File: //var/www/aspa/three/renderers/WebGLRenderer.js
import {
	REVISION,
	BackSide,
	FrontSide,
	DoubleSide,
	RGBAFormat,
	HalfFloatType,
	FloatType,
	UnsignedByteType,
	NoToneMapping,
	LinearMipmapLinearFilter,
	SRGBColorSpace,
	LinearSRGBColorSpace,
	RGBAIntegerFormat,
	RGIntegerFormat,
	RedIntegerFormat,
	UnsignedIntType,
	UnsignedShortType,
	UnsignedInt248Type,
	UnsignedShort4444Type,
	UnsignedShort5551Type,
	WebGLCoordinateSystem,
	DisplayP3ColorSpace,
	LinearDisplayP3ColorSpace
} from '../constants.js';
import { Color } from '../math/Color.js';
import { Frustum } from '../math/Frustum.js';
import { Matrix4 } from '../math/Matrix4.js';
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector4 } from '../math/Vector4.js';
import { floorPowerOfTwo } from '../math/MathUtils.js';
import { WebGLAnimation } from './webgl/WebGLAnimation.js';
import { WebGLAttributes } from './webgl/WebGLAttributes.js';
import { WebGLBackground } from './webgl/WebGLBackground.js';
import { WebGLBindingStates } from './webgl/WebGLBindingStates.js';
import { WebGLBufferRenderer } from './webgl/WebGLBufferRenderer.js';
import { WebGLCapabilities } from './webgl/WebGLCapabilities.js';
import { WebGLClipping } from './webgl/WebGLClipping.js';
import { WebGLCubeMaps } from './webgl/WebGLCubeMaps.js';
import { WebGLCubeUVMaps } from './webgl/WebGLCubeUVMaps.js';
import { WebGLExtensions } from './webgl/WebGLExtensions.js';
import { WebGLGeometries } from './webgl/WebGLGeometries.js';
import { WebGLIndexedBufferRenderer } from './webgl/WebGLIndexedBufferRenderer.js';
import { WebGLInfo } from './webgl/WebGLInfo.js';
import { WebGLMorphtargets } from './webgl/WebGLMorphtargets.js';
import { WebGLObjects } from './webgl/WebGLObjects.js';
import { WebGLPrograms } from './webgl/WebGLPrograms.js';
import { WebGLProperties } from './webgl/WebGLProperties.js';
import { WebGLRenderLists } from './webgl/WebGLRenderLists.js';
import { WebGLRenderStates } from './webgl/WebGLRenderStates.js';
import { WebGLRenderTarget } from './WebGLRenderTarget.js';
import { WebGLShadowMap } from './webgl/WebGLShadowMap.js';
import { WebGLState } from './webgl/WebGLState.js';
import { WebGLTextures } from './webgl/WebGLTextures.js';
import { WebGLUniforms } from './webgl/WebGLUniforms.js';
import { WebGLUtils } from './webgl/WebGLUtils.js';
import { WebXRManager } from './webxr/WebXRManager.js';
import { WebGLMaterials } from './webgl/WebGLMaterials.js';
import { WebGLUniformsGroups } from './webgl/WebGLUniformsGroups.js';
import { createCanvasElement } from '../utils.js';
import { ColorManagement } from '../math/ColorManagement.js';
class WebGLRenderer {
	constructor( parameters = {} ) {
		const {
			canvas = createCanvasElement(),
			context = null,
			depth = true,
			stencil = true,
			alpha = false,
			antialias = false,
			premultipliedAlpha = true,
			preserveDrawingBuffer = false,
			powerPreference = 'default',
			failIfMajorPerformanceCaveat = false,
		} = parameters;
		this.isWebGLRenderer = true;
		let _alpha;
		if ( context !== null ) {
			_alpha = context.getContextAttributes().alpha;
		} else {
			_alpha = alpha;
		}
		const uintClearColor = new Uint32Array( 4 );
		const intClearColor = new Int32Array( 4 );
		let currentRenderList = null;
		let currentRenderState = null;
		// render() can be called from within a callback triggered by another render.
		// We track this so that the nested render call gets its list and state isolated from the parent render call.
		const renderListStack = [];
		const renderStateStack = [];
		// public properties
		this.domElement = canvas;
		// Debug configuration container
		this.debug = {
			/**
			 * Enables error checking and reporting when shader programs are being compiled
			 * @type {boolean}
			 */
			checkShaderErrors: true,
			/**
			 * Callback for custom error reporting.
