You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]



import {PointCloudTree} from "./PointCloudTree.js";
import {PointCloudOctreeNode} from "./PointCloudOctree.js";
import {PointCloudArena4DNode} from "./arena4d/PointCloudArena4D.js";
import {PointSizeType, ClipTask, ElevationGradientRepeat} from "./defines.js";

// Copied from three.js: WebGLRenderer.js
function paramThreeToGL(_gl, p) {

	let extension;

	if (p === THREE.RepeatWrapping) return _gl.REPEAT;
	if (p === THREE.ClampToEdgeWrapping) return _gl.CLAMP_TO_EDGE;
	if (p === THREE.MirroredRepeatWrapping) return _gl.MIRRORED_REPEAT;

	if (p === THREE.NearestFilter) return _gl.NEAREST;
	if (p === THREE.NearestMipMapNearestFilter) return _gl.NEAREST_MIPMAP_NEAREST;
	if (p === THREE.NearestMipMapLinearFilter) return _gl.NEAREST_MIPMAP_LINEAR;

	if (p === THREE.LinearFilter) return _gl.LINEAR;
	if (p === THREE.LinearMipMapNearestFilter) return _gl.LINEAR_MIPMAP_NEAREST;
	if (p === THREE.LinearMipMapLinearFilter) return _gl.LINEAR_MIPMAP_LINEAR;

	if (p === THREE.UnsignedByteType) return _gl.UNSIGNED_BYTE;
	if (p === THREE.UnsignedShort4444Type) return _gl.UNSIGNED_SHORT_4_4_4_4;
	if (p === THREE.UnsignedShort5551Type) return _gl.UNSIGNED_SHORT_5_5_5_1;
	if (p === THREE.UnsignedShort565Type) return _gl.UNSIGNED_SHORT_5_6_5;

	if (p === THREE.ByteType) return _gl.BYTE;
	if (p === THREE.ShortType) return _gl.SHORT;
	if (p === THREE.UnsignedShortType) return _gl.UNSIGNED_SHORT;
	if (p === THREE.IntType) return _gl.INT;
	if (p === THREE.UnsignedIntType) return _gl.UNSIGNED_INT;
	if (p === THREE.FloatType) return _gl.FLOAT;

	if (p === THREE.HalfFloatType) {

		extension = extensions.get('OES_texture_half_float');

		if (extension !== null) return extension.HALF_FLOAT_OES;

	}

	if (p === THREE.AlphaFormat) return _gl.ALPHA;
	if (p === THREE.RGBFormat) return _gl.RGB;
	if (p === THREE.RGBAFormat) return _gl.RGBA;
	if (p === THREE.LuminanceFormat) return _gl.LUMINANCE;
	if (p === THREE.LuminanceAlphaFormat) return _gl.LUMINANCE_ALPHA;
	if (p === THREE.DepthFormat) return _gl.DEPTH_COMPONENT;
	if (p === THREE.DepthStencilFormat) return _gl.DEPTH_STENCIL;

	if (p === THREE.AddEquation) return _gl.FUNC_ADD;
	if (p === THREE.SubtractEquation) return _gl.FUNC_SUBTRACT;
	if (p === THREE.ReverseSubtractEquation) return _gl.FUNC_REVERSE_SUBTRACT;

	if (p === THREE.ZeroFactor) return _gl.ZERO;
	if (p === THREE.OneFactor) return _gl.ONE;
	if (p === THREE.SrcColorFactor) return _gl.SRC_COLOR;
	if (p === THREE.OneMinusSrcColorFactor) return _gl.ONE_MINUS_SRC_COLOR;
	if (p === THREE.SrcAlphaFactor) return _gl.SRC_ALPHA;
	if (p === THREE.OneMinusSrcAlphaFactor) return _gl.ONE_MINUS_SRC_ALPHA;
	if (p === THREE.DstAlphaFactor) return _gl.DST_ALPHA;
	if (p === THREE.OneMinusDstAlphaFactor) return _gl.ONE_MINUS_DST_ALPHA;

	if (p === THREE.DstColorFactor) return _gl.DST_COLOR;
	if (p === THREE.OneMinusDstColorFactor) return _gl.ONE_MINUS_DST_COLOR;
	if (p === THREE.SrcAlphaSaturateFactor) return _gl.SRC_ALPHA_SATURATE;

	if (p === THREE.RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
		p === THREE.RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {

		extension = extensions.get('WEBGL_compressed_texture_s3tc');

		if (extension !== null) {

			if (p === THREE.RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if (p === THREE.RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if (p === THREE.RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if (p === THREE.RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

		}

	}

	if (p === THREE.RGB_PVRTC_4BPPV1_Format || p === THREE.RGB_PVRTC_2BPPV1_Format ||
		p === THREE.RGBA_PVRTC_4BPPV1_Format || p === THREE.RGBA_PVRTC_2BPPV1_Format) {

		extension = extensions.get('WEBGL_compressed_texture_pvrtc');

		if (extension !== null) {

			if (p === THREE.RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
			if (p === THREE.RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
			if (p === THREE.RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
			if (p === THREE.RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

		}

	}

	if (p === THREE.RGB_ETC1_Format) {

		extension = extensions.get('WEBGL_compressed_texture_etc1');

		if (extension !== null) return extension.COMPRESSED_RGB_ETC1_WEBGL;

	}

	if (p === THREE.MinEquation || p === THREE.MaxEquation) {

		extension = extensions.get('EXT_blend_minmax');

		if (extension !== null) {

			if (p === THREE.MinEquation) return extension.MIN_EXT;
			if (p === THREE.MaxEquation) return extension.MAX_EXT;

		}

	}

	if (p === UnsignedInt248Type) {

		extension = extensions.get('WEBGL_depth_texture');

		if (extension !== null) return extension.UNSIGNED_INT_24_8_WEBGL;

