTextureParameters(gl, tex, options);\n return tex;\n}\n\n/**\n * Resizes a texture based on the options passed in.\n *\n * Note: This is not a generic resize anything function.\n * It's mostly used by {@link module:twgl.resizeFramebufferInfo}\n * It will use `options.src` if it exists to try to determine a `type`\n * otherwise it will assume `gl.UNSIGNED_BYTE`. No data is provided\n * for the texture. Texture parameters will be set accordingly\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {WebGLTexture} tex the texture to resize\n * @param {module:twgl.TextureOptions} options A TextureOptions object with whatever parameters you want set.\n * @param {number} [width] the new width. If not passed in will use `options.width`\n * @param {number} [height] the new height. If not passed in will use `options.height`\n * @param {number} [depth] the new depth. If not passed in will use `options.depth`\n * @memberOf module:twgl/textures\n */\nfunction resizeTexture(gl, tex, options, width, height, depth) {\n width = width || options.width;\n height = height || options.height;\n depth = depth || options.depth;\n const target = options.target || TEXTURE_2D$2;\n gl.bindTexture(target, tex);\n const level = options.level || 0;\n const internalFormat = options.internalFormat || options.format || RGBA$1;\n const formatType = getFormatAndTypeForInternalFormat(internalFormat);\n const format = options.format || formatType.format;\n let type;\n const src = options.src;\n if (!src) {\n type = options.type || formatType.type;\n } else if (isArrayBuffer(src) || (Array.isArray(src) && typeof (src[0]) === 'number')) {\n type = options.type || getTextureTypeForArrayType(gl, src, formatType.type);\n } else {\n type = options.type || formatType.type;\n }\n if (target === TEXTURE_CUBE_MAP$1) {\n for (let ii = 0; ii < 6; ++ii) {\n gl.texImage2D(TEXTURE_CUBE_MAP_POSITIVE_X + ii, level, internalFormat, width, height, 0, format, type, null);\n }\n } else if (target === TEXTURE_3D$1 || target === TEXTURE_2D_ARRAY$1) {\n gl.texImage3D(target, level, internalFormat, width, height, depth, 0, format, type, null);\n } else {\n gl.texImage2D(target, level, internalFormat, width, height, 0, format, type, null);\n }\n}\n\n/**\n * Check if a src is an async request.\n * if src is a string we're going to download an image\n * if src is an array of strings we're going to download cubemap images\n * @param {*} src The src from a TextureOptions\n * @returns {bool} true if src is async.\n * @private\n */\nfunction isAsyncSrc(src) {\n return typeof src === 'string' ||\n (Array.isArray(src) && typeof src[0] === 'string');\n}\n\n/**\n * Creates a bunch of textures based on the passed in options.\n *\n * Example:\n *\n * const textures = twgl.createTextures(gl, {\n * // a power of 2 image\n * hftIcon: { src: \"images/hft-icon-16.png\", mag: gl.NEAREST },\n * // a non-power of 2 image\n * clover: { src: \"images/clover.jpg\" },\n * // From a canvas\n * fromCanvas: { src: ctx.canvas },\n * // A cubemap from 6 images\n * yokohama: {\n * target: gl.TEXTURE_CUBE_MAP,\n * src: [\n * 'images/yokohama/posx.jpg',\n * 'images/yokohama/negx.jpg',\n * 'images/yokohama/posy.jpg',\n * 'images/yokohama/negy.jpg',\n * 'images/yokohama/posz.jpg',\n * 'images/yokohama/negz.jpg',\n * ],\n * },\n * // A cubemap from 1 image (can be 1x6, 2x3, 3x2, 6x1)\n * goldengate: {\n * target: gl.TEXTURE_CUBE_MAP,\n * src: 'images/goldengate.jpg',\n * },\n * // A 2x2 pixel texture from a JavaScript array\n * checker: {\n * mag: gl.NEAREST,\n * min: gl.LINEAR,\n * src: [\n * 255,255,255,255,\n * 192,192,192,255,\n * 192,192,192,255,\n * 255,255,255,255,\n * ],\n * },\n * // a 1x2 pixel texture from a typed array.\n * stripe: {\n * mag: gl.NEAREST,\n * min: gl.LINEAR,\n * format: gl.LUMINANCE,\n * src: new Uint8Array([\n * 255,\n * 128,\n * 255,\n * 128,\n * 255,\n * 128,\n * 255,\n * 128,\n * ]),\n * width: 1,\n * },\n * });\n *\n * Now\n *\n * * `textures.hftIcon` will be a 2d texture\n * * `textures.clover` will be a 2d texture\n * * `textures.fromCanvas` will be a 2d texture\n * * `textures.yohohama` will be a cubemap texture\n * * `textures.goldengate` will be a cubemap texture\n * * `textures.checker` will be a 2d texture\n * * `textures.stripe` will be a 2d texture\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.} options A object of TextureOptions one per texture.\n * @param {module:twgl.TexturesReadyCallback} [callback] A callback called when all textures have been downloaded.\n * @return {Object.} the created textures by name\n * @memberOf module:twgl/textures\n */\nfunction createTextures(gl, textureOptions, callback) {\n callback = callback || noop;\n let numDownloading = 0;\n const errors = [];\n const textures = {};\n const images = {};\n\n function callCallbackIfReady() {\n if (numDownloading === 0) {\n setTimeout(function() {\n callback(errors.length ? errors : undefined, textures, images);\n }, 0);\n }\n }\n\n Object.keys(textureOptions).forEach(function(name) {\n const options = textureOptions[name];\n let onLoadFn;\n if (isAsyncSrc(options.src)) {\n onLoadFn = function(err, tex, img) {\n images[name] = img;\n --numDownloading;\n if (err) {\n errors.push(err);\n }\n callCallbackIfReady();\n };\n ++numDownloading;\n }\n textures[name] = createTexture(gl, options, onLoadFn);\n });\n\n // queue the callback if there are no images to download.\n // We do this because if your code is structured to wait for\n // images to download but then you comment out all the async\n // images your code would break.\n callCallbackIfReady();\n\n return textures;\n}\n\nvar textures = /*#__PURE__*/Object.freeze({\n __proto__: null,\n setTextureDefaults_: setDefaults$1,\n createSampler: createSampler,\n createSamplers: createSamplers,\n setSamplerParameters: setSamplerParameters,\n createTexture: createTexture,\n setEmptyTexture: setEmptyTexture,\n setTextureFromArray: setTextureFromArray,\n loadTextureFromUrl: loadTextureFromUrl,\n setTextureFromElement: setTextureFromElement,\n setTextureFilteringForSize: setTextureFilteringForSize,\n setTextureParameters: setTextureParameters,\n setDefaultTextureColor: setDefaultTextureColor,\n createTextures: createTextures,\n resizeTexture: resizeTexture,\n canGenerateMipmap: canGenerateMipmap,\n canFilter: canFilter,\n getNumComponentsForFormat: getNumComponentsForFormat,\n getBytesPerElementForInternalFormat: getBytesPerElementForInternalFormat,\n getFormatAndTypeForInternalFormat: getFormatAndTypeForInternalFormat\n});\n\n/*\n * Copyright 2019 Gregg Tavares\n *\n * Permission is hereby granted, free of charge, to any person obtaining a\n * copy of this software and associated documentation files (the \"Software\"),\n * to deal in the Software without restriction, including without limitation\n * the rights to use, copy, modify, merge, publish, distribute, sublicense,\n * and/or sell copies of the Software, and to permit persons to whom the\n * Software is furnished to do so, subject to the following conditions:\n *\n * The above copyright notice and this permission notice shall be included in\n * all copies or substantial portions of the Software.\n *\n * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\n * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER\n * DEALINGS IN THE SOFTWARE.\n */\n\n/**\n * Low level shader program related functions\n *\n * You should generally not need to use these functions. They are provided\n * for those cases where you're doing something out of the ordinary\n * and you need lower level access.\n *\n * For backward compatibility they are available at both `twgl.programs` and `twgl`\n * itself\n *\n * See {@link module:twgl} for core functions\n *\n * @module twgl/programs\n */\n\nconst error = error$1;\nconst warn = warn$1;\nfunction getElementById(id) {\n return (typeof document !== 'undefined' && document.getElementById)\n ? document.getElementById(id)\n : null;\n}\n\nconst TEXTURE0 = 0x84c0;\nconst DYNAMIC_DRAW = 0x88e8;\n\nconst ARRAY_BUFFER = 0x8892;\nconst ELEMENT_ARRAY_BUFFER$1 = 0x8893;\nconst UNIFORM_BUFFER = 0x8a11;\nconst TRANSFORM_FEEDBACK_BUFFER = 0x8c8e;\n\nconst TRANSFORM_FEEDBACK = 0x8e22;\n\nconst COMPILE_STATUS = 0x8b81;\nconst LINK_STATUS = 0x8b82;\nconst FRAGMENT_SHADER = 0x8b30;\nconst VERTEX_SHADER = 0x8b31;\nconst SEPARATE_ATTRIBS = 0x8c8d;\n\nconst ACTIVE_UNIFORMS = 0x8b86;\nconst ACTIVE_ATTRIBUTES = 0x8b89;\nconst TRANSFORM_FEEDBACK_VARYINGS = 0x8c83;\nconst ACTIVE_UNIFORM_BLOCKS = 0x8a36;\nconst UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8a44;\nconst UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8a46;\nconst UNIFORM_BLOCK_DATA_SIZE = 0x8a40;\nconst UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8a43;\n\nconst FLOAT = 0x1406;\nconst FLOAT_VEC2 = 0x8B50;\nconst FLOAT_VEC3 = 0x8B51;\nconst FLOAT_VEC4 = 0x8B52;\nconst INT = 0x1404;\nconst INT_VEC2 = 0x8B53;\nconst INT_VEC3 = 0x8B54;\nconst INT_VEC4 = 0x8B55;\nconst BOOL = 0x8B56;\nconst BOOL_VEC2 = 0x8B57;\nconst BOOL_VEC3 = 0x8B58;\nconst BOOL_VEC4 = 0x8B59;\nconst FLOAT_MAT2 = 0x8B5A;\nconst FLOAT_MAT3 = 0x8B5B;\nconst FLOAT_MAT4 = 0x8B5C;\nconst SAMPLER_2D = 0x8B5E;\nconst SAMPLER_CUBE = 0x8B60;\nconst SAMPLER_3D = 0x8B5F;\nconst SAMPLER_2D_SHADOW = 0x8B62;\nconst FLOAT_MAT2x3 = 0x8B65;\nconst FLOAT_MAT2x4 = 0x8B66;\nconst FLOAT_MAT3x2 = 0x8B67;\nconst FLOAT_MAT3x4 = 