			 * @type {?Function}
			 */
			onShaderError: null
		};
		// clearing
		this.autoClear = true;
		this.autoClearColor = true;
		this.autoClearDepth = true;
		this.autoClearStencil = true;
		// scene graph
		this.sortObjects = true;
		// user-defined clipping
		this.clippingPlanes = [];
		this.localClippingEnabled = false;
		// physically based shading
		this._outputColorSpace = SRGBColorSpace;
		// physical lights
		this._useLegacyLights = false;
		// tone mapping
		this.toneMapping = NoToneMapping;
		this.toneMappingExposure = 1.0;
		// internal properties
		const _this = this;
		let _isContextLost = false;
		// internal state cache
		let _currentActiveCubeFace = 0;
		let _currentActiveMipmapLevel = 0;
		let _currentRenderTarget = null;
		let _currentMaterialId = - 1;
		let _currentCamera = null;
		const _currentViewport = new Vector4();
		const _currentScissor = new Vector4();
		let _currentScissorTest = null;
		const _currentClearColor = new Color( 0x000000 );
		let _currentClearAlpha = 0;
		//
		let _width = canvas.width;
		let _height = canvas.height;
		let _pixelRatio = 1;
		let _opaqueSort = null;
		let _transparentSort = null;
		const _viewport = new Vector4( 0, 0, _width, _height );
		const _scissor = new Vector4( 0, 0, _width, _height );
		let _scissorTest = false;
		// frustum
		const _frustum = new Frustum();
		// clipping
		let _clippingEnabled = false;
		let _localClippingEnabled = false;
		// transmission
		let _transmissionRenderTarget = null;
		// camera matrices cache
		const _projScreenMatrix = new Matrix4();
		const _vector2 = new Vector2();
		const _vector3 = new Vector3();
		const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
		function getTargetPixelRatio() {
			return _currentRenderTarget === null ? _pixelRatio : 1;
		}
		// initialize
		let _gl = context;
		function getContext( contextNames, contextAttributes ) {
			for ( let i = 0; i < contextNames.length; i ++ ) {
				const contextName = contextNames[ i ];
				const context = canvas.getContext( contextName, contextAttributes );
				if ( context !== null ) return context;
			}
			return null;
		}
		try {
			const contextAttributes = {
				alpha: true,
				depth,
				stencil,
				antialias,
				premultipliedAlpha,
				preserveDrawingBuffer,
				powerPreference,
				failIfMajorPerformanceCaveat,
			};
			// OffscreenCanvas does not have setAttribute, see #22811
			if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
			// event listeners must be registered before WebGL context is created, see #12753
			canvas.addEventListener( 'webglcontextlost', onContextLost, false );
			canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
			canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );
			if ( _gl === null ) {
				const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
				if ( _this.isWebGL1Renderer === true ) {
					contextNames.shift();
				}
				_gl = getContext( contextNames, contextAttributes );
				if ( _gl === null ) {
					if ( getContext( contextNames ) ) {
						throw new Error( 'Error creating WebGL context with your selected attributes.' );
					} else {
						throw new Error( 'Error creating WebGL context.' );
					}
				}
			}
			if ( typeof WebGLRenderingContext !== 'undefined' && _gl instanceof WebGLRenderingContext ) { // @deprecated, r153
				console.warn( 'THREE.WebGLRenderer: WebGL 1 support was deprecated in r153 and will be removed in r163.' );
			}
			// Some experimental-webgl implementations do not have getShaderPrecisionFormat
			if ( _gl.getShaderPrecisionFormat === undefined ) {
				_gl.getShaderPrecisionFormat = function () {
					return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
				};
			}
		} catch ( error ) {
			console.error( 'THREE.WebGLRenderer: ' + error.message );
			throw error;
		}
		let extensions, capabilities, state, info;
		let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
		let programCache, materials, renderLists, renderStates, clipping, shadowMap;
		let background, morphtargets, bufferRenderer, indexedBufferRenderer;
		let utils, bindingStates, uniformsGroups;
		function initGLContext() {
			extensions = new WebGLExtensions( _gl );
			capabilities = new WebGLCapabilities( _gl, extensions, parameters );
			extensions.init( capabilities );
			utils = new WebGLUtils( _gl, extensions, capabilities );
			state = new WebGLState( _gl, extensions, capabilities );
			info = new WebGLInfo( _gl );
			properties = new WebGLProperties();
			textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
			cubemaps = new WebGLCubeMaps( _this );
			cubeuvmaps = new WebGLCubeUVMaps( _this );
			attributes = new WebGLAttributes( _gl, capabilities );
			bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
			geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
			objects = new WebGLObjects( _gl, geometries, attributes, info );
			morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
			clipping = new WebGLClipping( properties );
			programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
			materials = new WebGLMaterials( _this, properties );
			renderLists = new WebGLRenderLists();
			renderStates = new WebGLRenderStates( extensions, capabilities );
			background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );
			shadowMap = new WebGLShadowMap( _this, objects, capabilities );
			uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );
			bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
			indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
			info.programs = programCache.programs;
			_this.capabilities = capabilities;
			_this.extensions = extensions;
			_this.properties = properties;