	}

	return 0;

};

let attributeLocations = {
	"position": {name: "position", location: 0},
	"color": {name: "color", location: 1},
	"rgba": {name: "color", location: 1},
	"intensity": {name: "intensity", location: 2},
	"classification": {name: "classification", location: 3},
	"returnNumber": {name: "returnNumber", location: 4},
	"return number": {name: "returnNumber", location: 4},
	"returns": {name: "returnNumber", location: 4},
	"numberOfReturns": {name: "numberOfReturns", location: 5},
	"number of returns": {name: "numberOfReturns", location: 5},
	"pointSourceID": {name: "pointSourceID", location: 6},
	"source id": {name: "pointSourceID", location: 6},
	"point source id": {name: "pointSourceID", location: 6},
	"indices": {name: "indices", location: 7},
	"normal": {name: "normal", location: 8},
	"spacing": {name: "spacing", location: 9},
	"gps-time":  {name: "gpsTime", location: 10},
	"aExtra":  {name: "aExtra", location: 11},
};

class Shader {

	constructor(gl, name, vsSource, fsSource) {
		this.gl = gl;
		this.name = name;
		this.vsSource = vsSource;
		this.fsSource = fsSource;

		this.cache = new Map();

		this.vs = null;
		this.fs = null;
		this.program = null;

		this.uniformLocations = {};
		this.attributeLocations = {};
		this.uniformBlockIndices = {};
		this.uniformBlocks = {};
		this.uniforms = {};

		this.update(vsSource, fsSource);
	}

	update(vsSource, fsSource) {
		this.vsSource = vsSource;
		this.fsSource = fsSource;

		this.linkProgram();
	}

	compileShader(shader, source){
		let gl = this.gl;

		gl.shaderSource(shader, source);

		gl.compileShader(shader);

		let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
		if (!success) {
			let info = gl.getShaderInfoLog(shader);
			let numberedSource = source.split("\n").map((a, i) => `${i + 1}`.padEnd(5) + a).join("\n");
			throw `could not compile shader ${this.name}: ${info}, \n${numberedSource}`;
		}
	}

	linkProgram() {

		const tStart = performance.now();

		let gl = this.gl;

		this.uniformLocations = {};
		this.attributeLocations = {};
		this.uniforms = {};

		gl.useProgram(null);

		let cached = this.cache.get(`${this.vsSource}, ${this.fsSource}`);
		if (cached) {
			this.program = cached.program;
			this.vs = cached.vs;
			this.fs = cached.fs;
			this.attributeLocations = cached.attributeLocations;
			this.uniformLocations = cached.uniformLocations;
			this.uniformBlocks = cached.uniformBlocks;
			this.uniforms = cached.uniforms;

			return;
		} else {

			this.vs = gl.createShader(gl.VERTEX_SHADER);
			this.fs = gl.createShader(gl.FRAGMENT_SHADER);
			this.program = gl.createProgram();

			for(let name of Object.keys(attributeLocations)){
				let location = attributeLocations[name].location;
				let glslName = attributeLocations[name].name;
				gl.bindAttribLocation(this.program, location, glslName);
			}

			this.compileShader(this.vs, this.vsSource);
			this.compileShader(this.fs, this.fsSource);

			let program = this.program;

			gl.attachShader(program, this.vs);
			gl.attachShader(program, this.fs);

			gl.linkProgram(program);

			gl.detachShader(program, this.vs);
			gl.detachShader(program, this.fs);

			let success = gl.getProgramParameter(program, gl.LINK_STATUS);
			if (!success) {
				let info = gl.getProgramInfoLog(program);
				throw `could not link program ${this.name}: ${info}`;
			}

			{ // attribute locations
				let numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);

				for (let i = 0; i < numAttributes; i++) {
					let attribute = gl.getActiveAttrib(program, i);

					let location = gl.getAttribLocation(program, attribute.name);

					this.attributeLocations[attribute.name] = location;
				}
			}

			{ // uniform locations
				let numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);

				for (let i = 0; i < numUniforms; i++) {
					let uniform = gl.getActiveUniform(program, i);

					let location = gl.getUniformLocation(program, uniform.name);

					this.uniformLocations[uniform.name] = location;
					this.uniforms[uniform.name] = {
						location: location,
						value: null,
					};
				}
			}

			// uniform blocks
			if(gl instanceof WebGL2RenderingContext){ 
				let numBlocks = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);

				for (let i = 0; i < numBlocks; i++) {
					let blockName = gl.getActiveUniformBlockName(program, i);

					let blockIndex = gl.getUniformBlockIndex(program, blockName);

					this.uniformBlockIndices[blockName] = blockIndex;

					gl.uniformBlockBinding(program, blockIndex, blockIndex);
					let dataSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE);

					let uBuffer = gl.createBuffer();	
					gl.bindBuffer(gl.UNIFORM_BUFFER, uBuffer);
					gl.bufferData(gl.UNIFORM_BUFFER, dataSize, gl.DYNAMIC_READ);

					gl.bindBufferBase(gl.UNIFORM_BUFFER, blockIndex, uBuffer);

					gl.bindBuffer(gl.UNIFORM_BUFFER, null);

					this.uniformBlocks[blockName] = {
						name: blockName,
						index: blockIndex,
						dataSize: dataSize,
						buffer: uBuffer
					};

				}
			}

			let cached = {
				program: this.program,
				vs: this.vs,
				fs: this.fs,
				attributeLocations: this.attributeLocations,
				uniformLocations: this.uniformLocations,
				uniforms: this.uniforms,
				uniformBlocks: this.uniformBlocks,
			};

			this.cache.set(`${this.vsSource}, ${this.fsSource}`, cached);
		}

		const tEnd = performance.now();
		const duration = tEnd - tStart;

		console.log(`shader compile duration: ${duration.toFixed(3)}`);