0x8B68;\nconst FLOAT_MAT4x2 = 0x8B69;\nconst FLOAT_MAT4x3 = 0x8B6A;\nconst SAMPLER_2D_ARRAY = 0x8DC1;\nconst SAMPLER_2D_ARRAY_SHADOW = 0x8DC4;\nconst SAMPLER_CUBE_SHADOW = 0x8DC5;\nconst UNSIGNED_INT = 0x1405;\nconst UNSIGNED_INT_VEC2 = 0x8DC6;\nconst UNSIGNED_INT_VEC3 = 0x8DC7;\nconst UNSIGNED_INT_VEC4 = 0x8DC8;\nconst INT_SAMPLER_2D = 0x8DCA;\nconst INT_SAMPLER_3D = 0x8DCB;\nconst INT_SAMPLER_CUBE = 0x8DCC;\nconst INT_SAMPLER_2D_ARRAY = 0x8DCF;\nconst UNSIGNED_INT_SAMPLER_2D = 0x8DD2;\nconst UNSIGNED_INT_SAMPLER_3D = 0x8DD3;\nconst UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4;\nconst UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7;\n\nconst TEXTURE_2D$1 = 0x0DE1;\nconst TEXTURE_CUBE_MAP = 0x8513;\nconst TEXTURE_3D = 0x806F;\nconst TEXTURE_2D_ARRAY = 0x8C1A;\n\nconst typeMap = {};\n\n/**\n * Returns the corresponding bind point for a given sampler type\n * @private\n */\nfunction getBindPointForSamplerType(gl, type) {\n return typeMap[type].bindPoint;\n}\n\n// This kind of sucks! If you could compose functions as in `var fn = gl[name];`\n// this code could be a lot smaller but that is sadly really slow (T_T)\n\nfunction floatSetter(gl, location) {\n return function(v) {\n gl.uniform1f(location, v);\n };\n}\n\nfunction floatArraySetter(gl, location) {\n return function(v) {\n gl.uniform1fv(location, v);\n };\n}\n\nfunction floatVec2Setter(gl, location) {\n return function(v) {\n gl.uniform2fv(location, v);\n };\n}\n\nfunction floatVec3Setter(gl, location) {\n return function(v) {\n gl.uniform3fv(location, v);\n };\n}\n\nfunction floatVec4Setter(gl, location) {\n return function(v) {\n gl.uniform4fv(location, v);\n };\n}\n\nfunction intSetter(gl, location) {\n return function(v) {\n gl.uniform1i(location, v);\n };\n}\n\nfunction intArraySetter(gl, location) {\n return function(v) {\n gl.uniform1iv(location, v);\n };\n}\n\nfunction intVec2Setter(gl, location) {\n return function(v) {\n gl.uniform2iv(location, v);\n };\n}\n\nfunction intVec3Setter(gl, location) {\n return function(v) {\n gl.uniform3iv(location, v);\n };\n}\n\nfunction intVec4Setter(gl, location) {\n return function(v) {\n gl.uniform4iv(location, v);\n };\n}\n\nfunction uintSetter(gl, location) {\n return function(v) {\n gl.uniform1ui(location, v);\n };\n}\n\nfunction uintArraySetter(gl, location) {\n return function(v) {\n gl.uniform1uiv(location, v);\n };\n}\n\nfunction uintVec2Setter(gl, location) {\n return function(v) {\n gl.uniform2uiv(location, v);\n };\n}\n\nfunction uintVec3Setter(gl, location) {\n return function(v) {\n gl.uniform3uiv(location, v);\n };\n}\n\nfunction uintVec4Setter(gl, location) {\n return function(v) {\n gl.uniform4uiv(location, v);\n };\n}\n\nfunction floatMat2Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix2fv(location, false, v);\n };\n}\n\nfunction floatMat3Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix3fv(location, false, v);\n };\n}\n\nfunction floatMat4Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix4fv(location, false, v);\n };\n}\n\nfunction floatMat23Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix2x3fv(location, false, v);\n };\n}\n\nfunction floatMat32Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix3x2fv(location, false, v);\n };\n}\n\nfunction floatMat24Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix2x4fv(location, false, v);\n };\n}\n\nfunction floatMat42Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix4x2fv(location, false, v);\n };\n}\n\nfunction floatMat34Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix3x4fv(location, false, v);\n };\n}\n\nfunction floatMat43Setter(gl, location) {\n return function(v) {\n gl.uniformMatrix4x3fv(location, false, v);\n };\n}\n\nfunction samplerSetter(gl, type, unit, location) {\n const bindPoint = getBindPointForSamplerType(gl, type);\n return isWebGL2(gl) ? function(textureOrPair) {\n let texture;\n let sampler;\n if (!textureOrPair || isTexture(gl, textureOrPair)) {\n texture = textureOrPair;\n sampler = null;\n } else {\n texture = textureOrPair.texture;\n sampler = textureOrPair.sampler;\n }\n gl.uniform1i(location, unit);\n gl.activeTexture(TEXTURE0 + unit);\n gl.bindTexture(bindPoint, texture);\n gl.bindSampler(unit, sampler);\n } : function(texture) {\n gl.uniform1i(location, unit);\n gl.activeTexture(TEXTURE0 + unit);\n gl.bindTexture(bindPoint, texture);\n };\n}\n\nfunction samplerArraySetter(gl, type, unit, location, size) {\n const bindPoint = getBindPointForSamplerType(gl, type);\n const units = new Int32Array(size);\n for (let ii = 0; ii < size; ++ii) {\n units[ii] = unit + ii;\n }\n\n return isWebGL2(gl) ? function(textures) {\n gl.uniform1iv(location, units);\n textures.forEach(function(textureOrPair, index) {\n gl.activeTexture(TEXTURE0 + units[index]);\n let texture;\n let sampler;\n if (!textureOrPair || isTexture(gl, textureOrPair)) {\n texture = textureOrPair;\n sampler = null;\n } else {\n texture = textureOrPair.texture;\n sampler = textureOrPair.sampler;\n }\n gl.bindSampler(unit, sampler);\n gl.bindTexture(bindPoint, texture);\n });\n } : function(textures) {\n gl.uniform1iv(location, units);\n textures.forEach(function(texture, index) {\n gl.activeTexture(TEXTURE0 + units[index]);\n gl.bindTexture(bindPoint, texture);\n });\n };\n}\n\ntypeMap[FLOAT] = { Type: Float32Array, size: 4, setter: floatSetter, arraySetter: floatArraySetter, };\ntypeMap[FLOAT_VEC2] = { Type: Float32Array, size: 8, setter: floatVec2Setter, cols: 2, };\ntypeMap[FLOAT_VEC3] = { Type: Float32Array, size: 12, setter: floatVec3Setter, cols: 3, };\ntypeMap[FLOAT_VEC4] = { Type: Float32Array, size: 16, setter: floatVec4Setter, cols: 4, };\ntypeMap[INT] = { Type: Int32Array, size: 4, setter: intSetter, arraySetter: intArraySetter, };\ntypeMap[INT_VEC2] = { Type: Int32Array, size: 8, setter: intVec2Setter, cols: 2, };\ntypeMap[INT_VEC3] = { Type: Int32Array, size: 12, setter: intVec3Setter, cols: 3, };\ntypeMap[INT_VEC4] = { Type: Int32Array, size: 16, setter: intVec4Setter, cols: 4, };\ntypeMap[UNSIGNED_INT] = { Type: Uint32Array, size: 4, setter: uintSetter, arraySetter: uintArraySetter, };\ntypeMap[UNSIGNED_INT_VEC2] = { Type: Uint32Array, size: 8, setter: uintVec2Setter, cols: 2, };\ntypeMap[UNSIGNED_INT_VEC3] = { Type: Uint32Array, size: 12, setter: uintVec3Setter, cols: 3, };\ntypeMap[UNSIGNED_INT_VEC4] = { Type: Uint32Array, size: 16, setter: uintVec4Setter, cols: 4, };\ntypeMap[BOOL] = { Type: Uint32Array, size: 4, setter: intSetter, arraySetter: intArraySetter, };\ntypeMap[BOOL_VEC2] = { Type: Uint32Array, size: 8, setter: intVec2Setter, cols: 2, };\ntypeMap[BOOL_VEC3] = { Type: Uint32Array, size: 12, setter: intVec3Setter, cols: 3, };\ntypeMap[BOOL_VEC4] = { Type: Uint32Array, size: 16, setter: intVec4Setter, cols: 4, };\ntypeMap[FLOAT_MAT2] = { Type: Float32Array, size: 32, setter: floatMat2Setter, rows: 2, cols: 2, };\ntypeMap[FLOAT_MAT3] = { Type: Float32Array, size: 48, setter: floatMat3Setter, rows: 3, cols: 3, };\ntypeMap[FLOAT_MAT4] = { Type: Float32Array, size: 64, setter: floatMat4Setter, rows: 4, cols: 4, };\ntypeMap[FLOAT_MAT2x3] = { Type: Float32Array, size: 32, setter: floatMat23Setter, rows: 2, cols: 3, };\ntypeMap[FLOAT_MAT2x4] = { Type: Float32Array, size: 32, setter: floatMat24Setter, rows: 2, cols: 4, };\ntypeMap[FLOAT_MAT3x2] = { Type: Float32Array, size: 48, setter: floatMat32Setter, rows: 3, cols: 2, };\ntypeMap[FLOAT_MAT3x4] = { Type: Float32Array, size: 48, setter: floatMat34Setter, rows: 3, cols: 4, };\ntypeMap[FLOAT_MAT4x2] = { Type: Float32Array, size: 64, setter: floatMat42Setter, rows: 4, cols: 2, };\ntypeMap[FLOAT_MAT4x3] = { Type: Float32Array, size: 64, setter: floatMat43Setter, rows: 4, cols: 3, };\ntypeMap[SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D$1, };\ntypeMap[SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP, };\ntypeMap[SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D, };\ntypeMap[SAMPLER_2D_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D$1, };\ntypeMap[SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY, };\ntypeMap[SAMPLER_2D_ARRAY_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY, };\ntypeMap[SAMPLER_CUBE_SHADOW] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP, };\ntypeMap[INT_SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D$1, };\ntypeMap[INT_SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D, };\ntypeMap[INT_SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP, };\ntypeMap[INT_SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY, };\ntypeMap[UNSIGNED_INT_SAMPLER_2D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D$1, };\ntypeMap[UNSIGNED_INT_SAMPLER_3D] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_3D, };\ntypeMap[UNSIGNED_INT_SAMPLER_CUBE] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_CUBE_MAP, };\ntypeMap[UNSIGNED_INT_SAMPLER_2D_ARRAY] = { Type: null, size: 0, setter: samplerSetter, arraySetter: samplerArraySetter, bindPoint: TEXTURE_2D_ARRAY, };\n\nfunction floatAttribSetter(gl, index) {\n return function(b) {\n if (b.value) {\n gl.disableVertexAttribArray(index);\n switch (b.value.length) {\n case 4:\n gl.vertexAttrib4fv(index, b.value);\n break;\n case 3:\n gl.vertexAttrib3fv(index, b.value);\n break;\n case 2:\n gl.vertexAttrib2fv(index, b.value);\n break;\n case 1:\n gl.vertexAttrib1fv(index, b.value);\n break;\n default:\n