			_this.renderLists = renderLists;
			_this.shadowMap = shadowMap;
			_this.state = state;
			_this.info = info;
		}
		initGLContext();
		// xr
		const xr = new WebXRManager( _this, _gl );
		this.xr = xr;
		// API
		this.getContext = function () {
			return _gl;
		};
		this.getContextAttributes = function () {
			return _gl.getContextAttributes();
		};
		this.forceContextLoss = function () {
			const extension = extensions.get( 'WEBGL_lose_context' );
			if ( extension ) extension.loseContext();
		};
		this.forceContextRestore = function () {
			const extension = extensions.get( 'WEBGL_lose_context' );
			if ( extension ) extension.restoreContext();
		};
		this.getPixelRatio = function () {
			return _pixelRatio;
		};
		this.setPixelRatio = function ( value ) {
			if ( value === undefined ) return;
			_pixelRatio = value;
			this.setSize( _width, _height, false );
		};
		this.getSize = function ( target ) {
			return target.set( _width, _height );
		};
		this.setSize = function ( width, height, updateStyle = true ) {
			if ( xr.isPresenting ) {
				console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
				return;
			}
			_width = width;
			_height = height;
			canvas.width = Math.floor( width * _pixelRatio );
			canvas.height = Math.floor( height * _pixelRatio );
			if ( updateStyle === true ) {
				canvas.style.width = width + 'px';
				canvas.style.height = height + 'px';
			}
			this.setViewport( 0, 0, width, height );
		};
		this.getDrawingBufferSize = function ( target ) {
			return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
		};
		this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
			_width = width;
			_height = height;
			_pixelRatio = pixelRatio;
			canvas.width = Math.floor( width * pixelRatio );
			canvas.height = Math.floor( height * pixelRatio );
			this.setViewport( 0, 0, width, height );
		};
		this.getCurrentViewport = function ( target ) {
			return target.copy( _currentViewport );
		};
		this.getViewport = function ( target ) {
			return target.copy( _viewport );
		};
		this.setViewport = function ( x, y, width, height ) {
			if ( x.isVector4 ) {
				_viewport.set( x.x, x.y, x.z, x.w );
			} else {
				_viewport.set( x, y, width, height );
			}
			state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() );
		};
		this.getScissor = function ( target ) {
			return target.copy( _scissor );
		};
		this.setScissor = function ( x, y, width, height ) {
			if ( x.isVector4 ) {
				_scissor.set( x.x, x.y, x.z, x.w );
			} else {
				_scissor.set( x, y, width, height );
			}
			state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() );
		};
		this.getScissorTest = function () {
			return _scissorTest;
		};
		this.setScissorTest = function ( boolean ) {
			state.setScissorTest( _scissorTest = boolean );
		};
		this.setOpaqueSort = function ( method ) {
			_opaqueSort = method;
		};
		this.setTransparentSort = function ( method ) {
			_transparentSort = method;
		};
		// Clearing
		this.getClearColor = function ( target ) {
			return target.copy( background.getClearColor() );
		};
		this.setClearColor = function () {
			background.setClearColor.apply( background, arguments );
		};
		this.getClearAlpha = function () {
			return background.getClearAlpha();
		};
		this.setClearAlpha = function () {
			background.setClearAlpha.apply( background, arguments );
		};
		this.clear = function ( color = true, depth = true, stencil = true ) {
			let bits = 0;
			if ( color ) {
				// check if we're trying to clear an integer target
				let isIntegerFormat = false;
				if ( _currentRenderTarget !== null ) {
					const targetFormat = _currentRenderTarget.texture.format;
					isIntegerFormat = targetFormat === RGBAIntegerFormat ||
						targetFormat === RGIntegerFormat ||
						targetFormat === RedIntegerFormat;
				}
				// use the appropriate clear functions to clear the target if it's a signed
				// or unsigned integer target
				if ( isIntegerFormat ) {
					const targetType = _currentRenderTarget.texture.type;
					const isUnsignedType = targetType === UnsignedByteType ||
						targetType === UnsignedIntType ||
						targetType === UnsignedShortType ||
						targetType === UnsignedInt248Type ||
						targetType === UnsignedShort4444Type ||
						targetType === UnsignedShort5551Type;
					const clearColor = background.getClearColor();
					const a = background.getClearAlpha();
					const r = clearColor.r;
					const g = clearColor.g;
					const b = clearColor.b;
					if ( isUnsignedType ) {
						uintClearColor[ 0 ] = r;
						uintClearColor[ 1 ] = g;
						uintClearColor[ 2 ] = b;
						uintClearColor[ 3 ] = a;
						_gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );
					} else {
						intClearColor[ 0 ] = r;
						intClearColor[ 1 ] = g;
						intClearColor[ 2 ] = b;
						intClearColor[ 3 ] = a;
						_gl.clearBufferiv( _gl.COLOR, 0, intClearColor );
					}
				} else {
					bits |= _gl.COLOR_BUFFER_BIT;
				}
			}
			if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;
			if ( stencil ) {
				bits |= _gl.STENCIL_BUFFER_BIT;
				this.state.buffers.stencil.setMask( 0xffffffff );
			}
			_gl.clear( bits );
		};
		this.clearColor = function () {
			this.clear( true, false, false );
		};
		this.clearDepth = function () {
			this.clear( false, true, false );
		};
		this.clearStencil = function () {
			this.clear( false, false, true );
		};
		//
		this.dispose = function () {
			canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
			canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
			canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );
			renderLists.dispose();
			renderStates.dispose();
			properties.dispose();