	}

	setUniformMatrix4(name, value) {
		const gl = this.gl;
		const location = this.uniformLocations[name];

		if (location == null) {
			return;
		}

		let tmp = new Float32Array(value.elements);
		gl.uniformMatrix4fv(location, false, tmp);
	}

	setUniform1f(name, value) {
		const gl = this.gl;
		const uniform = this.uniforms[name];

		if (uniform === undefined) {
			return;
		}

		if(uniform.value === value){
			return;
		}

		uniform.value = value;

		gl.uniform1f(uniform.location, value);
	}

	setUniformBoolean(name, value) {
		const gl = this.gl;
		const uniform = this.uniforms[name];

		if (uniform === undefined) {
			return;
		}

		if(uniform.value === value){
			return;
		}

		uniform.value = value;

		gl.uniform1i(uniform.location, value);
	}

	setUniformTexture(name, value) {
		const gl = this.gl;
		const location = this.uniformLocations[name];

		if (location == null) {
			return;
		}

		gl.uniform1i(location, value);
	}

	setUniform2f(name, value) {
		const gl = this.gl;
		const location = this.uniformLocations[name];

		if (location == null) {
			return;
		}

		gl.uniform2f(location, value[0], value[1]);
	}

	setUniform3f(name, value) {
		const gl = this.gl;
		const location = this.uniformLocations[name];

		if (location == null) {
			return;
		}

		gl.uniform3f(location, value[0], value[1], value[2]);
	}

	setUniform(name, value) {

		if (value.constructor === THREE.Matrix4) {
			this.setUniformMatrix4(name, value);
		} else if (typeof value === "number") {
			this.setUniform1f(name, value);
		} else if (typeof value === "boolean") {
			this.setUniformBoolean(name, value);
		} else if (value instanceof WebGLTexture) {
			this.setUniformTexture(name, value);
		} else if (value instanceof Array) {

			if (value.length === 2) {
				this.setUniform2f(name, value);
			} else if (value.length === 3) {
				this.setUniform3f(name, value);
			}

		} else {
			console.error("unhandled uniform type: ", name, value);
		}

	}


	setUniform1i(name, value) {
		let gl = this.gl;
		let location = this.uniformLocations[name];

		if (location == null) {
			return;
		}

		gl.uniform1i(location, value);
	}

};

class WebGLTexture {

	constructor(gl, texture) {
		this.gl = gl;

		this.texture = texture;
		this.id = gl.createTexture();

		this.target = gl.TEXTURE_2D;
		this.version = -1;

		this.update(texture);
	}

	update() {

		if (!this.texture.image) {
			this.version = this.texture.version;

			return;
		}

		let gl = this.gl;
		let texture = this.texture;

		if (this.version === texture.version) {
			return;
		}

		this.target = gl.TEXTURE_2D;

		gl.bindTexture(this.target, this.id);

		let level = 0;
		let internalFormat = paramThreeToGL(gl, texture.format);
		let width = texture.image.width;
		let height = texture.image.height;
		let border = 0;
		let srcFormat = internalFormat;
		let srcType = paramThreeToGL(gl, texture.type);
		let data;

		gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
		gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
		gl.pixelStorei(gl.UNPACK_ALIGNMENT, texture.unpackAlignment);

		if (texture instanceof THREE.DataTexture) {
			data = texture.image.data;

			gl.texParameteri(this.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
			gl.texParameteri(this.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

			gl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));
			gl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));

			gl.texImage2D(this.target, level, internalFormat,
				width, height, border, srcFormat, srcType,
				data);
		} else if ((texture instanceof THREE.CanvasTexture) || (texture instanceof THREE.Texture)) {
			data = texture.image;

			gl.texParameteri(this.target, gl.TEXTURE_WRAP_S, paramThreeToGL(gl, texture.wrapS));
			gl.texParameteri(this.target, gl.TEXTURE_WRAP_T, paramThreeToGL(gl, texture.wrapT));

			gl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));
			gl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));

			gl.texImage2D(this.target, level, internalFormat,
				internalFormat, srcType, data);

			if (texture instanceof THREE.Texture) {gl.generateMipmap(gl.TEXTURE_2D);}
		}

		gl.bindTexture(this.target, null);

		this.version = texture.version;
	}

};

class WebGLBuffer {

	constructor() {
		this.numElements = 0;
		this.vao = null;
		this.vbos = new Map();
	}

};

export class Renderer {

	constructor(threeRenderer) {
		this.threeRenderer = threeRenderer;
		this.gl = this.threeRenderer.getContext();

		this.buffers = new Map();
		this.shaders = new Map();
		this.textures = new Map();

		this.glTypeMapping = new Map();
		this.glTypeMapping.set(Float32Array, this.gl.FLOAT);
		this.glTypeMapping.set(Uint8Array, this.gl.UNSIGNED_BYTE);
		this.glTypeMapping.set(Uint16Array, this.gl.UNSIGNED_SHORT);

		this.toggle = 0;
	}

	deleteBuffer(geometry) {

		let gl = this.gl;
		let webglBuffer = this.buffers.get(geometry);
		if (webglBuffer != null) {
			for (let attributeName in geometry.attributes) {
				gl.deleteBuffer(webglBuffer.vbos.get(attributeName).handle);
			}
			this.buffers.delete(geometry);
		}
	}

	createBuffer(geometry){
		let gl = this.gl;
		let webglBuffer = new WebGLBuffer();
		webglBuffer.vao = gl.createVertexArray();
		webglBuffer.numElements = geometry.attributes.position.count;

		gl.bindVertexArray(webglBuffer.vao);

		for(let attributeName in geometry.attributes){
			let bufferAttribute = geometry.attributes[attributeName];

			let vbo = gl.createBuffer();
			gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
			gl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);