throw new Error('the length of a float constant value must be between 1 and 4!');\n }\n } else {\n gl.bindBuffer(ARRAY_BUFFER, b.buffer);\n gl.enableVertexAttribArray(index);\n gl.vertexAttribPointer(\n index, b.numComponents || b.size, b.type || FLOAT, b.normalize || false, b.stride || 0, b.offset || 0);\n if (gl.vertexAttribDivisor) {\n gl.vertexAttribDivisor(index, b.divisor || 0);\n }\n }\n };\n}\n\nfunction intAttribSetter(gl, index) {\n return function(b) {\n if (b.value) {\n gl.disableVertexAttribArray(index);\n if (b.value.length === 4) {\n gl.vertexAttrib4iv(index, b.value);\n } else {\n throw new Error('The length of an integer constant value must be 4!');\n }\n } else {\n gl.bindBuffer(ARRAY_BUFFER, b.buffer);\n gl.enableVertexAttribArray(index);\n gl.vertexAttribIPointer(\n index, b.numComponents || b.size, b.type || INT, b.stride || 0, b.offset || 0);\n if (gl.vertexAttribDivisor) {\n gl.vertexAttribDivisor(index, b.divisor || 0);\n }\n }\n };\n}\n\nfunction uintAttribSetter(gl, index) {\n return function(b) {\n if (b.value) {\n gl.disableVertexAttribArray(index);\n if (b.value.length === 4) {\n gl.vertexAttrib4uiv(index, b.value);\n } else {\n throw new Error('The length of an unsigned integer constant value must be 4!');\n }\n } else {\n gl.bindBuffer(ARRAY_BUFFER, b.buffer);\n gl.enableVertexAttribArray(index);\n gl.vertexAttribIPointer(\n index, b.numComponents || b.size, b.type || UNSIGNED_INT, b.stride || 0, b.offset || 0);\n if (gl.vertexAttribDivisor) {\n gl.vertexAttribDivisor(index, b.divisor || 0);\n }\n }\n };\n}\n\nfunction matAttribSetter(gl, index, typeInfo) {\n const defaultSize = typeInfo.size;\n const count = typeInfo.count;\n\n return function(b) {\n gl.bindBuffer(ARRAY_BUFFER, b.buffer);\n const numComponents = b.size || b.numComponents || defaultSize;\n const size = numComponents / count;\n const type = b.type || FLOAT;\n const typeInfo = typeMap[type];\n const stride = typeInfo.size * numComponents;\n const normalize = b.normalize || false;\n const offset = b.offset || 0;\n const rowOffset = stride / count;\n for (let i = 0; i < count; ++i) {\n gl.enableVertexAttribArray(index + i);\n gl.vertexAttribPointer(\n index + i, size, type, normalize, stride, offset + rowOffset * i);\n if (gl.vertexAttribDivisor) {\n gl.vertexAttribDivisor(index + i, b.divisor || 0);\n }\n }\n };\n}\n\n\n\nconst attrTypeMap = {};\nattrTypeMap[FLOAT] = { size: 4, setter: floatAttribSetter, };\nattrTypeMap[FLOAT_VEC2] = { size: 8, setter: floatAttribSetter, };\nattrTypeMap[FLOAT_VEC3] = { size: 12, setter: floatAttribSetter, };\nattrTypeMap[FLOAT_VEC4] = { size: 16, setter: floatAttribSetter, };\nattrTypeMap[INT] = { size: 4, setter: intAttribSetter, };\nattrTypeMap[INT_VEC2] = { size: 8, setter: intAttribSetter, };\nattrTypeMap[INT_VEC3] = { size: 12, setter: intAttribSetter, };\nattrTypeMap[INT_VEC4] = { size: 16, setter: intAttribSetter, };\nattrTypeMap[UNSIGNED_INT] = { size: 4, setter: uintAttribSetter, };\nattrTypeMap[UNSIGNED_INT_VEC2] = { size: 8, setter: uintAttribSetter, };\nattrTypeMap[UNSIGNED_INT_VEC3] = { size: 12, setter: uintAttribSetter, };\nattrTypeMap[UNSIGNED_INT_VEC4] = { size: 16, setter: uintAttribSetter, };\nattrTypeMap[BOOL] = { size: 4, setter: intAttribSetter, };\nattrTypeMap[BOOL_VEC2] = { size: 8, setter: intAttribSetter, };\nattrTypeMap[BOOL_VEC3] = { size: 12, setter: intAttribSetter, };\nattrTypeMap[BOOL_VEC4] = { size: 16, setter: intAttribSetter, };\nattrTypeMap[FLOAT_MAT2] = { size: 4, setter: matAttribSetter, count: 2, };\nattrTypeMap[FLOAT_MAT3] = { size: 9, setter: matAttribSetter, count: 3, };\nattrTypeMap[FLOAT_MAT4] = { size: 16, setter: matAttribSetter, count: 4, };\n\nconst errorRE = /ERROR:\\s*\\d+:(\\d+)/gi;\nfunction addLineNumbersWithError(src, log = '', lineOffset = 0) {\n // Note: Error message formats are not defined by any spec so this may or may not work.\n const matches = [...log.matchAll(errorRE)];\n const lineNoToErrorMap = new Map(matches.map((m, ndx) => {\n const lineNo = parseInt(m[1]);\n const next = matches[ndx + 1];\n const end = next ? next.index : log.length;\n const msg = log.substring(m.index, end);\n return [lineNo - 1, msg];\n }));\n return src.split('\\n').map((line, lineNo) => {\n const err = lineNoToErrorMap.get(lineNo);\n return `${lineNo + 1 + lineOffset}: ${line}${err ? `\\n\\n^^^ ${err}` : ''}`;\n }).join('\\n');\n}\n\n/**\n * Error Callback\n * @callback ErrorCallback\n * @param {string} msg error message.\n * @param {number} [lineOffset] amount to add to line number\n * @memberOf module:twgl\n */\n\n/**\n * Program Callback\n * @callback ProgramCallback\n * @param {string} [err] error message, falsy if no error\n * @param {WebGLProgram|module:twgl.ProgramInfo} [result] the program or programInfo\n */\n\nconst spaceRE = /^[ \\t]*\\n/;\n\n/**\n * Remove the first end of line because WebGL 2.0 requires\n * #version 300 es\n * as the first line. No whitespace allowed before that line\n * so\n *\n * \n *\n * Has one line before it which is invalid according to GLSL ES 3.00\n *\n * @param {string} shaderSource The source of the shader\n * @returns {{shaderSource: string, lineOffset: number}}\n * @private\n */\nfunction prepShaderSource(shaderSource) {\n let lineOffset = 0;\n if (spaceRE.test(shaderSource)) {\n lineOffset = 1;\n shaderSource = shaderSource.replace(spaceRE, '');\n }\n return {lineOffset, shaderSource};\n}\n\n/**\n * @param {module:twgl.ProgramOptions} progOptions\n * @param {string} msg\n * @return null\n * @private\n */\nfunction reportError(progOptions, msg) {\n progOptions.errorCallback(msg);\n if (progOptions.callback) {\n setTimeout(() => {\n progOptions.callback(`${msg}\\n${progOptions.errors.join('\\n')}`);\n });\n }\n return null;\n}\n\n/**\n * Check Shader status\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {number} shaderType The shader type\n * @param {WebGLShader} shader The shader\n * @param {ErrorCallback} [errFn] function to receive error message.\n * @return {string} errors or empty string\n * @private\n */\nfunction checkShaderStatus(gl, shaderType, shader, errFn) {\n errFn = errFn || error;\n // Check the compile status\n const compiled = gl.getShaderParameter(shader, COMPILE_STATUS);\n if (!compiled) {\n // Something went wrong during compilation; get the error\n const lastError = gl.getShaderInfoLog(shader);\n const {lineOffset, shaderSource} = prepShaderSource(gl.getShaderSource(shader));\n const error = `${addLineNumbersWithError(shaderSource, lastError, lineOffset)}\\nError compiling ${glEnumToString(gl, shaderType)}: ${lastError}`;\n errFn(error);\n return error;\n }\n return '';\n}\n\n/**\n * @typedef {Object} FullProgramSpec\n * @property {string[]} shaders the shader source or element ids.\n * @property {function(string)} [errorCallback] callback for errors\n * @property {Object.|string[]} [attribLocations] a attribute name to location map, or array of attribute names where index = location.\n * @property {(module:twgl.BufferInfo|Object.|string[])} [transformFeedbackVaryings] If passed\n * a BufferInfo will use the attribs names inside. If passed an object of AttribInfos will use the names from that object. Otherwise\n * you can pass an array of names.\n * @property {number} [transformFeedbackMode] the mode to pass `gl.transformFeedbackVaryings`. Defaults to `SEPARATE_ATTRIBS`.\n * @property {ProgramCallback} [callback] callback for async program compilation.\n * @memberOf module:twgl\n */\n\n/**\n * @typedef {string[]|module:twgl.FullProgramSpec} ProgramSpec\n * @memberOf module:twgl\n */\n\n/**\n * @typedef {Object} ProgramOptions\n * @property {function(string)} [errorCallback] callback for errors\n * @property {Object.|string[]} [attribLocations] a attribute name to location map, or array of attribute names where index = location.\n * @property {(module:twgl.BufferInfo|Object.|string[])} [transformFeedbackVaryings] If passed\n * a BufferInfo will use the attribs names inside. If passed an object of AttribInfos will use the names from that object. Otherwise\n * you can pass an array of names.\n * @property {number} [transformFeedbackMode] the mode to pass `gl.transformFeedbackVaryings`. Defaults to `SEPARATE_ATTRIBS`.\n * @property {ProgramCallback} [callback] callback for async program compilation.\n * @memberOf module:twgl\n */\n\n/**\n * Gets the program options based on all these optional arguments\n * @param {module:twgl.ProgramOptions|string[]} [opt_attribs] Options for the program or an array of attribs names. