<!-- AVATAR-FORGE · part 158 -->
alphaMap, uniforms.alphaMapTransform );

		}

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;

			refreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform );

			uniforms.bumpScale.value = material.bumpScale;

			if ( material.side === BackSide ) {

				uniforms.bumpScale.value *= - 1;

			}

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;

			refreshTransformUniform( material.normalMap, uniforms.normalMapTransform );

			uniforms.normalScale.value.copy( material.normalScale );

			if ( material.side === BackSide ) {

				uniforms.normalScale.value.negate();

			}

		}

		if ( material.displacementMap ) {

			uniforms.displacementMap.value = material.displacementMap;

			refreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform );

			uniforms.displacementScale.value = material.displacementScale;
			uniforms.displacementBias.value = material.displacementBias;

		}

		if ( material.emissiveMap ) {

			uniforms.emissiveMap.value = material.emissiveMap;

			refreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform );

		}

		if ( material.specularMap ) {

			uniforms.specularMap.value = material.specularMap;

			refreshTransformUniform( material.specularMap, uniforms.specularMapTransform );

		}

		if ( material.alphaTest > 0 ) {

			uniforms.alphaTest.value = material.alphaTest;

		}

		const materialProperties = properties.get( material );

		const envMap = materialProperties.envMap;
		const envMapRotation = materialProperties.envMapRotation;

		if ( envMap ) {

			uniforms.envMap.value = envMap;

			_e1.copy( envMapRotation );

			// accommodate left-handed frame
			_e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1;

			if ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) {

				// environment maps which are not cube render targets or PMREMs follow a different convention
				_e1.y *= - 1;
				_e1.z *= - 1;

			}

			uniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( _e1 ) );

			uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;

			uniforms.reflectivity.value = material.reflectivity;
			uniforms.ior.value = material.ior;
			uniforms.refractionRatio.value = material.refractionRatio;

		}

		if ( material.lightMap ) {

			uniforms.lightMap.value = material.lightMap;
			uniforms.lightMapIntensity.value = material.lightMapIntensity;

			refreshTransformUniform( material.lightMap, uniforms.lightMapTransform );

		}

		if ( material.aoMap ) {

			uniforms.aoMap.value = material.aoMap;
			uniforms.aoMapIntensity.value = material.aoMapIntensity;

			refreshTransformUniform( material.aoMap, uniforms.aoMapTransform );

		}

	}

	function refreshUniformsLine( uniforms, material ) {

		uniforms.diffuse.value.copy( material.color );
		uniforms.opacity.value = material.opacity;

		if ( material.map ) {

			uniforms.map.value = material.map;

			refreshTransformUniform( material.map, uniforms.mapTransform );

		}

	}

	function refreshUniformsDash( uniforms, material ) {

		uniforms.dashSize.value = material.dashSize;
		uniforms.totalSize.value = material.dashSize + material.gapSize;
		uniforms.scale.value = material.scale;

	}

	function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {

		uniforms.diffuse.value.copy( material.color );
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size * pixelRatio;
		uniforms.scale.value = height * 0.5;

		if ( material.map ) {

			uniforms.map.value = material.map;

			refreshTransformUniform( material.map, uniforms.uvTransform );

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

			refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );

		}

		if ( material.alphaTest > 0 ) {

			uniforms.alphaTest.value = material.alphaTest;

		}

	}

	function refreshUniformsSprites( uniforms, material ) {

		uniforms.diffuse.value.copy( material.color );
		uniforms.opacity.value = material.opacity;
		uniforms.rotation.value = material.rotation;

		if ( material.map ) {

			uniforms.map.value = material.map;

			refreshTransformUniform( material.map, uniforms.mapTransform );

		}

		if ( material.alphaMap ) {

			uniforms.alphaMap.value = material.alphaMap;

			refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );

		}

		if ( material.alphaTest > 0 ) {

			uniforms.alphaTest.value = material.alphaTest;

		}

	}

	function refreshUniformsPhong( uniforms, material ) {

		uniforms.specular.value.copy( material.specular );
		uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )

	}

	function refreshUniformsToon( uniforms, material ) {

		if ( material.gradientMap ) {

			uniforms.gradientMap.value = material.gradientMap;

		}

	}

	function refreshUniformsStandard( uniforms, material ) {

		uniforms.met