			let normalized = bufferAttribute.normalized;
			let type = this.glTypeMapping.get(bufferAttribute.array.constructor);

			if(attributeLocations[attributeName] === undefined){
				//attributeLocation = attributeLocations["aExtra"];
			}else{
				let attributeLocation = attributeLocations[attributeName].location;

				gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
				gl.enableVertexAttribArray(attributeLocation);
			}


			webglBuffer.vbos.set(attributeName, {
				handle: vbo,
				name: attributeName,
				count: bufferAttribute.count,
				itemSize: bufferAttribute.itemSize,
				type: geometry.attributes.position.array.constructor,
				version: 0
			});
		}

		gl.bindBuffer(gl.ARRAY_BUFFER, null);
		gl.bindVertexArray(null);

		let disposeHandler = (event) => {
			this.deleteBuffer(geometry);
			geometry.removeEventListener("dispose", disposeHandler);
		};
		geometry.addEventListener("dispose", disposeHandler);

		return webglBuffer;
	}

	updateBuffer(geometry){
		let gl = this.gl;

		let webglBuffer = this.buffers.get(geometry);

		gl.bindVertexArray(webglBuffer.vao);

		for(let attributeName in geometry.attributes){
			let bufferAttribute = geometry.attributes[attributeName];

			let normalized = bufferAttribute.normalized;
			let type = this.glTypeMapping.get(bufferAttribute.array.constructor);

			let vbo = null;
			if(!webglBuffer.vbos.has(attributeName)){
				vbo = gl.createBuffer();

				webglBuffer.vbos.set(attributeName, {
					handle: vbo,
					name: attributeName,
					count: bufferAttribute.count,
					itemSize: bufferAttribute.itemSize,
					type: geometry.attributes.position.array.constructor,
					version: bufferAttribute.version
				});
			}else{
				vbo = webglBuffer.vbos.get(attributeName).handle;
				webglBuffer.vbos.get(attributeName).version = bufferAttribute.version;
			}

			gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
			gl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);

			if(attributeLocations[attributeName] === undefined){
				//attributeLocation = attributeLocations["aExtra"];
			}else{
				let attributeLocation = attributeLocations[attributeName].location;
				
				gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
				gl.enableVertexAttribArray(attributeLocation);
			}
		}

		gl.bindBuffer(gl.ARRAY_BUFFER, null);
		gl.bindVertexArray(null);
	}

	traverse(scene) {

		let octrees = [];

		let stack = [scene];
		while (stack.length > 0) {

			let node = stack.pop();

			if (node instanceof PointCloudTree) {
				octrees.push(node);
				continue;
			}

			let visibleChildren = node.children.filter(c => c.visible);
			stack.push(...visibleChildren);

		}

		let result = {
			octrees: octrees
		};

		return result;
	}



	renderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params) {

		if (exports.measureTimings) performance.mark("renderNodes-start");

		let gl = this.gl;

		let material = params.material ? params.material : octree.material;
		let shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;
		let view = camera.matrixWorldInverse;
		let worldView = new THREE.Matrix4();

		let mat4holder = new Float32Array(16);

		let i = 0;
		for (let node of nodes) {

			if(exports.debug.allowedNodes !== undefined){
				if(!exports.debug.allowedNodes.includes(node.name)){
					continue;
				}
			}

			let world = node.sceneNode.matrixWorld;
			worldView.multiplyMatrices(view, world);

			if (visibilityTextureData) {
				let vnStart = visibilityTextureData.offsets.get(node);
				shader.setUniform1f("uVNStart", vnStart);
			}


			let level = node.getLevel();

			if(node.debug){
				shader.setUniform("uDebug", true);
			}else{
				shader.setUniform("uDebug", false);
			}

			// let isLeaf = false;
			// if(node instanceof PointCloudOctreeNode){
			// 	isLeaf = Object.keys(node.children).length === 0;
			// }else if(node instanceof PointCloudArena4DNode){
			// 	isLeaf = node.geometryNode.isLeaf;
			// }
			// shader.setUniform("uIsLeafNode", isLeaf);

			// let isLeaf = node.children.filter(n => n != null).length === 0;
			// if(!isLeaf){
			// 	continue;
			// }


			// TODO consider passing matrices in an array to avoid uniformMatrix4fv overhead
			const lModel = shader.uniformLocations["modelMatrix"];
			if (lModel) {
				mat4holder.set(world.elements);
				gl.uniformMatrix4fv(lModel, false, mat4holder);
			}

			const lModelView = shader.uniformLocations["modelViewMatrix"];
			//mat4holder.set(worldView.elements);
			// faster then set in chrome 63
			for(let j = 0; j < 16; j++){
				mat4holder[j] = worldView.elements[j];
			}
			gl.uniformMatrix4fv(lModelView, false, mat4holder);

			{ // Clip Polygons
				if(material.clipPolygons && material.clipPolygons.length > 0){

					let clipPolygonVCount = [];
					let worldViewProjMatrices = [];

					for(let clipPolygon of material.clipPolygons){

						let view = clipPolygon.viewMatrix;
						let proj = clipPolygon.projMatrix;

						let worldViewProj = proj.clone().multiply(view).multiply(world);

						clipPolygonVCount.push(clipPolygon.markers.length);
						worldViewProjMatrices.push(worldViewProj);
					}

					let flattenedMatrices = [].concat(...worldViewProjMatrices.map(m => m.elements));

					let flattenedVertices = new Array(8 * 3 * material.clipPolygons.length);
					for(let i = 0; i < material.clipPolygons.length; i++){
						let clipPolygon = material.clipPolygons[i];
						for(let j = 0; j < clipPolygon.markers.length; j++){
							flattenedVertices[i * 24 + (j * 3 + 0)] = clipPolygon.markers[j].position.x;
							flattenedVertices[i * 24 + (j * 3 + 1)] = clipPolygon.markers[j].position.y;
							flattenedVertices[i * 24 + (j * 3 + 2)] = clipPolygon.markers[j].position.z;
						}
					}

					const lClipPolygonVCount = shader.uniformLocations["uClipPolygonVCount[0]"];
					gl.uniform1iv(lClipPolygonVCount, clipPolygonVCount);

					const lClipPolygonVP = shader.uniformLocations["uClipPolygonWVP[0]"];
					gl.uniformMatrix4fv(lClipPolygonVP, false, flattenedMatrices);

					const lClipPolygons = shader.uniformLocations["uClipPolygonVertices[0]"];
					gl.uniform3fv(lClipPolygons, flattenedVertices);