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {module:twgl.ProgramOptions} an instance of ProgramOptions based on the arguments passed in\n * @private\n */\nfunction getProgramOptions(opt_attribs, opt_locations, opt_errorCallback) {\n let transformFeedbackVaryings;\n let transformFeedbackMode;\n let callback;\n if (typeof opt_locations === 'function') {\n opt_errorCallback = opt_locations;\n opt_locations = undefined;\n }\n if (typeof opt_attribs === 'function') {\n opt_errorCallback = opt_attribs;\n opt_attribs = undefined;\n } else if (opt_attribs && !Array.isArray(opt_attribs)) {\n const opt = opt_attribs;\n opt_errorCallback = opt.errorCallback;\n opt_attribs = opt.attribLocations;\n transformFeedbackVaryings = opt.transformFeedbackVaryings;\n transformFeedbackMode = opt.transformFeedbackMode;\n callback = opt.callback;\n }\n\n const errorCallback = opt_errorCallback || error;\n const errors = [];\n const options = {\n errorCallback(msg, ...args) {\n errors.push(msg);\n errorCallback(msg, ...args);\n },\n transformFeedbackVaryings,\n transformFeedbackMode,\n callback,\n errors,\n };\n\n {\n let attribLocations = {};\n if (Array.isArray(opt_attribs)) {\n opt_attribs.forEach(function(attrib, ndx) {\n attribLocations[attrib] = opt_locations ? opt_locations[ndx] : ndx;\n });\n } else {\n attribLocations = opt_attribs || {};\n }\n options.attribLocations = attribLocations;\n }\n\n return options;\n}\n\nconst defaultShaderType = [\n \"VERTEX_SHADER\",\n \"FRAGMENT_SHADER\",\n];\n\nfunction getShaderTypeFromScriptType(gl, scriptType) {\n if (scriptType.indexOf(\"frag\") >= 0) {\n return FRAGMENT_SHADER;\n } else if (scriptType.indexOf(\"vert\") >= 0) {\n return VERTEX_SHADER;\n }\n return undefined;\n}\n\nfunction deleteProgramAndShaders(gl, program, notThese) {\n const shaders = gl.getAttachedShaders(program);\n for (const shader of shaders) {\n if (notThese.has(shader)) {\n gl.deleteShader(shader);\n }\n }\n gl.deleteProgram(program);\n}\n\nconst wait = (ms = 0) => new Promise(resolve => setTimeout(resolve, ms));\n\nfunction createProgramNoCheck(gl, shaders, programOptions) {\n const program = gl.createProgram();\n const {\n attribLocations,\n transformFeedbackVaryings,\n transformFeedbackMode,\n } = getProgramOptions(programOptions);\n\n for (let ndx = 0; ndx < shaders.length; ++ndx) {\n let shader = shaders[ndx];\n if (typeof shader === 'string') {\n const elem = getElementById(shader);\n const src = elem ? elem.text : shader;\n let type = gl[defaultShaderType[ndx]];\n if (elem && elem.type) {\n type = getShaderTypeFromScriptType(gl, elem.type) || type;\n }\n shader = gl.createShader(type);\n gl.shaderSource(shader, prepShaderSource(src).shaderSource);\n gl.compileShader(shader);\n gl.attachShader(program, shader);\n }\n }\n\n Object.entries(attribLocations).forEach(([attrib, loc]) => gl.bindAttribLocation(program, loc, attrib));\n\n {\n let varyings = transformFeedbackVaryings;\n if (varyings) {\n if (varyings.attribs) {\n varyings = varyings.attribs;\n }\n if (!Array.isArray(varyings)) {\n varyings = Object.keys(varyings);\n }\n gl.transformFeedbackVaryings(program, varyings, transformFeedbackMode || SEPARATE_ATTRIBS);\n }\n }\n\n gl.linkProgram(program);\n return program;\n}\n\n/**\n * Creates a program, attaches (and/or compiles) shaders, binds attrib locations, links the\n * program.\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgram(gl, [vs, fs], options);\n * twgl.createProgram(gl, [vs, fs], opt_errFunc);\n * twgl.createProgram(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgram(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLShader[]|string[]} shaders The shaders to attach, or element ids for their source, or strings that contain their source\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {WebGLProgram?} the created program or null if error of a callback was provided.\n * @memberOf module:twgl/programs\n */\nfunction createProgram(\n gl, shaders, opt_attribs, opt_locations, opt_errorCallback) {\n // This code is really convoluted, because it may or may not be async\n // Maybe it would be better to have a separate function\n const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);\n const shaderSet = new Set(shaders);\n const program = createProgramNoCheck(gl, shaders, progOptions);\n\n function hasErrors(gl, program) {\n const errors = getProgramErrors(gl, program, progOptions.errorCallback);\n if (errors) {\n deleteProgramAndShaders(gl, program, shaderSet);\n }\n return errors;\n }\n\n if (progOptions.callback) {\n waitForProgramLinkCompletionAsync(gl, program).then(() => {\n const errors = hasErrors(gl, program);\n progOptions.callback(errors, errors ? undefined : program);\n });\n return undefined;\n }\n\n return hasErrors(gl, program) ? undefined : program;\n}\n\n/**\n * This only works because the functions it wraps the first 2 arguments\n * are gl and any, followed by things that become programOptions\n * @private\n */\nfunction wrapCallbackFnToAsyncFn(fn) {\n return function(gl, arg1, ...args) {\n return new Promise((resolve, reject) => {\n const programOptions = getProgramOptions(...args);\n programOptions.callback = (err, program) => {\n if (err) {\n reject(err);\n } else {\n resolve(program);\n }\n };\n fn(gl, arg1, programOptions);\n });\n };\n}\n\n/**\n * Same as createProgram but returns a promise\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgramAsync(gl, [vs, fs], options);\n * twgl.createProgramAsync(gl, [vs, fs], opt_errFunc);\n * twgl.createProgramAsync(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgramAsync(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @function\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLShader[]|string[]} shaders The shaders to attach, or element ids for their source, or strings that contain their source\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {Promise} The created program\n * @memberOf module:twgl/programs\n */\nconst createProgramAsync = wrapCallbackFnToAsyncFn(createProgram);\n\n/**\n * Same as createProgramInfo but returns a promise\n * @function\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {string[]} shaderSources Array of sources for the\n * shaders or ids. The first is assumed to be the vertex shader,\n * the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {Promise} The created ProgramInfo\n * @memberOf module:twgl/programs\n */\nconst createProgramInfoAsync = wrapCallbackFnToAsyncFn(createProgramInfo);\n\nasync function waitForProgramLinkCompletionAsync(gl, program) {\n const ext = gl.getExtension('KHR_parallel_shader_compile');\n const checkFn = ext\n ? (gl, program) => gl.getProgramParameter(program, ext.COMPLETION_STATUS_KHR)\n : () => true;\n\n let waitTime = 0;\n do {\n await wait(waitTime); // must wait at least once\n waitTime = 1000 / 60;\n } while (!checkFn(gl, program));\n}\n\nasync function waitForAllProgramsLinkCompletionAsync(gl, programs) {\n for (const program of Object.values(programs)) {\n await waitForProgramLinkCompletionAsync(gl, program);\n }\n}\n\n/**\n * Check a program's link status\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program Program to check\n * @param {ErrorCallback} [errFn] func for errors\n * @return {string?} errors if program is failed, else undefined\n * @private\n */\nfunction getProgramErrors(gl, program, errFn) {\n errFn = errFn || error;\n // Check the link status\n const linked = gl.getProgramParameter(program, LINK_STATUS);\n if (!linked) {\n // something went wrong with the link\n const lastError = gl.getProgramInfoLog(program);\n errFn(`Error in program linking: ${lastError}`);\n // print any errors from these shaders\n const shaders = gl.getAttachedShaders(program);\n const errors = shaders.map(shader => checkShaderStatus(gl, gl.getShaderParameter(shader, gl.SHADER_TYPE), shader, errFn));\n return `${lastError}\\n${errors.filter(_ => _).join('\\n')}`;\n }\n return undefined;\n}\n\n/**\n * Creates a program from 2 script tags.\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgramFromScripts(gl, [vs, fs], opt_options);\n * twgl.createProgramFromScripts(gl, [vs, fs], opt_errFunc);\n * twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {string[]} shaderScriptIds Array of ids of the script\n * tags for the shaders. The first is assumed to be the\n * vertex shader, the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {WebGLProgram?} the created program or null if error or a callback was provided.\n * @memberOf module:twgl/programs\n */\nfunction createProgramFromScripts(\n gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) {\n const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);\n const shaders = [];\n for (const scriptId of shaderScriptIds) {\n const shaderScript = getElementById(scriptId);\n if (!shaderScript) {\n return reportError(progOptions, `unknown script element: ${scriptId}`);\n }\n shaders.push(shaderScript.text);\n }\n return createProgram(gl, shaders, progOptions);\n}\n\n/**\n * Creates a program from 2 sources.\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgramFromSource(gl, [vs, fs], opt_options);\n * twgl.createProgramFromSource(gl, [vs, fs], opt_errFunc);\n * twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgramFromSource(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {string[]} shaderSources Array of sources for the\n * shaders. The first is assumed to be the vertex shader,\n * the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {WebGLProgram?} the created program or null if error or a callback was provided.\n * @memberOf module:twgl/programs\n */\nfunction createProgramFromSources(\n gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {\n return createProgram(gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback);\n}\n\n/**\n * Returns true if attribute/uniform is a reserved/built in\n *\n * It makes no sense to me why GL returns these because it's\n * illegal to call `gl.getUniformLocation` and `gl.getAttribLocation`\n * with names that start with `gl_` (and `webgl_` in WebGL)\n *\n * I can only assume they are there because they might count\n * when computing the number of uniforms/attributes used when you want to\n * know if you are near the limit. That doesn't really make sense\n * to me but the fact that these get returned are in the spec.