			cubemaps.dispose();
			cubeuvmaps.dispose();
			objects.dispose();
			bindingStates.dispose();
			uniformsGroups.dispose();
			programCache.dispose();
			xr.dispose();
			xr.removeEventListener( 'sessionstart', onXRSessionStart );
			xr.removeEventListener( 'sessionend', onXRSessionEnd );
			if ( _transmissionRenderTarget ) {
				_transmissionRenderTarget.dispose();
				_transmissionRenderTarget = null;
			}
			animation.stop();
		};
		// Events
		function onContextLost( event ) {
			event.preventDefault();
			console.log( 'THREE.WebGLRenderer: Context Lost.' );
			_isContextLost = true;
		}
		function onContextRestore( /* event */ ) {
			console.log( 'THREE.WebGLRenderer: Context Restored.' );
			_isContextLost = false;
			const infoAutoReset = info.autoReset;
			const shadowMapEnabled = shadowMap.enabled;
			const shadowMapAutoUpdate = shadowMap.autoUpdate;
			const shadowMapNeedsUpdate = shadowMap.needsUpdate;
			const shadowMapType = shadowMap.type;
			initGLContext();
			info.autoReset = infoAutoReset;
			shadowMap.enabled = shadowMapEnabled;
			shadowMap.autoUpdate = shadowMapAutoUpdate;
			shadowMap.needsUpdate = shadowMapNeedsUpdate;
			shadowMap.type = shadowMapType;
		}
		function onContextCreationError( event ) {
			console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );
		}
		function onMaterialDispose( event ) {
			const material = event.target;
			material.removeEventListener( 'dispose', onMaterialDispose );
			deallocateMaterial( material );
		}
		// Buffer deallocation
		function deallocateMaterial( material ) {
			releaseMaterialProgramReferences( material );
			properties.remove( material );
		}
		function releaseMaterialProgramReferences( material ) {
			const programs = properties.get( material ).programs;
			if ( programs !== undefined ) {
				programs.forEach( function ( program ) {
					programCache.releaseProgram( program );
				} );
				if ( material.isShaderMaterial ) {
					programCache.releaseShaderCache( material );
				}
			}
		}
		// Buffer rendering
		this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
			if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
			const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
			const program = setProgram( camera, scene, geometry, material, object );
			state.setMaterial( material, frontFaceCW );
			//
			let index = geometry.index;
			let rangeFactor = 1;
			if ( material.wireframe === true ) {
				index = geometries.getWireframeAttribute( geometry );
				if ( index === undefined ) return;
				rangeFactor = 2;
			}
			//
			const drawRange = geometry.drawRange;
			const position = geometry.attributes.position;
			let drawStart = drawRange.start * rangeFactor;
			let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;
			if ( group !== null ) {
				drawStart = Math.max( drawStart, group.start * rangeFactor );
				drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );
			}
			if ( index !== null ) {
				drawStart = Math.max( drawStart, 0 );
				drawEnd = Math.min( drawEnd, index.count );
			} else if ( position !== undefined && position !== null ) {
				drawStart = Math.max( drawStart, 0 );
				drawEnd = Math.min( drawEnd, position.count );
			}
			const drawCount = drawEnd - drawStart;
			if ( drawCount < 0 || drawCount === Infinity ) return;
			//
			bindingStates.setup( object, material, program, geometry, index );
			let attribute;
			let renderer = bufferRenderer;
			if ( index !== null ) {
				attribute = attributes.get( index );
				renderer = indexedBufferRenderer;
				renderer.setIndex( attribute );
			}
			//
			if ( object.isMesh ) {
				if ( material.wireframe === true ) {
					state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
					renderer.setMode( _gl.LINES );
				} else {
					renderer.setMode( _gl.TRIANGLES );
				}
			} else if ( object.isLine ) {
				let lineWidth = material.linewidth;
				if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
				state.setLineWidth( lineWidth * getTargetPixelRatio() );
				if ( object.isLineSegments ) {
					renderer.setMode( _gl.LINES );
				} else if ( object.isLineLoop ) {
					renderer.setMode( _gl.LINE_LOOP );
				} else {
					renderer.setMode( _gl.LINE_STRIP );
				}
			} else if ( object.isPoints ) {
				renderer.setMode( _gl.POINTS );
			} else if ( object.isSprite ) {
				renderer.setMode( _gl.TRIANGLES );
			}
			if ( object.isBatchedMesh ) {
				renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
			} else if ( object.isInstancedMesh ) {
				renderer.renderInstances( drawStart, drawCount, object.count );
			} else if ( geometry.isInstancedBufferGeometry ) {
				const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;
				const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );
				renderer.renderInstances( drawStart, drawCount, instanceCount );
			} else {
				renderer.render( drawStart, drawCount );
			}
		};
		// Compile
		function prepareMaterial( material, scene, object ) {
			if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
				material.side = BackSide;
				material.needsUpdate = true;
				getProgram( material, scene, object );
				material.side = FrontSide;
				material.needsUpdate = true;
				getProgram( material, scene, object );
				material.side = DoubleSide;
			} else {
				getProgram( material, scene, object );
			}
		}
		this.compile = function ( scene, camera, targetScene = null ) {
			if ( targetScene === null ) targetScene = scene;
			currentRenderState = renderStates.get( targetScene );
			currentRenderState.init();
			renderStateStack.push( currentRenderState );
			// gather lights from both the target scene and the new object that will be added to the scene.