				}
			}


			//shader.setUniformMatrix4("modelMatrix", world);
			//shader.setUniformMatrix4("modelViewMatrix", worldView);
			shader.setUniform1f("uLevel", level);
			shader.setUniform1f("uNodeSpacing", node.geometryNode.estimatedSpacing);

			shader.setUniform1f("uPCIndex", i);
			// uBBSize

			if (shadowMaps.length > 0) {

				const lShadowMap = shader.uniformLocations["uShadowMap[0]"];

				shader.setUniform3f("uShadowColor", material.uniforms.uShadowColor.value);

				let bindingStart = 5;
				let bindingPoints = new Array(shadowMaps.length).fill(bindingStart).map((a, i) => (a + i));
				gl.uniform1iv(lShadowMap, bindingPoints);

				for (let i = 0; i < shadowMaps.length; i++) {
					let shadowMap = shadowMaps[i];
					let bindingPoint = bindingPoints[i];
					let glTexture = this.threeRenderer.properties.get(shadowMap.target.texture).__webglTexture;

					gl.activeTexture(gl[`TEXTURE${bindingPoint}`]);
					gl.bindTexture(gl.TEXTURE_2D, glTexture);
				}

				{

					let worldViewMatrices = shadowMaps
						.map(sm => sm.camera.matrixWorldInverse)
						.map(view => new THREE.Matrix4().multiplyMatrices(view, world))

					let flattenedMatrices = [].concat(...worldViewMatrices.map(c => c.elements));
					const lWorldView = shader.uniformLocations["uShadowWorldView[0]"];
					gl.uniformMatrix4fv(lWorldView, false, flattenedMatrices);
				}

				{
					let flattenedMatrices = [].concat(...shadowMaps.map(sm => sm.camera.projectionMatrix.elements));
					const lProj = shader.uniformLocations["uShadowProj[0]"];
					gl.uniformMatrix4fv(lProj, false, flattenedMatrices);
				}
			}

			const geometry = node.geometryNode.geometry;

			if(geometry.attributes["gps-time"]){
				const bufferAttribute = geometry.attributes["gps-time"];
				const attGPS = octree.getAttribute("gps-time");

				let initialRange = attGPS.initialRange;
				let initialRangeSize = initialRange[1] - initialRange[0];

				let globalRange = attGPS.range;
				let globalRangeSize = globalRange[1] - globalRange[0];

				let scale = initialRangeSize / globalRangeSize;
				let offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;

				shader.setUniform1f("uGpsScale", scale);
				shader.setUniform1f("uGpsOffset", offset);
				//shader.setUniform2f("uFilterGPSTimeClipRange", [-Infinity, Infinity]);

				let uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;
				// let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]
				// let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]
				// shader.setUniform2f("uFilterGPSTimeClipRange", [gpsCliPRangeMin, gpsCliPRangeMax]);

				let normalizedClipRange = [
					(uFilterGPSTimeClipRange[0] - globalRange[0]) / globalRangeSize,
					(uFilterGPSTimeClipRange[1] - globalRange[0]) / globalRangeSize,
				];

				shader.setUniform2f("uFilterGPSTimeClipRange", normalizedClipRange);



				// // ranges in full gps coordinate system
				// const globalRange = attGPS.range;
				// const bufferRange = bufferAttribute.potree.range;

				// // ranges in [0, 1]
				// // normalizedGlobalRange = [0, 1]
				// // normalizedBufferRange: norm buffer within norm global range e.g. [0.2, 0.8]
				// const globalWidth = globalRange[1] - globalRange[0];
				// const normalizedBufferRange = [
				// 	(bufferRange[0] - globalRange[0]) / globalWidth,
				// 	(bufferRange[1] - globalRange[0]) / globalWidth,
				// ];

				// shader.setUniform2f("uNormalizedGpsBufferRange", normalizedBufferRange);

				// let uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;
				// let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]
				// let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]
				// shader.setUniform2f("uFilterGPSTimeClipRange", [gpsCliPRangeMin, gpsCliPRangeMax]);

				// shader.setUniform1f("uGpsScale", bufferAttribute.potree.scale);
				// shader.setUniform1f("uGpsOffset", bufferAttribute.potree.offset);
			}

			{
				let uFilterReturnNumberRange = material.uniforms.uFilterReturnNumberRange.value;
				let uFilterNumberOfReturnsRange = material.uniforms.uFilterNumberOfReturnsRange.value;
				let uFilterPointSourceIDClipRange = material.uniforms.uFilterPointSourceIDClipRange.value;
				
