<!-- NEW2 — TEST 2 · THE DISTRICT OF 800 · part 112 -->
neMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
		 * @default null
		 */
		this.blendSrcAlpha = null;

		/**
		 * Defines the blending destination alpha factor.
		 *
		 * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
		 * @default null
		 */
		this.blendDstAlpha = null;

		/**
		 * Defines the blending equation of the alpha channel.
		 *
		 * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
		 * @default null
		 */
		this.blendEquationAlpha = null;

		/**
		 * Represents the RGB values of the constant blend color.
		 *
		 * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
		 *
		 * @type {Color}
		 * @default (0,0,0)
		 */
		this.blendColor = new Color( 0, 0, 0 );

		/**
		 * Represents the alpha value of the constant blend color.
		 *
		 * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.blendAlpha = 0;

		/**
		 * Defines the depth function.
		 *
		 * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
		 * @default LessEqualDepth
		 */
		this.depthFunc = LessEqualDepth;

		/**
		 * Whether to have depth test enabled when rendering this material.
		 * When the depth test is disabled, the depth write will also be implicitly disabled.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.depthTest = true;

		/**
		 * Whether rendering this material has any effect on the depth buffer.
		 *
		 * When drawing 2D overlays it can be useful to disable the depth writing in
		 * order to layer several things together without creating z-index artifacts.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.depthWrite = true;

		/**
		 * The bit mask to use when writing to the stencil buffer.
		 *
		 * @type {number}
		 * @default 0xff
		 */
		this.stencilWriteMask = 0xff;

		/**
		 * The stencil comparison function to use.
		 *
		 * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
		 * @default AlwaysStencilFunc
		 */
		this.stencilFunc = AlwaysStencilFunc;

		/**
		 * The value to use when performing stencil comparisons or stencil operations.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.stencilRef = 0;

		/**
		 * The bit mask to use when comparing against the stencil buffer.
		 *
		 * @type {number}
		 * @default 0xff
		 */
		this.stencilFuncMask = 0xff;

		/**
		 * Which stencil operation to perform when the comparison function returns `false`.
		 *
		 * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
		 * @default KeepStencilOp
		 */
		this.stencilFail = KeepStencilOp;

		/**
		 * Which stencil operation to perform when the comparison function returns
		 * `true` but the depth test fails.
		 *
		 * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
		 * @default KeepStencilOp
		 */
		this.stencilZFail = KeepStencilOp;

		/**
		 * Which stencil operation to perform when the comparison function returns
		 * `true` and the depth test passes.
		 *
		 * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
		 * @default KeepStencilOp
		 */
		this.stencilZPass = KeepStencilOp;

		/**
		 * Whether stencil operations are performed against the stencil buffer. In
		 * order to perform writes or comparisons against the stencil buffer this
		 * value must be `true`.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.stencilWrite = false;

		/**
		 * User-defined clipping planes specified as THREE.Plane objects in world
		 * space. These planes apply to the objects this material is attached to.
		 * Points in space whose signed distance to the plane is negative are clipped
		 * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
		 * be `true`.
		 *
		 * @type {?Array<Plane>}
		 * @default null
		 */
		this.clippingPlanes = null;

		/**
		 * Changes the behavior of clipping planes so that only their intersection is
		 * clipped, rather than their union.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.clipIntersection = false;

		/**
		 * Defines whether to clip shadows according to the clipping planes specified
		 * on this material.
		 *
		 * @type 