Add depth of field post-process with bokeh shader
Refactor depth of field example to use EffectComposer
improve WireframeHelper : input can have buffer geometry, output is buffer geometry
Update ctm.js

CTM.Stream.prototype.readString() should return a String.
Otherwise comparison in the CTMLoader (file.body.attrMaps[ 0 ].name === "Color") won't work and vertexColors won't be initialized.
Also subarray has different arguments than the former substr method.
Update WebGLRenderer.html

Remove clearColor/clearAlpha from constructor parameters
Merge branch 'wireframe2' of https://github.com/valette/three.js into dev
WireframeHelper code clean up.
WireframeHelper indentation to tabs.
Updated builds.
Merge branch 'master' of https://github.com/handsome-b-wonderful/three.js into dev
Merge branch 'patch-1' of https://github.com/mcauer/three.js into dev
Merge branch 'post-bokeh-pass' of https://github.com/jpweeks/three.js into dev
Rever to three.min.js.
EventDispatched: Added check for existing array in removeListener as per #4202.