				
				
				shader.setUniform2f("uFilterReturnNumberRange", uFilterReturnNumberRange);
				shader.setUniform2f("uFilterNumberOfReturnsRange", uFilterNumberOfReturnsRange);
				shader.setUniform2f("uFilterPointSourceIDClipRange", uFilterPointSourceIDClipRange);
			}

			let webglBuffer = null;
			if(!this.buffers.has(geometry)){
				webglBuffer = this.createBuffer(geometry);
				this.buffers.set(geometry, webglBuffer);
			}else{
				webglBuffer = this.buffers.get(geometry);
				for(let attributeName in geometry.attributes){
					let attribute = geometry.attributes[attributeName];

					if(attribute.version > webglBuffer.vbos.get(attributeName).version){
						this.updateBuffer(geometry);
					}
				}
			}

			gl.bindVertexArray(webglBuffer.vao);

			let isExtraAttribute =
				attributeLocations[material.activeAttributeName] === undefined
				&& Object.keys(geometry.attributes).includes(material.activeAttributeName);

			if(isExtraAttribute){

				const attributeLocation = attributeLocations["aExtra"].location;

				for(const attributeName in geometry.attributes){
					const bufferAttribute = geometry.attributes[attributeName];
					const vbo = webglBuffer.vbos.get(attributeName);
					
					gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
					gl.disableVertexAttribArray(attributeLocation);
				}

				const attName = material.activeAttributeName;
				const bufferAttribute = geometry.attributes[attName];
				const vbo = webglBuffer.vbos.get(attName);

				if(bufferAttribute !== undefined && vbo !== undefined){
					let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
					let normalized = bufferAttribute.normalized;

					gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
					gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
					gl.enableVertexAttribArray(attributeLocation);
				}




				{
					const attExtra = octree.pcoGeometry.pointAttributes.attributes
						.find(a => a.name === attName);

					let range = material.getRange(attName);
					if(!range){
						range = attExtra.range;
					}

					if(!range){
						range = [0, 1];
					}

					let initialRange = attExtra.initialRange;
					let initialRangeSize = initialRange[1] - initialRange[0];

					let globalRange = range;
					let globalRangeSize = globalRange[1] - globalRange[0];

					let scale = initialRangeSize / globalRangeSize;
					let offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;

					shader.setUniform1f("uExtraScale", scale);
					shader.setUniform1f("uExtraOffset", offset);					
				}

			}else{

				for(const attributeName in geometry.attributes){
					const bufferAttribute = geometry.attributes[attributeName];
					const vbo = webglBuffer.vbos.get(attributeName);


					if(attributeLocations[attributeName] !== undefined){
						const attributeLocation = attributeLocations[attributeName].location;

						let type = this.glTypeMapping.get(bufferAttribute.array.constructor);
						let normalized = bufferAttribute.normalized;
						
						gl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);
						gl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);
						gl.enableVertexAttribArray(attributeLocation);
						
					}
				}
			}

			let numPoints = webglBuffer.numElements;
			gl.drawArrays(gl.POINTS, 0, numPoints);

			i++;
		}

		gl.bindVertexArray(null);

		if (exports.measureTimings) {
			performance.mark("renderNodes-end");
			performance.measure("render.renderNodes", "renderNodes-start", "renderNodes-end");
		}
	}

	renderOctree(octree, nodes, camera, target, params = {}){

		let gl = this.gl;

		let material = params.material ? params.material : octree.material;
		let shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;
		let view = camera.matrixWorldInverse;
		let viewInv = camera.matrixWorld;
		let proj = camera.projectionMatrix;
		let projInv = new THREE.Matrix4().getInverse(proj);
		let worldView = new THREE.Matrix4();

		let shader = null;
		let visibilityTextureData = null;

		let currentTextureBindingPoint = 0;

		if (material.pointSizeType >= 0) {
			if (material.pointSizeType === PointSizeType.ADAPTIVE ||
				material.activeAttributeName === "level of detail") {

				let vnNodes = (params.vnTextureNodes != null) ? params.vnTextureNodes : nodes;
				visibilityTextureData = octree.computeVisibilityTextureData(vnNodes, camera);

				const vnt = material.visibleNodesTexture;
				const data = vnt.image.data;
				data.set(visibilityTextureData.data);
				vnt.needsUpdate = true;

			}
		}

		{ // UPDATE SHADER AND TEXTURES
			if (!this.shaders.has(material)) {
				let [vs, fs] = [material.vertexShader, material.fragmentShader];
				let shader = new Shader(gl, "pointcloud", vs, fs);

				this.shaders.set(material, shader);
			}

			shader = this.shaders.get(material);

			//if(material.needsUpdate){
			{
				let [vs, fs] = [material.vertexShader, material.fragmentShader];

				let numSnapshots = material.snapEnabled ? material.numSnapshots : 0;
				let numClipBoxes = (material.clipBoxes && material.clipBoxes.length) ? material.clipBoxes.length : 0;
				let numClipSpheres = (params.clipSpheres && params.clipSpheres.length) ? params.clipSpheres.length : 0;
				let numClipPolygons = (material.clipPolygons && material.clipPolygons.length) ? material.clipPolygons.length : 0;

				let defines = [
					`#define num_shadowmaps ${shadowMaps.length}`,
					`#define num_snapshots ${numSnapshots}`,
					`#define num_clipboxes ${numClipBoxes}`,
					`#define num_clipspheres ${numClipSpheres}`,
					`#define num_clippolygons ${numClipPolygons}`,
				];


				if(octree.pcoGeometry.root.isLoaded()){
					let attributes = octree.pcoGeometry.root.geometry.attributes;

					if(attributes["gps-time"]){
						defines.push("#define clip_gps_enabled");
					}

					if(attributes["return number"]){
						defines.push("#define clip_return_number_enabled");
					}

					if(attributes["number of returns"]){
						defines.push("#define clip_number_of_returns_enabled");
					}

					if(attributes["source id"] || attributes["point source id"]){
						defines.push("#define clip_point_source_id_enabled");
					}