			targetScene.traverseVisible( function ( object ) {
				if ( object.isLight && object.layers.test( camera.layers ) ) {
					currentRenderState.pushLight( object );
					if ( object.castShadow ) {
						currentRenderState.pushShadow( object );
					}
				}
			} );
			if ( scene !== targetScene ) {
				scene.traverseVisible( function ( object ) {
					if ( object.isLight && object.layers.test( camera.layers ) ) {
						currentRenderState.pushLight( object );
						if ( object.castShadow ) {
							currentRenderState.pushShadow( object );
						}
					}
				} );
			}
			currentRenderState.setupLights( _this._useLegacyLights );
			// Only initialize materials in the new scene, not the targetScene.
			const materials = new Set();
			scene.traverse( function ( object ) {
				const material = object.material;
				if ( material ) {
					if ( Array.isArray( material ) ) {
						for ( let i = 0; i < material.length; i ++ ) {
							const material2 = material[ i ];
							prepareMaterial( material2, targetScene, object );
							materials.add( material2 );
						}
					} else {
						prepareMaterial( material, targetScene, object );
						materials.add( material );
					}
				}
			} );
			renderStateStack.pop();
			currentRenderState = null;
			return materials;
		};
		// compileAsync
		this.compileAsync = function ( scene, camera, targetScene = null ) {
			const materials = this.compile( scene, camera, targetScene );
			// Wait for all the materials in the new object to indicate that they're
			// ready to be used before resolving the promise.
			return new Promise( ( resolve ) => {
				function checkMaterialsReady() {
					materials.forEach( function ( material ) {
						const materialProperties = properties.get( material );
						const program = materialProperties.currentProgram;
						if ( program.isReady() ) {
							// remove any programs that report they're ready to use from the list
							materials.delete( material );
						}
					} );
					// once the list of compiling materials is empty, call the callback
					if ( materials.size === 0 ) {
						resolve( scene );
						return;
					}
					// if some materials are still not ready, wait a bit and check again
					setTimeout( checkMaterialsReady, 10 );
				}
				if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {
					// If we can check the compilation status of the materials without
					// blocking then do so right away.
					checkMaterialsReady();
				} else {
					// Otherwise start by waiting a bit to give the materials we just
					// initialized a chance to finish.
					setTimeout( checkMaterialsReady, 10 );
				}
			} );
		};
		// Animation Loop
		let onAnimationFrameCallback = null;
		function onAnimationFrame( time ) {
			if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
		}
		function onXRSessionStart() {
			animation.stop();
		}
		function onXRSessionEnd() {
			animation.start();
		}
		const animation = new WebGLAnimation();
		animation.setAnimationLoop( onAnimationFrame );
		if ( typeof self !== 'undefined' ) animation.setContext( self );
		this.setAnimationLoop = function ( callback ) {
			onAnimationFrameCallback = callback;
			xr.setAnimationLoop( callback );
			( callback === null ) ? animation.stop() : animation.start();
		};
		xr.addEventListener( 'sessionstart', onXRSessionStart );
		xr.addEventListener( 'sessionend', onXRSessionEnd );
		// Rendering
		this.render = function ( scene, camera ) {
			if ( camera !== undefined && camera.isCamera !== true ) {
				console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
				return;
			}
			if ( _isContextLost === true ) return;
			// update scene graph
			if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
			// update camera matrices and frustum
			if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
			if ( xr.enabled === true && xr.isPresenting === true ) {
				if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
				camera = xr.getCamera(); // use XR camera for rendering
			}
			//
			if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
			currentRenderState = renderStates.get( scene, renderStateStack.length );
			currentRenderState.init();
			renderStateStack.push( currentRenderState );
			_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
			_frustum.setFromProjectionMatrix( _projScreenMatrix );
			_localClippingEnabled = this.localClippingEnabled;
			_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );
			currentRenderList = renderLists.get( scene, renderListStack.length );
			currentRenderList.init();
			renderListStack.push( currentRenderList );
			projectObject( scene, camera, 0, _this.sortObjects );
			currentRenderList.finish();
			if ( _this.sortObjects === true ) {
				currentRenderList.sort( _opaqueSort, _transparentSort );
			}
			//
			this.info.render.frame ++;
			if ( _clippingEnabled === true ) clipping.beginShadows();
			const shadowsArray = currentRenderState.state.shadowsArray;
			shadowMap.render( shadowsArray, scene, camera );
			if ( _clippingEnabled === true ) clipping.endShadows();
			//
			if ( this.info.autoReset === true ) this.info.reset();
			//
			if ( xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false ) {
				background.render( currentRenderList, scene );
			}
			// render scene
			currentRenderState.setupLights( _this._useLegacyLights );
			if ( camera.isArrayCamera ) {
				const cameras = camera.cameras;
				for ( let i = 0, l = cameras.length; i < l; i ++ ) {
					const camera2 = cameras[ i ];
					renderScene( currentRenderList, scene, camera2, camera2.viewport );
				}
			} else {
				renderScene( currentRenderList, scene, camera );
			}
			//
			if ( _currentRenderTarget !== null ) {
				// resolve multisample renderbuffers to a single-sample texture if necessary
				textures.updateMultisampleRenderTarget( _currentRenderTarget );
				// Generate mipmap if we're using any kind of mipmap filtering
				textures.updateRenderTargetMipmap( _currentRenderTarget );
			}
			//
			if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
			// _gl.finish();
			bindingStates.resetDefaultState();
			_currentMaterialId = - 1;
			_currentCamera = null;
			renderStateStack.pop();
			if ( renderStateStack.length > 0 ) {
				currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
			} else {
				currentRenderState = null;
			}
			renderListStack.pop();
			if ( renderListStack.length > 0 ) {
				currentRenderList = renderListStack[ renderListStack.length - 1 ];
			} else {
				currentRenderList = null;
			}
		};
		function projectObject( object, camera, groupOrder, sortObjects ) {
			if ( object.visible === false ) return;
			const visible = object.layers.test( camera.layers );
			if ( visible ) {
				if ( object.isGroup ) {
					groupOrder = object.renderOrder;
				} else if ( object.isLOD ) {
					if ( object.autoUpdate === true ) object.update( camera );
				} else if ( object.isLight ) {
					currentRenderState.pushLight( object );
					if ( object.castShadow ) {
						currentRenderState.pushShadow( object );
					}
				} else if ( object.isSprite ) {
					if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
						if ( sortObjects ) {
							_vector3.setFromMatrixPosition( object.matrixWorld )
								.applyMatrix4( _projScreenMatrix );
						}
						const geometry = objects.update( object );
						const material = object.material;
						if ( material.visible ) {
							currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
						}
					}
				} else if ( object.isMesh || object.isLine || object.isPoints ) {
					if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
						const geometry = objects.update( object );
						const material = object.material;
						if ( sortObjects ) {
							if ( object.boundingSphere !== undefined ) {
								if ( object.boundingSphere === null ) object.computeBoundingSphere();
								_vector3.copy( object.boundingSphere.center );
							} else {
								if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
								_vector3.copy( geometry.boundingSphere.center );
							}
							_vector3
								.applyMatrix4( object.matrixWorld )
								.applyMatrix4( _projScreenMatrix );
						}
						if ( Array.isArray( material ) ) {
							const groups = geometry.groups;
							for ( let i = 0, l = groups.length; i < l; i ++ ) {
								const group = groups[ i ];
								const groupMaterial = material[ group.materialIndex ];
								if ( groupMaterial && groupMaterial.visible ) {
									currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
								}
							}
						} else if ( material.visible ) {
							currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
						}
					}
				}
			}
			const children = object.children;
			for ( let i = 0, l = children.length; i < l; i ++ ) {
				projectObject( children[ i ], camera, groupOrder, sortObjects );
			}
		}
		function renderScene( currentRenderList, scene, camera, viewport ) {
			const opaqueObjects = currentRenderList.opaque;
			const transmissiveObjects = currentRenderList.transmissive;
			const transparentObjects = currentRenderList.transparent;
			currentRenderState.setupLightsView( camera );
			if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
			if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );
			if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
			if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
			if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
			if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
			// Ensure depth buffer writing is enabled so it can be cleared on next render
			state.buffers.depth.setTest( true );
			state.buffers.depth.setMask( true );
			state.buffers.color.setMask( true );
			state.setPolygonOffset( false );
		}
		function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {
			const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
			if ( overrideMaterial !== null ) {
				return;
			}
			const isWebGL2 = capabilities.isWebGL2;
			if ( _transmissionRenderTarget === null ) {
				_transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {
					generateMipmaps: true,
					type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,
					minFilter: LinearMipmapLinearFilter,
					samples: ( isWebGL2 ) ? 4 : 0
				} );
				// debug
				/*
				const geometry = new PlaneGeometry();
				const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );
				const mesh = new Mesh( geometry, material );
				scene.add( mesh );
				*/
			}
			_this.getDrawingBufferSize( _vector2 );
			if ( isWebGL2 ) {
				_transmissionRenderTarget.setSize( _vector2.x, _vector2.y );
			} else {
				_transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );
			}
			//
			const currentRenderTarget = _this.getRenderTarget();
			_this.setRenderTarget( _transmissionRenderTarget );
			_this.getClearColor( _currentClearColor );
			_currentClearAlpha = _this.getClearAlpha();
			if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );
			_this.clear();
			// Turn off the features which can affect the frag color for opaque objects pass.
			// Otherwise they are applied twice in opaque objects pass and transmission objects pass.
