<!-- AVATAR-FORGE · part 172 -->
&& scene.environment !== null ) {

				m_uniforms.envMapIntensity.value = scene.environmentIntensity;

			}

			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, currentRenderState.state.transmissionRenderTarget[ camera.id ] );

				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 ++ ) {

					const group = groups[ i ];

					uniformsGroups.update( group, program );
					uniformsGroups.bind( group, program );

				}

			}

			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 