				}

				let definesString = defines.join("\n");

				let vsVersionIndex = vs.indexOf("#version ");
				let fsVersionIndex = fs.indexOf("#version ");

				if(vsVersionIndex >= 0){
					vs = vs.replace(/(#version .*)/, `$1\n${definesString}`)
				}else{
					vs = `${definesString}\n${vs}`;
				}

				if(fsVersionIndex >= 0){
					fs = fs.replace(/(#version .*)/, `$1\n${definesString}`)
				}else{
					fs = `${definesString}\n${fs}`;
				}


				shader.update(vs, fs);

				material.needsUpdate = false;
			}

			for (let uniformName of Object.keys(material.uniforms)) {
				let uniform = material.uniforms[uniformName];

				if (uniform.type == "t") {

					let texture = uniform.value;

					if (!texture) {
						continue;
					}

					if (!this.textures.has(texture)) {
						let webglTexture = new WebGLTexture(gl, texture);

						this.textures.set(texture, webglTexture);
					}

					let webGLTexture = this.textures.get(texture);
					webGLTexture.update();


				}
			}
		}

		gl.useProgram(shader.program);

		let transparent = false;
		if(params.transparent !== undefined){
			transparent = params.transparent && material.opacity < 1;
		}else{
			transparent = material.opacity < 1;
		}

		if (transparent){
			gl.enable(gl.BLEND);
			gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
			gl.depthMask(false);
			gl.disable(gl.DEPTH_TEST);
		} else {
			gl.disable(gl.BLEND);
			gl.depthMask(true);
			gl.enable(gl.DEPTH_TEST);
		}

		if(params.blendFunc !== undefined){
			gl.enable(gl.BLEND);
			gl.blendFunc(...params.blendFunc);
		}

		if(params.depthTest !== undefined){
			if(params.depthTest === true){
				gl.enable(gl.DEPTH_TEST);
			}else{
				gl.disable(gl.DEPTH_TEST);
			}
		}

		if(params.depthWrite !== undefined){
			 if(params.depthWrite === true){
				 gl.depthMask(true);
			 }else{
				 gl.depthMask(false);
			 }
			 
		}


		{ // UPDATE UNIFORMS
			shader.setUniformMatrix4("projectionMatrix", proj);
			shader.setUniformMatrix4("viewMatrix", view);
			shader.setUniformMatrix4("uViewInv", viewInv);
			shader.setUniformMatrix4("uProjInv", projInv);

			let screenWidth = target ? target.width : material.screenWidth;
			let screenHeight = target ? target.height : material.screenHeight;

			shader.setUniform1f("uScreenWidth", screenWidth);
			shader.setUniform1f("uScreenHeight", screenHeight);
			shader.setUniform1f("fov", Math.PI * camera.fov / 180);
			shader.setUniform1f("near", camera.near);
			shader.setUniform1f("far", camera.far);
			
			if(camera instanceof THREE.OrthographicCamera){
				shader.setUniform("uUseOrthographicCamera", true);
				shader.setUniform("uOrthoWidth", camera.right - camera.left); 
				shader.setUniform("uOrthoHeight", camera.top - camera.bottom);
			}else{
				shader.setUniform("uUseOrthographicCamera", false);
			}

			if(material.clipBoxes.length + material.clipPolygons.length === 0){
				shader.setUniform1i("clipTask", ClipTask.NONE);
			}else{
				shader.setUniform1i("clipTask", material.clipTask);
			}

			shader.setUniform1i("clipMethod", material.clipMethod);

			if (material.clipBoxes && material.clipBoxes.length > 0) {
				//let flattenedMatrices = [].concat(...material.clipBoxes.map(c => c.inverse.elements));

				//const lClipBoxes = shader.uniformLocations["clipBoxes[0]"];
				//gl.uniformMatrix4fv(lClipBoxes, false, flattenedMatrices);

				const lClipBoxes = shader.uniformLocations["clipBoxes[0]"];
				gl.uniformMatrix4fv(lClipBoxes, false, material.uniforms.clipBoxes.value);
			}

			// TODO CLIPSPHERES
			if(params.clipSpheres && params.clipSpheres.length > 0){

				let clipSpheres = params.clipSpheres;

				let matrices = [];
				for(let clipSphere of clipSpheres){
					//let mScale = new THREE.Matrix4().makeScale(...clipSphere.scale.toArray());
					//let mTranslate = new THREE.Matrix4().makeTranslation(...clipSphere.position.toArray());

					//let clipToWorld = new THREE.Matrix4().multiplyMatrices(mTranslate, mScale);
					let clipToWorld = clipSphere.matrixWorld;
					let viewToWorld = camera.matrixWorld
					let worldToClip = new THREE.Matrix4().getInverse(clipToWorld);

					let viewToClip = new THREE.Matrix4().multiplyMatrices(worldToClip, viewToWorld);

					matrices.push(viewToClip);
				}

				let flattenedMatrices = [].concat(...matrices.map(matrix => matrix.elements));

				const lClipSpheres = shader.uniformLocations["uClipSpheres[0]"];
				gl.uniformMatrix4fv(lClipSpheres, false, flattenedMatrices);
				
				//const lClipSpheres = shader.uniformLocations["uClipSpheres[0]"];
				//gl.uniformMatrix4fv(lClipSpheres, false, material.uniforms.clipSpheres.value);
			}


			shader.setUniform1f("size", material.size);
			shader.setUniform1f("maxSize", material.uniforms.maxSize.value);
			shader.setUniform1f("minSize", material.uniforms.minSize.value);


			// uniform float uPCIndex
			shader.setUniform1f("uOctreeSpacing", material.spacing);
			shader.setUniform("uOctreeSize", material.uniforms.octreeSize.value);