			const currentToneMapping = _this.toneMapping;
			_this.toneMapping = NoToneMapping;
			renderObjects( opaqueObjects, scene, camera );
			textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
			textures.updateRenderTargetMipmap( _transmissionRenderTarget );
			let renderTargetNeedsUpdate = false;
			for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {
				const renderItem = transmissiveObjects[ i ];
				const object = renderItem.object;
				const geometry = renderItem.geometry;
				const material = renderItem.material;
				const group = renderItem.group;
				if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {
					const currentSide = material.side;
					material.side = BackSide;
					material.needsUpdate = true;
					renderObject( object, scene, camera, geometry, material, group );
					material.side = currentSide;
					material.needsUpdate = true;
					renderTargetNeedsUpdate = true;
				}
			}
			if ( renderTargetNeedsUpdate === true ) {
				textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
				textures.updateRenderTargetMipmap( _transmissionRenderTarget );
			}
			_this.setRenderTarget( currentRenderTarget );
			_this.setClearColor( _currentClearColor, _currentClearAlpha );
			_this.toneMapping = currentToneMapping;
		}
		function renderObjects( renderList, scene, camera ) {
			const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
			for ( let i = 0, l = renderList.length; i < l; i ++ ) {
				const renderItem = renderList[ i ];
				const object = renderItem.object;
				const geometry = renderItem.geometry;
				const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
				const group = renderItem.group;
				if ( object.layers.test( camera.layers ) ) {
					renderObject( object, scene, camera, geometry, material, group );
				}
			}
		}
		function renderObject( object, scene, camera, geometry, material, group ) {
			object.onBeforeRender( _this, scene, camera, geometry, material, group );
			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
			material.onBeforeRender( _this, scene, camera, geometry, object, group );
			if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
				material.side = BackSide;
				material.needsUpdate = true;
				_this.renderBufferDirect( camera, scene, geometry, material, object, group );
				material.side = FrontSide;
				material.needsUpdate = true;
				_this.renderBufferDirect( camera, scene, geometry, material, object, group );
				material.side = DoubleSide;
			} else {
				_this.renderBufferDirect( camera, scene, geometry, material, object, group );
			}
			object.onAfterRender( _this, scene, camera, geometry, material, group );
		}
		function getProgram( material, scene, object ) {
			if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
			const materialProperties = properties.get( material );
			const lights = currentRenderState.state.lights;
			const shadowsArray = currentRenderState.state.shadowsArray;
			const lightsStateVersion = lights.state.version;
			const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
			const programCacheKey = programCache.getProgramCacheKey( parameters );
			let programs = materialProperties.programs;
			// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
			materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
			materialProperties.fog = scene.fog;
			materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
			materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;
			if ( programs === undefined ) {
				// new material
				material.addEventListener( 'dispose', onMaterialDispose );
				programs = new Map();
				materialProperties.programs = programs;
			}
			let program = programs.get( programCacheKey );
			if ( program !== undefined ) {
				// early out if program and light state is identical
				if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
					updateCommonMaterialProperties( material, parameters );
					return program;
				}
			} else {
				parameters.uniforms = programCache.getUniforms( material );
				material.onBuild( object, parameters, _this );
				material.onBeforeCompile( parameters, _this );
				program = programCache.acquireProgram( parameters, programCacheKey );
				programs.set( programCacheKey, program );
				materialProperties.uniforms = parameters.uniforms;
			}
			const uniforms = materialProperties.uniforms;
			if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
				uniforms.clippingPlanes = clipping.uniform;
			}
			updateCommonMaterialProperties( material, parameters );
			// store the light setup it was created for
			materialProperties.needsLights = materialNeedsLights( material );
			materialProperties.lightsStateVersion = lightsStateVersion;
			if ( materialProperties.needsLights ) {
				// wire up the material to this renderer's lighting state
				uniforms.ambientLightColor.value = lights.state.ambient;
				uniforms.lightProbe.value = lights.state.probe;
				uniforms.directionalLights.value = lights.state.directional;
				uniforms.directionalLightShadows.value = lights.state.directionalShadow;
				uniforms.spotLights.value = lights.state.spot;
				uniforms.spotLightShadows.value = lights.state.spotShadow;
				uniforms.rectAreaLights.value = lights.state.rectArea;
				uniforms.ltc_1.value = lights.state.rectAreaLTC1;
				uniforms.ltc_2.value = lights.state.rectAreaLTC2;
				uniforms.pointLights.value = lights.state.point;
				uniforms.pointLightShadows.value = lights.state.pointShadow;
				uniforms.hemisphereLights.value = lights.state.hemi;
				uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
				uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
				uniforms.spotShadowMap.value = lights.state.spotShadowMap;
				uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
				uniforms.spotLightMap.value = lights.state.spotLightMap;
				uniforms.pointShadowMap.value = lights.state.pointShadowMap;
				uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
				// TODO (abelnation): add area lights shadow info to uniforms
			}
			materialProperties.currentProgram = program;
			materialProperties.uniformsList = null;
			return program;
		}
		function getUniformList( materialProperties ) {
			if ( materialProperties.uniformsList === null ) {
				const progUniforms = materialProperties.currentProgram.getUniforms();
				materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );
			}
			return materialProperties.uniformsList;
		}
		function updateCommonMaterialProperties( material, parameters ) {
			const materialProperties = properties.get( material );
			materialProperties.outputColorSpace = parameters.outputColorSpace;
			materialProperties.batching = parameters.batching;
			materialProperties.instancing = parameters.instancing;
			materialProperties.instancingColor = parameters.instancingColor;
			materialProperties.instancingMorph = parameters.instancingMorph;
			materialProperties.skinning = parameters.skinning;
			materialProperties.morphTargets = parameters.morphTargets;
			materialProperties.morphNormals = parameters.morphNormals;
			materialProperties.morphColors = parameters.morphColors;
			materialProperties.morphTargetsCount = parameters.morphTargetsCount;
			materialProperties.numClippingPlanes = parameters.numClippingPlanes;
			materialProperties.numIntersection = parameters.numClipIntersection;
			materialProperties.vertexAlphas = parameters.vertexAlphas;
			materialProperties.vertexTangents = parameters.vertexTangents;
			materialProperties.toneMapping = parameters.toneMapping;
		}
		function setProgram( camera, scene, geometry, material, object ) {
			if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
			textures.resetTextureUnits();
			const fog = scene.fog;
			const environment = material.isMeshStandardMaterial ? scene.environment : null;
			const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );
			const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
			const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
			const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );
			const morphTargets = !! geometry.morphAttributes.position;
			const morphNormals = !! geometry.morphAttributes.normal;
			const morphColors = !! geometry.morphAttributes.color;
			let toneMapping = NoToneMapping;
			if ( material.toneMapped ) {
				if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {
					toneMapping = _this.toneMapping;
				}
			}
			const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
			const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
			const materialProperties = properties.get( material );
			const lights = currentRenderState.state.lights;
			if ( _clippingEnabled === true ) {
				if ( _localClippingEnabled === true || camera !== _currentCamera ) {
					const useCache =
						camera === _currentCamera &&
						material.id === _currentMaterialId;
					// we might want to call this function with some ClippingGroup
					// object instead of the material, once it becomes feasible
					// (#8465, #8379)
					clipping.setState( material, camera, useCache );
				}
			}
			//
			let needsProgramChange = false;
			if ( material.version === materialProperties.__version ) {
