parse( input ) {

		const regExpGridInfo = /^[\d ]+$/m;
		const regExpDataPoints = /^([\d.e+-]+) +([\d.e+-]+) +([\d.e+-]+) *$/gm;

		// The first line describes the positions of values on the LUT grid.
		let result = regExpGridInfo.exec( input );

		if ( result === null ) {

			throw new Error( 'LUT3dlLoader: Missing grid information' );

		}

		const gridLines = result[ 0 ].trim().split( /\s+/g ).map( Number );
		const gridStep = gridLines[ 1 ] - gridLines[ 0 ];
		const size = gridLines.length;
		const sizeSq = size ** 2;

		for ( let i = 1, l = gridLines.length; i < l; ++ i ) {

			if ( gridStep !== ( gridLines[ i ] - gridLines[ i - 1 ] ) ) {

				throw new Error( 'LUT3dlLoader: Inconsistent grid size' );

			}

		}

		const dataFloat = new Float32Array( size ** 3 * 4 );
		let maxValue = 0.0;
		let index = 0;

		while ( ( result = regExpDataPoints.exec( input ) ) !== null ) {

			const r = Number( result[ 1 ] );
			const g = Number( result[ 2 ] );
			const b = Number( result[ 3 ] );

			maxValue = Math.max( maxValue, r, g, b );

			const bLayer = index % size;
			const gLayer = Math.floor( index / size ) % size;
			const rLayer = Math.floor( index / ( sizeSq ) ) % size;

			// b grows first, then g, then r.
			const d4 = ( bLayer * sizeSq + gLayer * size + rLayer ) * 4;
			dataFloat[ d4 + 0 ] = r;
			dataFloat[ d4 + 1 ] = g;
			dataFloat[ d4 + 2 ] = b;

			++ index;

		}

		// Determine the bit depth to scale the values to [0.0, 1.0].
		const bits = Math.ceil( Math.log2( maxValue ) );
		const maxBitValue = Math.pow( 2, bits );

		const data = this.type === UnsignedByteType ? new Uint8Array( dataFloat.length ) : dataFloat;
		const scale = this.type === UnsignedByteType ? 255 : 1;

		for ( let i = 0, l = data.length; i < l; i += 4 ) {

			const i1 = i + 1;
			const i2 = i + 2;
			const i3 = i + 3;

			// Note: data is dataFloat when type is FloatType.
			data[ i ] = dataFloat[ i ] / maxBitValue * scale;
			data[ i1 ] = dataFloat[ i1 ] / maxBitValue * scale;
			data[ i2 ] = dataFloat[ i2 ] / maxBitValue * scale;
			data[ i3 ] = scale;

		}

		const texture3D = new Data3DTexture();
		texture3D.image.data = data;
		texture3D.image.width = size;
		texture3D.image.height = size;
		texture3D.image.depth = size;
		texture3D.format = RGBAFormat;
		texture3D.type = this.type;
		texture3D.magFilter = LinearFilter;
		texture3D.minFilter = LinearFilter;
		texture3D.wrapS = ClampToEdgeWrapping;
		texture3D.wrapT = ClampToEdgeWrapping;
		texture3D.wrapR = ClampToEdgeWrapping;
		texture3D.generateMipmaps = false;
		texture3D.needsUpdate = true;

		return {
			size,
			texture3D,
		};

	}
Parses the given 3DL LUT data and returns the resulting 3D data texture.

@param {string} input - The raw 3DL LUT data as a string.
@return {{size:number,texture3D:Data3DTexture}} The parsed 3DL LUT.