\n *\n * @param {WebGLActiveInfo} info As returned from `gl.getActiveUniform` or\n * `gl.getActiveAttrib`.\n * @return {bool} true if it's reserved\n * @private\n */\nfunction isBuiltIn(info) {\n const name = info.name;\n return name.startsWith(\"gl_\") || name.startsWith(\"webgl_\");\n}\n\nconst tokenRE = /(\\.|\\[|]|\\w+)/g;\nconst isDigit = s => s >= '0' && s <= '9';\nfunction addSetterToUniformTree(fullPath, setter, node, uniformSetters) {\n const tokens = fullPath.split(tokenRE).filter(s => s !== '');\n let tokenNdx = 0;\n let path = '';\n\n for (;;) {\n const token = tokens[tokenNdx++]; // has to be name or number\n path += token;\n const isArrayIndex = isDigit(token[0]);\n const accessor = isArrayIndex\n ? parseInt(token)\n : token;\n if (isArrayIndex) {\n path += tokens[tokenNdx++]; // skip ']'\n }\n const isLastToken = tokenNdx === tokens.length;\n if (isLastToken) {\n node[accessor] = setter;\n break;\n } else {\n const token = tokens[tokenNdx++]; // has to be . or [\n const isArray = token === '[';\n const child = node[accessor] || (isArray ? [] : {});\n node[accessor] = child;\n node = child;\n uniformSetters[path] = uniformSetters[path] || function(node) {\n return function(value) {\n setUniformTree(node, value);\n };\n }(child);\n path += token;\n }\n }\n}\n\n/**\n * Creates setter functions for all uniforms of a shader\n * program.\n *\n * @see {@link module:twgl.setUniforms}\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program the program to create setters for.\n * @returns {Object.} an object with a setter by name for each uniform\n * @memberOf module:twgl/programs\n */\nfunction createUniformSetters(gl, program) {\n let textureUnit = 0;\n\n /**\n * Creates a setter for a uniform of the given program with it's\n * location embedded in the setter.\n * @param {WebGLProgram} program\n * @param {WebGLUniformInfo} uniformInfo\n * @returns {function} the created setter.\n */\n function createUniformSetter(program, uniformInfo, location) {\n const isArray = uniformInfo.name.endsWith(\"[0]\");\n const type = uniformInfo.type;\n const typeInfo = typeMap[type];\n if (!typeInfo) {\n throw new Error(`unknown type: 0x${type.toString(16)}`); // we should never get here.\n }\n let setter;\n if (typeInfo.bindPoint) {\n // it's a sampler\n const unit = textureUnit;\n textureUnit += uniformInfo.size;\n if (isArray) {\n setter = typeInfo.arraySetter(gl, type, unit, location, uniformInfo.size);\n } else {\n setter = typeInfo.setter(gl, type, unit, location, uniformInfo.size);\n }\n } else {\n if (typeInfo.arraySetter && isArray) {\n setter = typeInfo.arraySetter(gl, location);\n } else {\n setter = typeInfo.setter(gl, location);\n }\n }\n setter.location = location;\n return setter;\n }\n\n const uniformSetters = {};\n const uniformTree = {};\n const numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS);\n\n for (let ii = 0; ii < numUniforms; ++ii) {\n const uniformInfo = gl.getActiveUniform(program, ii);\n if (isBuiltIn(uniformInfo)) {\n continue;\n }\n let name = uniformInfo.name;\n // remove the array suffix.\n if (name.endsWith(\"[0]\")) {\n name = name.substr(0, name.length - 3);\n }\n const location = gl.getUniformLocation(program, uniformInfo.name);\n // the uniform will have no location if it's in a uniform block\n if (location) {\n const setter = createUniformSetter(program, uniformInfo, location);\n uniformSetters[name] = setter;\n addSetterToUniformTree(name, setter, uniformTree, uniformSetters);\n }\n }\n\n return uniformSetters;\n}\n\n/**\n * @typedef {Object} TransformFeedbackInfo\n * @property {number} index index of transform feedback\n * @property {number} type GL type\n * @property {number} size 1 - 4\n * @memberOf module:twgl\n */\n\n/**\n * Create TransformFeedbackInfo for passing to bindTransformFeedbackInfo.\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program an existing WebGLProgram.\n * @return {Object}\n * @memberOf module:twgl\n */\nfunction createTransformFeedbackInfo(gl, program) {\n const info = {};\n const numVaryings = gl.getProgramParameter(program, TRANSFORM_FEEDBACK_VARYINGS);\n for (let ii = 0; ii < numVaryings; ++ii) {\n const varying = gl.getTransformFeedbackVarying(program, ii);\n info[varying.name] = {\n index: ii,\n type: varying.type,\n size: varying.size,\n };\n }\n return info;\n}\n\n/**\n * Binds buffers for transform feedback.\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {(module:twgl.ProgramInfo|Object)} transformFeedbackInfo A ProgramInfo or TransformFeedbackInfo.\n * @param {(module:twgl.BufferInfo|Object)} [bufferInfo] A BufferInfo or set of AttribInfos.\n * @memberOf module:twgl\n */\nfunction bindTransformFeedbackInfo(gl, transformFeedbackInfo, bufferInfo) {\n if (transformFeedbackInfo.transformFeedbackInfo) {\n transformFeedbackInfo = transformFeedbackInfo.transformFeedbackInfo;\n }\n if (bufferInfo.attribs) {\n bufferInfo = bufferInfo.attribs;\n }\n for (const name in bufferInfo) {\n const varying = transformFeedbackInfo[name];\n if (varying) {\n const buf = bufferInfo[name];\n if (buf.offset) {\n gl.bindBufferRange(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer, buf.offset, buf.size);\n } else {\n gl.bindBufferBase(TRANSFORM_FEEDBACK_BUFFER, varying.index, buf.buffer);\n }\n }\n }\n}\n\n/**\n * Creates a transform feedback and sets the buffers\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {module:twgl.ProgramInfo} programInfo A ProgramInfo as returned from {@link module:twgl.createProgramInfo}\n * @param {(module:twgl.BufferInfo|Object)} [bufferInfo] A BufferInfo or set of AttribInfos.\n * @return {WebGLTransformFeedback} the created transform feedback\n * @memberOf module:twgl\n */\nfunction createTransformFeedback(gl, programInfo, bufferInfo) {\n const tf = gl.createTransformFeedback();\n gl.bindTransformFeedback(TRANSFORM_FEEDBACK, tf);\n gl.useProgram(programInfo.program);\n bindTransformFeedbackInfo(gl, programInfo, bufferInfo);\n gl.bindTransformFeedback(TRANSFORM_FEEDBACK, null);\n return tf;\n}\n\n/**\n * @typedef {Object} UniformData\n * @property {string} name The name of the uniform\n * @property {number} type The WebGL type enum for this uniform\n * @property {number} size The number of elements for this uniform\n * @property {number} blockNdx The block index this uniform appears in\n * @property {number} offset The byte offset in the block for this uniform's value\n * @memberOf module:twgl\n */\n\n/**\n * The specification for one UniformBlockObject\n *\n * @typedef {Object} BlockSpec\n * @property {number} index The index of the block.\n * @property {number} size The size in bytes needed for the block\n * @property {number[]} uniformIndices The indices of the uniforms used by the block. These indices\n * correspond to entries in a UniformData array in the {@link module:twgl.UniformBlockSpec}.\n * @property {bool} usedByVertexShader Self explanatory\n * @property {bool} usedByFragmentShader Self explanatory\n * @property {bool} used Self explanatory\n * @memberOf module:twgl\n */\n\n/**\n * A `UniformBlockSpec` represents the data needed to create and bind\n * UniformBlockObjects for a given program\n *\n * @typedef {Object} UniformBlockSpec\n * @property {Object.} blockSpecs The BlockSpec for each block by block name\n * @property {UniformData[]} uniformData An array of data for each uniform by uniform index.\n * @memberOf module:twgl\n */\n\n/**\n * Creates a UniformBlockSpec for the given program.\n *\n * A UniformBlockSpec represents the data needed to create and bind\n * UniformBlockObjects\n *\n * @param {WebGL2RenderingContext} gl A WebGL2 Rendering Context\n * @param {WebGLProgram} program A WebGLProgram for a successfully linked program\n * @return {module:twgl.UniformBlockSpec} The created UniformBlockSpec\n * @memberOf module:twgl/programs\n */\nfunction createUniformBlockSpecFromProgram(gl, program) {\n const numUniforms = gl.getProgramParameter(program, ACTIVE_UNIFORMS);\n const uniformData = [];\n const uniformIndices = [];\n\n for (let ii = 0; ii < numUniforms; ++ii) {\n uniformIndices.push(ii);\n uniformData.push({});\n const uniformInfo = gl.getActiveUniform(program, ii);\n uniformData[ii].name = uniformInfo.name;\n }\n\n [\n [ \"UNIFORM_TYPE\", \"type\" ],\n [ \"UNIFORM_SIZE\", \"size\" ], // num elements\n [ \"UNIFORM_BLOCK_INDEX\", \"blockNdx\" ],\n [ \"UNIFORM_OFFSET\", \"offset\", ],\n ].forEach(function(pair) {\n const pname = pair[0];\n const key = pair[1];\n gl.getActiveUniforms(program, uniformIndices, gl[pname]).forEach(function(value, ndx) {\n uniformData[ndx][key] = value;\n });\n });\n\n const blockSpecs = {};\n\n const numUniformBlocks = gl.getProgramParameter(program, ACTIVE_UNIFORM_BLOCKS);\n for (let ii = 0; ii < numUniformBlocks; ++ii) {\n const name = gl.getActiveUniformBlockName(program, ii);\n const blockSpec = {\n index: gl.getUniformBlockIndex(program, name),\n usedByVertexShader: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n usedByFragmentShader: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n size: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_DATA_SIZE),\n uniformIndices: gl.getActiveUniformBlockParameter(program, ii, UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES),\n };\n blockSpec.used = blockSpec.usedByVertexShader || blockSpec.usedByFragmentShader;\n blockSpecs[name] = blockSpec;\n }\n\n return {\n blockSpecs: blockSpecs,\n uniformData: uniformData,\n };\n}\n\nconst arraySuffixRE = /\\[\\d+\\]\\.