				if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
					needsProgramChange = true;
				} else if ( materialProperties.outputColorSpace !== colorSpace ) {
					needsProgramChange = true;
				} else if ( object.isBatchedMesh && materialProperties.batching === false ) {
					needsProgramChange = true;
				} else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {
					needsProgramChange = true;
				} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
					needsProgramChange = true;
				} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
					needsProgramChange = true;
				} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
					needsProgramChange = true;
				} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
					needsProgramChange = true;
				} else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {
					needsProgramChange = true;
				} else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {
					needsProgramChange = true;
				} else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {
					needsProgramChange = true;
				} else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {
					needsProgramChange = true;
				} else if ( materialProperties.envMap !== envMap ) {
					needsProgramChange = true;
				} else if ( material.fog === true && materialProperties.fog !== fog ) {
					needsProgramChange = true;
				} else if ( materialProperties.numClippingPlanes !== undefined &&
					( materialProperties.numClippingPlanes !== clipping.numPlanes ||
					materialProperties.numIntersection !== clipping.numIntersection ) ) {
					needsProgramChange = true;
				} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
					needsProgramChange = true;
				} else if ( materialProperties.vertexTangents !== vertexTangents ) {
					needsProgramChange = true;
				} else if ( materialProperties.morphTargets !== morphTargets ) {
					needsProgramChange = true;
				} else if ( materialProperties.morphNormals !== morphNormals ) {
					needsProgramChange = true;
				} else if ( materialProperties.morphColors !== morphColors ) {
					needsProgramChange = true;
				} else if ( materialProperties.toneMapping !== toneMapping ) {
					needsProgramChange = true;
				} else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {
					needsProgramChange = true;
				}
			} else {
				needsProgramChange = true;
				materialProperties.__version = material.version;
			}
			//
			let program = materialProperties.currentProgram;
			if ( needsProgramChange === true ) {
				program = getProgram( material, scene, object );
			}
			let refreshProgram = false;
			let refreshMaterial = false;
			let refreshLights = false;
			const p_uniforms = program.getUniforms(),
				m_uniforms = materialProperties.uniforms;
			if ( state.useProgram( program.program ) ) {
				refreshProgram = true;
				refreshMaterial = true;
				refreshLights = true;
			}
			if ( material.id !== _currentMaterialId ) {
				_currentMaterialId = material.id;
				refreshMaterial = true;
			}
			if ( refreshProgram || _currentCamera !== camera ) {
				// common camera uniforms
				p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
				const uCamPos = p_uniforms.map.cameraPosition;
				if ( uCamPos !== undefined ) {
					uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );
				}
				if ( capabilities.logarithmicDepthBuffer ) {
					p_uniforms.setValue( _gl, 'logDepthBufFC',
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
				}
				// consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067
				if ( material.isMeshPhongMaterial ||
					material.isMeshToonMaterial ||
					material.isMeshLambertMaterial ||
					material.isMeshBasicMaterial ||
					material.isMeshStandardMaterial ||
					material.isShaderMaterial ) {
					p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
				}
				if ( _currentCamera !== camera ) {
					_currentCamera = camera;
					// lighting uniforms depend on the camera so enforce an update
					// now, in case this material supports lights - or later, when
					// the next material that does gets activated:
					refreshMaterial = true;		// set to true on material change
					refreshLights = true;		// remains set until update done
				}
			}
			// skinning and morph target uniforms must be set even if material didn't change
			// auto-setting of texture unit for bone and morph texture must go before other textures
			// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
			if ( object.isSkinnedMesh ) {
				p_uniforms.setOptional( _gl, object, 'bindMatrix' );
				p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
				const skeleton = object.skeleton;
				if ( skeleton ) {
					if ( capabilities.floatVertexTextures ) {
						if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
						p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
					} else {
						console.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' );
					}
				}
			}
			if ( object.isBatchedMesh ) {
				p_uniforms.setOptional( _gl, object, 'batchingTexture' );
				p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
			}
			const morphAttributes = geometry.morphAttributes;
			if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {
				morphtargets.update( object, geometry, program );
			}
			if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
				materialProperties.receiveShadow = object.receiveShadow;
				p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
			}
			// https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512
			if ( material.isMeshGouraudMaterial && material.envMap !== null ) {
				m_uniforms.envMap.value = envMap;
				m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
			}
			if ( refreshMaterial ) {
				p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
				if ( materialProperties.needsLights ) {
					// the current material requires lighting info
					// note: all lighting uniforms are always set correctly
					// they simply reference the renderer's state for their
					// values
					//
					// use the current material's .needsUpdate flags to set
					// the GL state when required
					markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
				}
				// refresh uniforms common to several materials
				if ( fog && material.fog === true ) {
					materials.refreshFogUniforms( m_uniforms, fog );
				}
				materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );
				WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
			}
			if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
				WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
				material.uniformsNeedUpdate = false;
			}
			if ( material.isSpriteMaterial ) {
				p_uniforms.setValue( _gl, 'center', object.center );
			}
			// common matrices
			p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
			p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
			p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
			// UBOs
			if ( material.isShaderMaterial || material.isRawShaderMaterial ) {
				const groups = material.uniformsGroups;
				for ( let i = 0, l = groups.length; i < l; i ++ ) {
					if ( capabilities.isWebGL2 ) {
						const group = groups[ i ];
						uniformsGroups.update( group, program );
						uniformsGroups.bind( group, program );
					} else {
						console.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' );
					}
				}
			}
			return program;
		}
		// If uniforms are marked as clean, they don't need to be loaded to the GPU.
		function markUniformsLightsNeedsUpdate( uniforms, value ) {
			uniforms.ambientLightColor.needsUpdate = value;
			uniforms.lightProbe.needsUpdate = value;
			uniforms.directionalLights.needsUpdate = value;
			uniforms.directionalLightShadows.needsUpdate = value;
			uniforms.pointLights.needsUpdate = value;
			uniforms.pointLightShadows.needsUpdate = value;
			uniforms.spotLights.needsUpdate = value;
			uniforms.spotLightShadows.needsUpdate = value;
			uniforms.rectAreaLights.needsUpdate = value;
			uniforms.hemisphereLights.needsUpdate = value;
		}
		function materialNeedsLights( material ) {
			return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
				material.isMeshStandardMaterial || material.isShadowMaterial ||
				( material.isShaderMaterial && material.lights === true );
		}
		this.getActiveCubeFace = function () {
			return _currentActiveCubeFace;
		};
		this.getActiveMipmapLevel = function () {
			return _currentActiveMipmapLevel;
		};
		this.getRenderTarget = function () {
			return _currentRenderTarget;
		};
		this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
			properties.get( renderTarget.texture ).__webglTexture = colorTexture;
			properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;
			const renderTargetProperties = properties.get( renderTarget );
			renderTargetProperties.__hasExternalTextures = true;
			renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
			if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
				// The multisample_render_to_texture extension doesn't work properly if there
				// are midframe flushes and an external depth buffer. Disable use of the extension.
