<!-- NEW1 — TEST 1 · THE LIVING DISTRICT · part 213 -->
fect the surface
		 * normal for each pixel fragment and change the way the color is lit. Normal
		 * maps do not change the actual shape of the surface, only the lighting. In
		 * case the material has a normal map authored using the left handed
		 * convention, the `y` component of `normalScale` should be negated to compensate
		 * for the different handedness.
		 *
		 * `normalMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.normalMap = null;

		/**
		 * The type of normal map.
		 *
		 * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
		 * @default TangentSpaceNormalMap
		 */
		this.normalMapType = TangentSpaceNormalMap;

		/**
		 * How much the normal map affects the material. Typical value range is `[0,1]`.
		 *
		 * @type {Vector2}
		 * @default (1,1)
		 */
		this.normalScale = new Vector2( 1, 1 );

		/**
		 * The displacement map affects the position of the mesh's vertices. Unlike
		 * other maps which only affect the light and shade of the material the
		 * displaced vertices can cast shadows, block other objects, and otherwise
		 * act as real geometry. The displacement texture is an image where the value
		 * of each pixel (white being the highest) is mapped against, and
		 * repositions, the vertices of the mesh. For best results, pair a
		 * displacement map with a matching normal map, since the renderer can
		 * not recompute surface normals from the displaced vertices.
		 *
		 * `displacementMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.displacementMap = null;

		/**
		 * How much the displacement map affects the mesh (where black is no
		 * displacement, and white is maximum displacement). Without a displacement
		 * map set, this value is not applied.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.displacementScale = 1;

		/**
		 * The offset of the displacement map's values on the mesh's vertices.
		 * The bias is added to the scaled sample of the displacement map.
		 * Without a displacement map set, this value is not applied.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.displacementBias = 0;

		/**
		 * Specular map used by the material.
		 *
		 * `specularMap` represents color data, and the texture must be assigned a
		 * {@link Texture#colorSpace}. Most `specularMap` textures set
		 * `texture.colorSpace = SRGBColorSpace`.
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.specularMap = null;

		/**
		 * The alpha map is a grayscale texture that controls the opacity across the
		 * surface (black: fully transparent; white: fully opaque).
		 *
		 * Only the color of the texture is used, ignoring the alpha channel if one
		 * exists. For RGB and RGBA textures, the renderer will use the green channel
		 * when sampling this texture due to the extra bit of precision provided for
		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
		 * luminance/alpha textures will also still work as expected.
		 *
		 * `alphaMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.alphaMap = null;

		/**
		 * The environment map.
		 *
		 * `envMap` represents luminance data, and the texture must be assigned
		 * a {@link Texture#colorSpace}. Most `envMap` textures set
		 * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
		 * such as `.exr` or `.hdr`.
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.envMap = null;

		/**
		 * The rotation of the environment map in radians.
		 *
		 * @type {Euler}
		 * @default (0,0,0)
		 */
		this.envMapRotation = new Euler();

		/**
		 * How to combine the result of the surface's color with the environment map, if any.
		 *
		 * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
		 * blend between the two colors.
		 *
		 * @type {(MultiplyOperation|MixOperation|AddOperation)}
		 * @default MultiplyOperation
		 */
		this.combine = MultiplyOperation;

		/**
		 * How much the environment map affects the surface.
		 * The valid range is between `0` (no reflections) and `1` (full reflections).
		 *
		 * @type {number}
		 * @default 1
		 */
		this.reflectivity = 1;

		/**
		 * Scales the effect of the environment map by multiplying its color.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.envMapIntensity = 1.0;

		/**
		 * The index of refraction (IOR) of air (approximately 1) divided by the
		 * index of refraction of the material. It is used with environment mapping
		 * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
		 * The refraction ratio should not exceed `1`.
		 *
		 * @type {number}
		 * @