$/; // better way to check?\n\nconst pad = (v, padding) => ((v + (padding - 1)) / padding | 0) * padding;\n\nfunction createUniformBlockUniformSetter(view, isArray, rows, cols) {\n if (isArray || rows) {\n cols = cols || 1;\n const numElements = view.length;\n const totalRows = numElements / 4;\n return function(value) {\n let dst = 0;\n let src = 0;\n for (let row = 0; row < totalRows; ++row) {\n for (let col = 0; col < cols; ++col) {\n view[dst++] = value[src++];\n }\n dst += 4 - cols;\n }\n };\n } else {\n return function(value) {\n if (value.length) {\n view.set(value);\n } else {\n view[0] = value;\n }\n };\n }\n}\n\n/**\n * Represents a UniformBlockObject including an ArrayBuffer with all the uniform values\n * and a corresponding WebGLBuffer to hold those values on the GPU\n *\n * @typedef {Object} UniformBlockInfo\n * @property {string} name The name of the block\n * @property {ArrayBuffer} array The array buffer that contains the uniform values\n * @property {Float32Array} asFloat A float view on the array buffer. This is useful\n * inspecting the contents of the buffer in the debugger.\n * @property {WebGLBuffer} buffer A WebGL buffer that will hold a copy of the uniform values for rendering.\n * @property {number} [offset] offset into buffer\n * @property {Object} uniforms A uniform name to ArrayBufferView map.\n * each Uniform has a correctly typed `ArrayBufferView` into array at the correct offset\n * and length of that uniform. So for example a float uniform would have a 1 float `Float32Array`\n * view. A single mat4 would have a 16 element `Float32Array` view. An ivec2 would have an\n * `Int32Array` view, etc.\n * @property {Object} setters A setter for this uniform.\n * The reason to use setters is elements of arrays are padded to vec4 sizes which\n * means if you want to set an array of 4 floats you'd need to set 16 values\n * (or set elements 0, 4, 8, 12). In other words\n * `someBlockInfo.uniforms.some4FloatArrayUniform.set([0, , , , 1, , , , 2, , , , 3])`\n * where as the setter handles just passing in [0, 1, 2, 3] either directly as in\n * `someBlockInfo.setter.some4FloatArrayUniform.set([0, 1, 2, 3])` (not recommended)\n * or via {@link module:twgl.setBlockUniforms}\n * @memberOf module:twgl\n */\n\n/**\n * Creates a `UniformBlockInfo` for the specified block\n *\n * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy\n * `UniformBlockInfo` is returned**. This is because when debugging GLSL\n * it is common to comment out large portions of a shader or for example set\n * the final output to a constant. When that happens blocks get optimized out.\n * If this function did not create dummy blocks your code would crash when debugging.\n *\n * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext\n * @param {WebGLProgram} program A WebGLProgram\n * @param {module:twgl.UniformBlockSpec} uniformBlockSpec. A UniformBlockSpec as returned\n * from {@link module:twgl.createUniformBlockSpecFromProgram}.\n * @param {string} blockName The name of the block.\n * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo\n * @memberOf module:twgl/programs\n */\nfunction createUniformBlockInfoFromProgram(gl, program, uniformBlockSpec, blockName) {\n const blockSpecs = uniformBlockSpec.blockSpecs;\n const uniformData = uniformBlockSpec.uniformData;\n const blockSpec = blockSpecs[blockName];\n if (!blockSpec) {\n warn(\"no uniform block object named:\", blockName);\n return {\n name: blockName,\n uniforms: {},\n };\n }\n const array = new ArrayBuffer(blockSpec.size);\n const buffer = gl.createBuffer();\n const uniformBufferIndex = blockSpec.index;\n gl.bindBuffer(UNIFORM_BUFFER, buffer);\n gl.uniformBlockBinding(program, blockSpec.index, uniformBufferIndex);\n\n let prefix = blockName + \".\";\n if (arraySuffixRE.test(prefix)) {\n prefix = prefix.replace(arraySuffixRE, \".\");\n }\n const uniforms = {};\n const setters = {};\n const setterTree = {};\n blockSpec.uniformIndices.forEach(function(uniformNdx) {\n const data = uniformData[uniformNdx];\n let name = data.name;\n if (name.startsWith(prefix)) {\n name = name.substr(prefix.length);\n }\n const isArray = name.endsWith('[0]');\n if (isArray) {\n name = name.substr(0, name.length - 3);\n }\n const typeInfo = typeMap[data.type];\n const Type = typeInfo.Type;\n const byteLength = isArray\n ? pad(typeInfo.size, 16) * data.size\n : typeInfo.size * data.size;\n const uniformView = new Type(array, data.offset, byteLength / Type.BYTES_PER_ELEMENT);\n uniforms[name] = uniformView;\n // Note: I'm not sure what to do here. The original\n // idea was to create TypedArray views into each part\n // of the block. This is useful, for example if you have\n // a block with { mat4: model; mat4 view; mat4 projection; }\n // you'll get a Float32Array for each one suitable for\n // passing to most JS math libraries including twgl's and glMatrix.js.\n //\n // But, if you have a an array of structures, especially if that\n // array is large, you get a whole bunch of TypedArray views.\n // Every one of them has overhead and switching between them all\n // is probably a cache miss. In that case it would really be better\n // to just have one view (asFloat) and have all the setters\n // just reference the correct portion. But, then you can't easily\n // treat a matrix, or a vec4, as a standalone thing like you can\n // with all the views.\n //\n // Another problem with the views is they are not shared. With\n // uniforms you have one set of setters. With UniformBlockInfo\n // you have a set of setters *pre block instance*. That's because\n // TypedArray views can't be mapped to different buffers.\n //\n // My gut right now is if you really want the speed and compactness\n // then you should probably roll your own solution. TWGL's goal\n // here is ease of use as AFAICT there is no simple generic efficient\n // solution.\n const setter = createUniformBlockUniformSetter(uniformView, isArray, typeInfo.rows, typeInfo.cols);\n setters[name] = setter;\n addSetterToUniformTree(name, setter, setterTree, setters);\n });\n return {\n name: blockName,\n array,\n asFloat: new Float32Array(array), // for debugging\n buffer,\n uniforms,\n setters,\n };\n}\n\n/**\n * Creates a `UniformBlockInfo` for the specified block\n *\n * Note: **If the blockName matches no existing blocks a warning is printed to the console and a dummy\n * `UniformBlockInfo` is returned**. This is because when debugging GLSL\n * it is common to comment out large portions of a shader or for example set\n * the final output to a constant. When that happens blocks get optimized out.\n * If this function did not create dummy blocks your code would crash when debugging.\n *\n * @param {WebGL2RenderingContext} gl A WebGL2RenderingContext\n * @param {module:twgl.ProgramInfo} programInfo a `ProgramInfo`\n * as returned from {@link module:twgl.createProgramInfo}\n * @param {string} blockName The name of the block.\n * @return {module:twgl.UniformBlockInfo} The created UniformBlockInfo\n * @memberOf module:twgl/programs\n */\nfunction createUniformBlockInfo(gl, programInfo, blockName) {\n return createUniformBlockInfoFromProgram(gl, programInfo.program, programInfo.uniformBlockSpec, blockName);\n}\n\n/**\n * Binds a uniform block to the matching uniform block point.\n * Matches by blocks by name so blocks must have the same name not just the same\n * structure.\n *\n * If you have changed any values and you upload the values into the corresponding WebGLBuffer\n * call {@link module:twgl.setUniformBlock} instead.\n *\n * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context.\n * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo`\n * as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as\n * returned from {@link module:twgl.createUniformBlockSpecFromProgram}.\n * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from\n * {@link module:twgl.createUniformBlockInfo}.\n * @return {bool} true if buffer was bound. If the programInfo has no block with the same block name\n * no buffer is bound.\n * @memberOf module:twgl/programs\n */\nfunction bindUniformBlock(gl, programInfo, uniformBlockInfo) {\n const uniformBlockSpec = programInfo.uniformBlockSpec || programInfo;\n const blockSpec = uniformBlockSpec.blockSpecs[uniformBlockInfo.name];\n if (blockSpec) {\n const bufferBindIndex = blockSpec.index;\n gl.bindBufferRange(UNIFORM_BUFFER, bufferBindIndex, uniformBlockInfo.buffer, uniformBlockInfo.offset || 0, uniformBlockInfo.array.byteLength);\n return true;\n }\n return false;\n}\n\n/**\n * Uploads the current uniform values to the corresponding WebGLBuffer\n * and binds that buffer to the program's corresponding bind point for the uniform block object.\n *\n * If you haven't changed any values and you only need to bind the uniform block object\n * call {@link module:twgl.bindUniformBlock} instead.\n *\n * @param {WebGL2RenderingContext} gl A WebGL 2 rendering context.\n * @param {(module:twgl.ProgramInfo|module:twgl.UniformBlockSpec)} programInfo a `ProgramInfo`\n * as returned from {@link module:twgl.createProgramInfo} or or `UniformBlockSpec` as\n * returned from {@link module:twgl.createUniformBlockSpecFromProgram}.