				if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {
					console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
					renderTargetProperties.__useRenderToTexture = false;
				}
			}
		};
		this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
			const renderTargetProperties = properties.get( renderTarget );
			renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
			renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
		};
		this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
			_currentRenderTarget = renderTarget;
			_currentActiveCubeFace = activeCubeFace;
			_currentActiveMipmapLevel = activeMipmapLevel;
			let useDefaultFramebuffer = true;
			let framebuffer = null;
			let isCube = false;
			let isRenderTarget3D = false;
			if ( renderTarget ) {
				const renderTargetProperties = properties.get( renderTarget );
				if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
					// We need to make sure to rebind the framebuffer.
					state.bindFramebuffer( _gl.FRAMEBUFFER, null );
					useDefaultFramebuffer = false;
				} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
					textures.setupRenderTarget( renderTarget );
				} else if ( renderTargetProperties.__hasExternalTextures ) {
					// Color and depth texture must be rebound in order for the swapchain to update.
					textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
				}
				const texture = renderTarget.texture;
				if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
					isRenderTarget3D = true;
				}
				const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
				if ( renderTarget.isWebGLCubeRenderTarget ) {
					if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {
						framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];
					} else {
						framebuffer = __webglFramebuffer[ activeCubeFace ];
					}
					isCube = true;
				} else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {
					framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
				} else {
					if ( Array.isArray( __webglFramebuffer ) ) {
						framebuffer = __webglFramebuffer[ activeMipmapLevel ];
					} else {
						framebuffer = __webglFramebuffer;
					}
				}
				_currentViewport.copy( renderTarget.viewport );
				_currentScissor.copy( renderTarget.scissor );
				_currentScissorTest = renderTarget.scissorTest;
			} else {
				_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
				_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
				_currentScissorTest = _scissorTest;
			}
			const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {
				state.drawBuffers( renderTarget, framebuffer );
			}
			state.viewport( _currentViewport );
			state.scissor( _currentScissor );
			state.setScissorTest( _currentScissorTest );
			if ( isCube ) {
				const textureProperties = properties.get( renderTarget.texture );
				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
			} else if ( isRenderTarget3D ) {
				const textureProperties = properties.get( renderTarget.texture );
				const layer = activeCubeFace || 0;
				_gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );
			}
			_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings
		};
		this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
			if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
				return;
			}
			let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
			if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
				framebuffer = framebuffer[ activeCubeFaceIndex ];
			}
			if ( framebuffer ) {
				state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
				try {
					const texture = renderTarget.texture;
					const textureFormat = texture.format;
					const textureType = texture.type;
					if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
						return;
					}
					const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );
					if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
						! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
						! halfFloatSupportedByExt ) {
						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
						return;
					}
					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
					}
				} finally {
					// restore framebuffer of current render target if necessary
					const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
					state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
				}
			}
		};
		this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {
			const levelScale = Math.pow( 2, - level );
			const width = Math.floor( texture.image.width * levelScale );
			const height = Math.floor( texture.image.height * levelScale );
			textures.setTexture2D( texture, 0 );
			_gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );
			state.unbindTexture();
		};
		this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {
			const width = srcTexture.image.width;
			const height = srcTexture.image.height;
			const glFormat = utils.convert( dstTexture.format );
			const glType = utils.convert( dstTexture.type );
			textures.setTexture2D( dstTexture, 0 );
			// As another texture upload may have changed pixelStorei
			// parameters, make sure they are correct for the dstTexture
			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
			if ( srcTexture.isDataTexture ) {
				_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
			} else {
				if ( srcTexture.isCompressedTexture ) {
					_gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
				} else {
					_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );
				}
			}
			// Generate mipmaps only when copying level 0
			if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );
			state.unbindTexture();
		};
		this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {
			if ( _this.isWebGL1Renderer ) {
				console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
				return;
			}
			const width = Math.round( sourceBox.max.x - sourceBox.min.x );
			const height = Math.round( sourceBox.max.y - sourceBox.min.y );
			const depth = sourceBox.max.z - sourceBox.min.z + 1;
			const glFormat = utils.convert( dstTexture.format );
			const glType = utils.convert( dstTexture.type );
			let glTarget;
			if ( dstTexture.isData3DTexture ) {
				textures.setTexture3D( dstTexture, 0 );
				glTarget = _gl.TEXTURE_3D;
			} else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {
				textures.setTexture2DArray( dstTexture, 0 );
				glTarget = _gl.TEXTURE_2D_ARRAY;
			} else {
				console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
				return;
			}
			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
			const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
			const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
			const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
			const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
			const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
			const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;
			_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
			_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
			_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
			_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
			_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );
			if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
				_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );
			} else {
				if ( dstTexture.isCompressedArrayTexture ) {
					_gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );
				} else {
					_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );
				}
			}
			_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
			_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
			_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
			_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
			_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );
			// Generate mipmaps only when copying level 0
			if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );
			state.unbindTexture();
		};
		this.initTexture = function ( texture ) {
			if ( texture.isCubeTexture ) {
				textures.setTextureCube( texture, 0 );
			} else if ( texture.isData3DTexture ) {
				textures.setTexture3D( texture, 0 );
			} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
				textures.setTexture2DArray( texture, 0 );
			} else {
				textures.setTexture2D( texture, 0 );
			}
			state.unbindTexture();
		};
		this.resetState = function () {
			_currentActiveCubeFace = 0;
			_currentActiveMipmapLevel = 0;
			_currentRenderTarget = null;
			state.reset();
			bindingStates.reset();
		};
		if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
			__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
		}
	}
	get coordinateSystem() {
		return WebGLCoordinateSystem;
	}
	get outputColorSpace() {
		return this._outputColorSpace;
	}
	set outputColorSpace( colorSpace ) {
		this._outputColorSpace = colorSpace;
		const gl = this.getContext();
		gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
		gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';
	}
	get useLegacyLights() { // @deprecated, r155
		console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
		return this._useLegacyLights;
	}
	set useLegacyLights( value ) { // @deprecated, r155
		console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
		this._useLegacyLights = value;
	}
}
export { WebGLRenderer };