			//uniform vec3 uColor;
			shader.setUniform3f("uColor", material.color.toArray());
			//uniform float opacity;
			shader.setUniform1f("uOpacity", material.opacity);

			shader.setUniform2f("elevationRange", material.elevationRange);
			shader.setUniform2f("intensityRange", material.intensityRange);


			shader.setUniform3f("uIntensity_gbc", [
				material.intensityGamma, 
				material.intensityBrightness, 
				material.intensityContrast
			]);

			shader.setUniform3f("uRGB_gbc", [
				material.rgbGamma, 
				material.rgbBrightness, 
				material.rgbContrast
			]);

			shader.setUniform1f("uTransition", material.transition);
			shader.setUniform1f("wRGB", material.weightRGB);
			shader.setUniform1f("wIntensity", material.weightIntensity);
			shader.setUniform1f("wElevation", material.weightElevation);
			shader.setUniform1f("wClassification", material.weightClassification);
			shader.setUniform1f("wReturnNumber", material.weightReturnNumber);
			shader.setUniform1f("wSourceID", material.weightSourceID);

			shader.setUniform("backfaceCulling", material.uniforms.backfaceCulling.value);

			let vnWebGLTexture = this.textures.get(material.visibleNodesTexture);
			if(vnWebGLTexture){
				shader.setUniform1i("visibleNodesTexture", currentTextureBindingPoint);
				gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
				gl.bindTexture(vnWebGLTexture.target, vnWebGLTexture.id);
				currentTextureBindingPoint++;
			}

			let gradientTexture = this.textures.get(material.gradientTexture);
			shader.setUniform1i("gradient", currentTextureBindingPoint);
			gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
			gl.bindTexture(gradientTexture.target, gradientTexture.id);

			const repeat = material.elevationGradientRepeat;
			if(repeat === ElevationGradientRepeat.REPEAT){
				gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.REPEAT);
				gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.REPEAT);
			}else if(repeat === ElevationGradientRepeat.MIRRORED_REPEAT){
				gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);
				gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);
			}else{
				gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
				gl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
			}
			currentTextureBindingPoint++;

			let classificationTexture = this.textures.get(material.classificationTexture);
			shader.setUniform1i("classificationLUT", currentTextureBindingPoint);
			gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
			gl.bindTexture(classificationTexture.target, classificationTexture.id);
			currentTextureBindingPoint++;

			let matcapTexture = this.textures.get(material.matcapTexture);
			shader.setUniform1i("matcapTextureUniform", currentTextureBindingPoint);
			gl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);
			gl.bindTexture(matcapTexture.target, matcapTexture.id);
			currentTextureBindingPoint++;


			if (material.snapEnabled === true) {

				{
					const lSnapshot = shader.uniformLocations["uSnapshot[0]"];
					const lSnapshotDepth = shader.uniformLocations["uSnapshotDepth[0]"];

					let bindingStart = currentTextureBindingPoint;
					let lSnapshotBindingPoints = new Array(5).fill(bindingStart).map((a, i) => (a + i));
					let lSnapshotDepthBindingPoints = new Array(5)
						.fill(1 + Math.max(...lSnapshotBindingPoints))
						.map((a, i) => (a + i));
					currentTextureBindingPoint = 1 + Math.max(...lSnapshotDepthBindingPoints);

					gl.uniform1iv(lSnapshot, lSnapshotBindingPoints);
					gl.uniform1iv(lSnapshotDepth, lSnapshotDepthBindingPoints);

					for (let i = 0; i < 5; i++) {
						let texture = material.uniforms[`uSnapshot`].value[i];
						let textureDepth = material.uniforms[`uSnapshotDepth`].value[i];

						if (!texture) {
							break;
						}

						let snapTexture = this.threeRenderer.properties.get(texture).__webglTexture;
						let snapTextureDepth = this.threeRenderer.properties.get(textureDepth).__webglTexture;

						let bindingPoint = lSnapshotBindingPoints[i];
						let depthBindingPoint = lSnapshotDepthBindingPoints[i];

						gl.activeTexture(gl[`TEXTURE${bindingPoint}`]);
						gl.bindTexture(gl.TEXTURE_2D, snapTexture);

						gl.activeTexture(gl[`TEXTURE${depthBindingPoint}`]);
						gl.bindTexture(gl.TEXTURE_2D, snapTextureDepth);
					}
				}

				{
					let flattenedMatrices = [].concat(...material.uniforms.uSnapView.value.map(c => c.elements));
					const lSnapView = shader.uniformLocations["uSnapView[0]"];
					gl.uniformMatrix4fv(lSnapView, false, flattenedMatrices);
				}
				{
					let flattenedMatrices = [].concat(...material.uniforms.uSnapProj.value.map(c => c.elements));
					const lSnapProj = shader.uniformLocations["uSnapProj[0]"];
					gl.uniformMatrix4fv(lSnapProj, false, flattenedMatrices);
				}
				{
					let flattenedMatrices = [].concat(...material.uniforms.uSnapProjInv.value.map(c => c.elements));
					const lSnapProjInv = shader.uniformLocations["uSnapProjInv[0]"];
					gl.uniformMatrix4fv(lSnapProjInv, false, flattenedMatrices);
				}
				{
					let flattenedMatrices = [].concat(...material.uniforms.uSnapViewInv.value.map(c => c.elements));
					const lSnapViewInv = shader.uniformLocations["uSnapViewInv[0]"];
					gl.uniformMatrix4fv(lSnapViewInv, false, flattenedMatrices);
				}

			}
		}

		this.renderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params);

		gl.activeTexture(gl.TEXTURE2);
		gl.bindTexture(gl.TEXTURE_2D, null);
		gl.activeTexture(gl.TEXTURE0);
	}

	render(scene, camera, target = null, params = {}) {

		const gl = this.gl;

		// PREPARE 
		if (target != null) {
			this.threeRenderer.setRenderTarget(target);
		}

		camera.updateProjectionMatrix();

		const traversalResult = this.traverse(scene);


		// RENDER
		for (const octree of traversalResult.octrees) {
			let nodes = octree.visibleNodes;
			this.renderOctree(octree, nodes, camera, target, params);
		}


		// CLEANUP
		gl.activeTexture(gl.TEXTURE1);
		gl.bindTexture(gl.TEXTURE_2D, null)

		this.threeRenderer.state.reset();
	}



};