<!-- AVATAR-FORGE · part 108 -->
}
		`,

		blending: NoBlending,
		depthTest: false,
		depthWrite: false

	} );

	return shaderMaterial;

}

function _getEquirectMaterial() {

	return new ShaderMaterial( {

		name: 'EquirectangularToCubeUV',

		uniforms: {
			'envMap': { value: null }
		},

		vertexShader: _getCommonVertexShader(),

		fragmentShader: /* glsl */`

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;

			#include <common>

			void main() {

				vec3 outputDirection = normalize( vOutputDirection );
				vec2 uv = equirectUv( outputDirection );

				gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );

			}
		`,

		blending: NoBlending,
		depthTest: false,
		depthWrite: false

	} );

}

function _getCubemapMaterial() {

	return new ShaderMaterial( {

		name: 'CubemapToCubeUV',

		uniforms: {
			'envMap': { value: null },
			'flipEnvMap': { value: - 1 }
		},

		vertexShader: _getCommonVertexShader(),

		fragmentShader: /* glsl */`

			precision mediump float;
			precision mediump int;

			uniform float flipEnvMap;

			varying vec3 vOutputDirection;

			uniform samplerCube envMap;

			void main() {

				gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );

			}
		`,

		blending: NoBlending,
		depthTest: false,
		depthWrite: false

	} );

}

function _getCommonVertexShader() {

	return /* glsl */`

		precision mediump float;
		precision mediump int;

		attribute float faceIndex;

		varying vec3 vOutputDirection;

		// RH coordinate system; PMREM face-indexing convention
		vec3 getDirection( vec2 uv, float face ) {

			uv = 2.0 * uv - 1.0;

			vec3 direction = vec3( uv, 1.0 );

			if ( face == 0.0 ) {

				direction = direction.zyx; // ( 1, v, u ) pos x

			} else if ( face == 1.0 ) {

				direction = direction.xzy;
				direction.xz *= -1.0; // ( -u, 1, -v ) pos y

			} else if ( face == 2.0 ) {

				direction.x *= -1.0; // ( -u, v, 1 ) pos z

			} else if ( face == 3.0 ) {

				direction = direction.zyx;
				direction.xz *= -1.0; // ( -1, v, -u ) neg x

			} else if ( face == 4.0 ) {

				direction = direction.xzy;
				direction.xy *= -1.0; // ( -u, -1, v ) neg y

			} else if ( face == 5.0 ) {

				direction.z *= -1.0; // ( u, v, -1 ) neg z

			}

			return direction;

		}

		void main() {

			vOutputDirection = getDirection( uv, faceIndex );
			gl_Position = vec4( position, 1.0 );

		}
	`;

}

function WebGLCubeUVMaps( renderer ) {

	let cubeUVmaps = new WeakMap();

	let pmremGenerator = null;

	function get( texture ) {

		if ( texture && texture.isTexture ) {

			const mapping = texture.mapping;

			const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );
			const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );

			// equirect/cube map to cubeUV conversion

			if ( isEquirectMap || isCubeMap ) {

				let renderTarget = cubeUVmaps.get( texture );

				const currentPMREMVersion = renderTarget !== undefined ? renderTarget.texture.pmremVersion : 0;

				if ( texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion ) {

					if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );

					renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );
					renderTarget.texture.pmremVersion = texture.pmremVersion;

					cubeUVmaps.set( texture, renderTarget );

					return renderTarget.texture;

				} else {

					if ( renderTarget !== undefined ) {

						return renderTarget.texture;

					} else {

						const image = texture.image;

						if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {

							if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );

							renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );
							renderTarget.texture.pmremVersion = texture.pmremVersion;

							cubeUVmaps.set( texture, renderTarget );

							texture.addEventListener( 'dispose', onTextureDispose );

							return renderTarget.texture;

						} else {

							// image not yet ready. try the conversion next frame

							return null;

						}

					}

				}

			}

		}

		return texture;

	}

	function isCubeTextureComplete( image ) {

		let count = 0;
		const length = 6;

		for ( let i = 0; i < length; i ++ ) {

			if ( image[ i ] !== undefined ) count ++;

		}

		return count === length;


	}

	function onTextureDispose( event ) {

		const texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		const cubemapUV = cubeUVmaps.get( texture );

		if ( cubemapUV !== undefined ) {

			cubeUVmaps.delete( texture );
			cubemapUV.dispose();

		}

	}

	function dispose() {

		cubeUVmaps = new Wea