\n * @param {module:twgl.UniformBlockInfo} uniformBlockInfo a `UniformBlockInfo` as returned from\n * {@link module:twgl.createUniformBlockInfo}.\n * @memberOf module:twgl/programs\n */\nfunction setUniformBlock(gl, programInfo, uniformBlockInfo) {\n if (bindUniformBlock(gl, programInfo, uniformBlockInfo)) {\n gl.bufferData(UNIFORM_BUFFER, uniformBlockInfo.array, DYNAMIC_DRAW);\n }\n}\n\n/**\n * Sets values of a uniform block object\n *\n * @param {module:twgl.UniformBlockInfo} uniformBlockInfo A UniformBlockInfo as returned by {@link module:twgl.createUniformBlockInfo}.\n * @param {Object.} values A uniform name to value map where the value is correct for the given\n * type of uniform. So for example given a block like\n *\n * uniform SomeBlock {\n * float someFloat;\n * vec2 someVec2;\n * vec3 someVec3Array[2];\n * int someInt;\n * }\n *\n * You can set the values of the uniform block with\n *\n * twgl.setBlockUniforms(someBlockInfo, {\n * someFloat: 12.3,\n * someVec2: [1, 2],\n * someVec3Array: [1, 2, 3, 4, 5, 6],\n * someInt: 5,\n * }\n *\n * Arrays can be JavaScript arrays or typed arrays\n *\n * You can also fill out structure and array values either via\n * shortcut. Example\n *\n * // -- in shader --\n * struct Light {\n * float intensity;\n * vec4 color;\n * float nearFar[2];\n * };\n * uniform Lights {\n * Light lights[2];\n * };\n *\n * // in JavaScript\n *\n * twgl.setBlockUniforms(someBlockInfo, {\n * lights: [\n * { intensity: 5.0, color: [1, 0, 0, 1], nearFar[0.1, 10] },\n * { intensity: 2.0, color: [0, 0, 1, 1], nearFar[0.2, 15] },\n * ],\n * });\n *\n * or the more traditional way\n *\n * twgl.setBlockUniforms(someBlockInfo, {\n * \"lights[0].intensity\": 5.0,\n * \"lights[0].color\": [1, 0, 0, 1],\n * \"lights[0].nearFar\": [0.1, 10],\n * \"lights[1].intensity\": 2.0,\n * \"lights[1].color\": [0, 0, 1, 1],\n * \"lights[1].nearFar\": [0.2, 15],\n * });\n *\n * You can also specify partial paths\n *\n * twgl.setBlockUniforms(someBlockInfo, {\n * 'lights[1]': { intensity: 5.0, color: [1, 0, 0, 1], nearFar[0.2, 15] },\n * });\n *\n * But you can not specify leaf array indices.\n *\n * twgl.setBlockUniforms(someBlockInfo, {\n * 'lights[1].nearFar[1]': 15, // BAD! nearFar is a leaf\n * 'lights[1].nearFar': [0.2, 15], // GOOD\n * });\n *\n * **IMPORTANT!**, packing in a UniformBlock is unintuitive.\n * For example the actual layout of `someVec3Array` above in memory\n * is `1, 2, 3, unused, 4, 5, 6, unused`. twgl takes in 6 values\n * as shown about and copies them, skipping the padding. This might\n * be confusing if you're already familiar with Uniform blocks.\n *\n * If you want to deal with the padding yourself you can access the array\n * buffer views directly. eg:\n *\n * someBlockInfo.someVec3Array.set([1, 2, 3, 0, 4, 5, 6, 0]);\n *\n * Any name that doesn't match will be ignored\n * @memberOf module:twgl/programs\n */\nfunction setBlockUniforms(uniformBlockInfo, values) {\n const setters = uniformBlockInfo.setters;\n for (const name in values) {\n const setter = setters[name];\n if (setter) {\n const value = values[name];\n setter(value);\n }\n }\n}\n\nfunction setUniformTree(tree, values) {\n for (const name in values) {\n const prop = tree[name];\n if (typeof prop === 'function') {\n prop(values[name]);\n } else {\n setUniformTree(tree[name], values[name]);\n }\n }\n}\n\n/**\n * Set uniforms and binds related textures.\n *\n * example:\n *\n * const programInfo = createProgramInfo(\n * gl, [\"some-vs\", \"some-fs\"]);\n *\n * const tex1 = gl.createTexture();\n * const tex2 = gl.createTexture();\n *\n * ... assume we setup the textures with data ...\n *\n * const uniforms = {\n * u_someSampler: tex1,\n * u_someOtherSampler: tex2,\n * u_someColor: [1,0,0,1],\n * u_somePosition: [0,1,1],\n * u_someMatrix: [\n * 1,0,0,0,\n * 0,1,0,0,\n * 0,0,1,0,\n * 0,0,0,0,\n * ],\n * };\n *\n * gl.useProgram(programInfo.program);\n *\n * This will automatically bind the textures AND set the\n * uniforms.\n *\n * twgl.setUniforms(programInfo, uniforms);\n *\n * For the example above it is equivalent to\n *\n * let texUnit = 0;\n * gl.activeTexture(gl.TEXTURE0 + texUnit);\n * gl.bindTexture(gl.TEXTURE_2D, tex1);\n * gl.uniform1i(u_someSamplerLocation, texUnit++);\n * gl.activeTexture(gl.TEXTURE0 + texUnit);\n * gl.bindTexture(gl.TEXTURE_2D, tex2);\n * gl.uniform1i(u_someSamplerLocation, texUnit++);\n * gl.uniform4fv(u_someColorLocation, [1, 0, 0, 1]);\n * gl.uniform3fv(u_somePositionLocation, [0, 1, 1]);\n * gl.uniformMatrix4fv(u_someMatrix, false, [\n * 1,0,0,0,\n * 0,1,0,0,\n * 0,0,1,0,\n * 0,0,0,0,\n * ]);\n *\n * Note it is perfectly reasonable to call `setUniforms` multiple times. For example\n *\n * const uniforms = {\n * u_someSampler: tex1,\n * u_someOtherSampler: tex2,\n * };\n *\n * const moreUniforms {\n * u_someColor: [1,0,0,1],\n * u_somePosition: [0,1,1],\n * u_someMatrix: [\n * 1,0,0,0,\n * 0,1,0,0,\n * 0,0,1,0,\n * 0,0,0,0,\n * ],\n * };\n *\n * twgl.setUniforms(programInfo, uniforms);\n * twgl.setUniforms(programInfo, moreUniforms);\n *\n * You can also add WebGLSamplers to uniform samplers as in\n *\n * const uniforms = {\n * u_someSampler: {\n * texture: someWebGLTexture,\n * sampler: someWebGLSampler,\n * },\n * };\n *\n * In which case both the sampler and texture will be bound to the\n * same unit.\n *\n * @param {(module:twgl.ProgramInfo|Object.)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from\n * `createUniformSetters`.\n * @param {Object.} values an object with values for the\n * uniforms.\n * You can pass multiple objects by putting them in an array or by calling with more arguments.For example\n *\n * const sharedUniforms = {\n * u_fogNear: 10,\n * u_projection: ...\n * ...\n * };\n *\n * const localUniforms = {\n * u_world: ...\n * u_diffuseColor: ...\n * };\n *\n * twgl.setUniforms(programInfo, sharedUniforms, localUniforms);\n *\n * // is the same as\n *\n * twgl.setUniforms(programInfo, [sharedUniforms, localUniforms]);\n *\n * // is the same as\n *\n * twgl.setUniforms(programInfo, sharedUniforms);\n * twgl.setUniforms(programInfo, localUniforms};\n *\n * You can also fill out structure and array values either via\n * shortcut. Example\n *\n * // -- in shader --\n * struct Light {\n * float intensity;\n * vec4 color;\n * float nearFar[2];\n * };\n * uniform Light lights[2];\n *\n * // in JavaScript\n *\n * twgl.setUniforms(programInfo, {\n * lights: [\n * { intensity: 5.0, color: [1, 0, 0, 1], nearFar[0.1, 10] },\n * { intensity: 2.0, color: [0, 0, 1, 1], nearFar[0.2, 15] },\n * ],\n * });\n *\n * or the more traditional way\n *\n * twgl.setUniforms(programInfo, {\n * \"lights[0].intensity\": 5.0,\n * \"lights[0].color\": [1, 0, 0, 1],\n * \"lights[0].nearFar\": [0.1, 10],\n * \"lights[1].intensity\": 2.0,\n * \"lights[1].color\": [0, 0, 1, 1],\n * \"lights[1].nearFar\": [0.2, 15],\n * });\n *\n * You can also specify partial paths\n *\n * twgl.setUniforms(programInfo, {\n * 'lights[1]': { intensity: 5.0, color: [1, 0, 0, 1], nearFar[0.2, 15] },\n * });\n *\n * But you can not specify leaf array indices\n *\n * twgl.setUniforms(programInfo, {\n * 'lights[1].nearFar[1]': 15, // BAD! nearFar is a leaf\n * 'lights[1].nearFar': [0.2, 15], // GOOD\n * });\n *\n * @memberOf module:twgl/programs\n */\nfunction setUniforms(setters, ...args) { // eslint-disable-line\n const actualSetters = setters.uniformSetters || setters;\n const numArgs = args.length;\n for (let aNdx = 0; aNdx < numArgs; ++aNdx) {\n const values = args[aNdx];\n if (Array.isArray(values)) {\n const numValues = values.length;\n for (let ii = 0; ii < numValues; ++ii) {\n setUniforms(actualSetters, values[ii]);\n }\n } else {\n for (const name in values) {\n const setter = actualSetters[name];\n if (setter) {\n setter(values[name]);\n }\n }\n }\n }\n}\n\n/**\n * Alias for `setUniforms`\n * @function\n * @param {(module:twgl.ProgramInfo|Object.)} setters a `ProgramInfo` as returned from `createProgramInfo` or the setters returned from\n * `createUniformSetters`.\n * @param {Object.} values an object with values for the\n * @memberOf module:twgl/programs\n */\nconst setUniformsAndBindTextures = setUniforms;\n\n/**\n * Creates setter functions for all attributes of a shader\n * program. You can pass this to {@link module:twgl.setBuffersAndAttributes} to set all your buffers and attributes.\n *\n * @see {@link module:twgl.setAttributes} for example\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.\n * @param {WebGLProgram} program the program to create setters for.\n * @return {Object.} an object with a setter for each attribute by name.\n * @memberOf module:twgl/programs\n */\nfunction createAttributeSetters(gl, program) {\n const attribSetters = {\n };\n\n const numAttribs = gl.getProgramParameter(program, ACTIVE_ATTRIBUTES);\n for (let ii = 0; ii < numAttribs; ++ii) {\n const attribInfo = gl.getActiveAttrib(program, ii);\n if (isBuiltIn(attribInfo)) {\n continue;\n }\n const index = gl.getAttribLocation(program, attribInfo.name);\n const typeInfo = attrTypeMap[attribInfo.type];\n const setter = typeInfo.setter(gl, index, typeInfo);\n setter.location = index;\n attribSetters[attribInfo.name] = setter;\n }\n\n return attribSetters;\n}\n\n/**\n * Sets attributes and binds buffers (deprecated... use {@link module:twgl.setBuffersAndAttributes})\n *\n * Example:\n *\n * const program = createProgramFromScripts(\n * gl, [\"some-vs\", \"some-fs\");\n *\n * const attribSetters = createAttributeSetters(program);\n *\n * const positionBuffer = gl.createBuffer();\n * const texcoordBuffer = gl.createBuffer();\n *\n * const attribs = {\n * a_position: {buffer: positionBuffer, numComponents: 3},\n * a_texcoord: {buffer: texcoordBuffer, numComponents: 2},\n * };\n *\n * gl.useProgram(program);\n *\n * This will automatically bind the buffers AND set the\n * attributes.\n *\n * setAttributes(attribSetters, attribs);\n *\n * Properties of attribs. For each attrib you can add\n * properties:\n *\n * * type: the type of data in the buffer. Default = gl.FLOAT\n * * normalize: whether or not to normalize the data. Default = false\n * * stride: the stride. Default = 0\n * * offset: offset into the buffer. Default = 0\n * * divisor: the divisor for instances. Default = undefined\n *\n * For example if you had 3 value float positions, 2 value\n * float texcoord and 4 value uint8 colors you'd setup your\n * attribs like this\n *\n * const attribs = {\n * a_position: {buffer: positionBuffer, numComponents: 3},\n * a_texcoord: {buffer: texcoordBuffer, numComponents: 2},\n * a_color: {\n * buffer: colorBuffer,\n * numComponents: 4,\n * type: gl.UNSIGNED_BYTE,\n * normalize: true,\n * },\n * };\n *\n * @param {Object.} setters Attribute setters as returned from createAttributeSetters\n * @param {Object.} buffers AttribInfos mapped by attribute name.\n * @memberOf module:twgl/programs\n * @deprecated use {@link module:twgl.setBuffersAndAttributes}\n * @private\n */\nfunction setAttributes(setters, buffers) {\n for (const name in buffers) {\n const setter = setters[name];\n if (setter) {\n setter(buffers[name]);\n }\n }\n}\n\n/**\n * Sets attributes and buffers including the `ELEMENT_ARRAY_BUFFER` if appropriate\n *\n * Example:\n *\n * const programInfo = createProgramInfo(\n * gl, [\"some-vs\", \"some-fs\");\n *\n * const arrays = {\n * position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },\n * texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1], },\n * };\n *\n * const bufferInfo = createBufferInfoFromArrays(gl, arrays);\n *\n * gl.useProgram(programInfo.program);\n *\n * This will automatically bind the buffers AND set the\n * attributes.\n *\n * setBuffersAndAttributes(gl, programInfo, bufferInfo);\n *\n * For the example above it is equivalent to\n *\n * gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n * gl.enableVertexAttribArray(a_positionLocation);\n * gl.vertexAttribPointer(a_positionLocation, 3, gl.FLOAT, false, 0, 0);\n * gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);\n * gl.enableVertexAttribArray(a_texcoordLocation);\n * gl.vertexAttribPointer(a_texcoordLocation, 4, gl.FLOAT, false, 0, 0);\n *\n * @param {WebGLRenderingContext} gl A WebGLRenderingContext.\n * @param {(module:twgl.ProgramInfo|Object.)} setters A `ProgramInfo` as returned from {@link module:twgl.createProgramInfo} or Attribute setters as returned from {@link module:twgl.createAttributeSetters}\n * @param {(module:twgl.BufferInfo|module:twgl.VertexArrayInfo)} buffers a `BufferInfo` as returned from {@link module:twgl.createBufferInfoFromArrays}.\n * or a `VertexArrayInfo` as returned from {@link module:twgl.createVertexArrayInfo}\n * @memberOf module:twgl/programs\n */\nfunction setBuffersAndAttributes(gl, programInfo, buffers) {\n if (buffers.vertexArrayObject) {\n gl.bindVertexArray(buffers.vertexArrayObject);\n } else {\n setAttributes(programInfo.attribSetters || programInfo, buffers.attribs);\n if (buffers.indices) {\n gl.bindBuffer(ELEMENT_ARRAY_BUFFER$1, buffers.indices);\n }\n }\n}\n\n/**\n * @typedef {Object} ProgramInfo\n * @property {WebGLProgram} program A shader program\n * @property {Object} uniformSetters object of setters as returned from createUniformSetters,\n * @property {Object} attribSetters object of setters as returned from createAttribSetters,\n * @property {module:twgl.UniformBlockSpec} [uniformBlockSpec] a uniform block spec for making UniformBlockInfos with createUniformBlockInfo etc..\n * @property {Object} [transformFeedbackInfo] info for transform feedbacks\n * @memberOf module:twgl\n */\n\n/**\n * Creates a ProgramInfo from an existing program.\n *\n * A ProgramInfo contains\n *\n * programInfo = {\n * program: WebGLProgram,\n * uniformSetters: object of setters as returned from createUniformSetters,\n * attribSetters: object of setters as returned from createAttribSetters,\n * }\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {WebGLProgram} program an existing WebGLProgram.\n * @return {module:twgl.ProgramInfo} The created ProgramInfo.\n * @memberOf module:twgl/programs\n */\nfunction createProgramInfoFromProgram(gl, program) {\n const uniformSetters = createUniformSetters(gl, program);\n const attribSetters = createAttributeSetters(gl, program);\n const programInfo = {\n program,\n uniformSetters,\n attribSetters,\n };\n\n if (isWebGL2(gl)) {\n programInfo.uniformBlockSpec = createUniformBlockSpecFromProgram(gl, program);\n programInfo.transformFeedbackInfo = createTransformFeedbackInfo(gl, program);\n }\n\n return programInfo;\n}\n\nconst notIdRE = /\\s|{|}|;/;\n\n/**\n * Creates a ProgramInfo from 2 sources.\n *\n * A ProgramInfo contains\n *\n * programInfo = {\n * program: WebGLProgram,\n * uniformSetters: object of setters as returned from createUniformSetters,\n * attribSetters: object of setters as returned from createAttribSetters,\n * }\n *\n * NOTE: There are 4 signatures for this function\n *\n * twgl.createProgramInfo(gl, [vs, fs], options);\n * twgl.createProgramInfo(gl, [vs, fs], opt_errFunc);\n * twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_errFunc);\n * twgl.createProgramInfo(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);\n *\n * @param {WebGLRenderingContext} gl The WebGLRenderingContext\n * to use.\n * @param {string[]} shaderSources Array of sources for the\n * shaders or ids. The first is assumed to be the vertex shader,\n * the second the fragment shader.\n * @param {module:twgl.ProgramOptions|string[]|module:twgl.ErrorCallback} [opt_attribs] Options for the program or an array of attribs names or an error callback. Locations will be assigned by index if not passed in\n * @param {number[]} [opt_locations|module:twgl.ErrorCallback] The locations for the. A parallel array to opt_attribs letting you assign locations or an error callback.\n * @param {module:twgl.ErrorCallback} [opt_errorCallback] callback for errors. By default it just prints an error to the console\n * on error. If you want something else pass an callback. It's passed an error message.\n * @return {module:twgl.ProgramInfo?} The created ProgramInfo or null if it failed to link or compile\n * @memberOf module:twgl/programs\n */\nfunction createProgramInfo(\n gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {\n const progOptions = getProgramOptions(opt_attribs, opt_locations, opt_errorCallback);\n const errors = [];\n shaderSources = shaderSources.map(function(source) {\n // Lets assume if there is no \\n it's an id\n if (!notIdRE.test(source)) {\n const script = getElementById(source);\n if (!script) {\n const err = `no element with id: ${source}`;\n progOptions.errorCallback(err);\n errors.push(err);\n } else {\n source = script.text;\n }\n }\n return source;\n });\n\n if (errors.length) {\n return reportError(progOptions, '');\n }\n\n const origCallback = progOptions.callback;\n if (origCallback) {\n progOptions.callback = (err, program) => {\n origCallback(err, err ? undefined : createProgramInfoFromProgram(gl, program));\n };\n }\n\n const program = createProgramFromSources(gl, shaderSources, progOptions);\n if (!program) {\n return null;\n }\n\n return createProgramInfoFromProgram(gl, program);\n}\n\nfunction checkAllPrograms(gl, programs, programSpecs, noDeleteShadersSet, programOptions) {\n // check errors for everything.\n for (const [name, program] of Object.entries(programs)) {\n const options = {...programOptions};\n const spec = programSpecs[name];\n if (!Array.isArray(spec)) {\n Object.assign(options, spec);\n }\n const errors = getProgramErrors(gl, program, options.errorCallback);\n if (errors) {\n // delete everything we created\n for (const program of Object.values(programs)) {\n const shaders = gl.getAttachedShaders(program);\n gl.deleteProgram(program);\n for (const shader of shaders) {\n // Don't delete it if we didn't create it.\n if (!noDeleteShadersSet.has(shader)) {\n gl.deleteShader(shader);\n }\n }\n }\n return errors;\n }\n }\n\n return undefined;\n}\n\n/**\n * Creates multiple programs\n *\n * Note: the reason this function exists is because the fastest way to create multiple\n * programs in WebGL is to create and compile all shaders and link all programs and only\n * afterwards check if they succeeded. In that way, giving all your shaders\n *\n * @see {@link module:twgl.createProgram}\n *\n * Example:\n *\n * const programs = twgl.createPrograms(gl, {\n * lambert: [lambertVS, lambertFS],\n * phong: [phongVS, phoneFS],\n * particles: {\n * shaders: [particlesVS, particlesFS],\n * transformFeedbackVaryings: ['position', 'velocity'],\n * },\n * });\n *\n * @param {WebGLRenderingContext} gl the WebGLRenderingContext\n * @param {Object.