<!-- NEW2 — TEST 2 · THE DISTRICT OF 800 · part 200 -->
 this material.
 *
 * For a non-technical introduction to the concept of PBR and how to set up a
 * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
 *
 * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
 * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
 *
 * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
 * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
 * (pdf), by Brent Burley.
 *
 * @augments Material
 * @demo scenes/material-browser.html#MeshStandardMaterial
 */
class MeshStandardMaterial extends Material {

	/**
	 * Constructs a new mesh standard material.
	 *
	 * @param {Object} [parameters] - An object with one or more properties
	 * defining the material's appearance. Any property of the material
	 * (including any property from inherited materials) can be passed
	 * in here. Color values can be passed any type of value accepted
	 * by {@link Color#set}.
	 */
	constructor( parameters ) {

		super();

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isMeshStandardMaterial = true;

		this.type = 'MeshStandardMaterial';

		this.defines = { 'STANDARD': '' };

		/**
		 * Color of the material.
		 *
		 * @type {Color}
		 * @default (1,1,1)
		 */
		this.color = new Color( 0xffffff ); // diffuse

		/**
		 * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
		 * means fully diffuse. If `roughnessMap` is also provided,
		 * both values are multiplied.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.roughness = 1.0;

		/**
		 * How much the material is like a metal. Non-metallic materials such as wood
		 * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
		 * A value between `0.0` and `1.0` could be used for a rusty metal look.
		 * If `metalnessMap` is also provided, both values are multiplied.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.metalness = 0.0;

		/**
		 * The color map. May optionally include an alpha channel, typically combined
		 * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
		 * color is modulated by the diffuse `color`.
		 *
		 * `map` represents color data, and the texture must be assigned a
		 * {@link Texture#colorSpace}. Most `map` textures set
		 * `texture.colorSpace = SRGBColorSpace`.
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.map = null;

		/**
		 * The light map. Requires a second set of UVs.
		 *
		 * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
		 * a {@link Texture#colorSpace}. Most `lightMap` textures set
		 * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
		 * such as `.exr` or `.hdr`.
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.lightMap = null;

		/**
		 * Intensity of the baked light.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.lightMapIntensity = 1.0;

		/**
		 * The red channel of this texture is used as the ambient occlusion map.
		 * Requires a second set of UVs.
		 *
		 * `aoMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.aoMap = null;

		/**
		 * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
		 * disables ambient occlusion. Where intensity is `1` and the AO map's
		 * red channel is also `1`, ambient light is fully occluded on a surface.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.aoMapIntensity = 1.0;

		/**
		 * Emissive (light) color of the material, essentially a solid color
		 * unaffected by other lighting.
		 *
		 * @type {Color}
		 * @default (0,0,0)
		 */
		this.emissive = new Color( 0x000000 );

		/**
		 * Intensity of the emissive light. Modulates the emissive color.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.emissiveIntensity = 1.0;

		/**
		 * Set emissive (glow) map. The emissive map color is modulated by the
		 * emissive color and the emissive intensity. If you have an emissive map,
		 * be sure to set the emissive color to something other than black.
		 *
		 * `emissiveMap` represents color data, and the texture must be assigned a
		 * {@link Texture#colorSpace}. Most `emissiveMap` textures set
		 * `texture.colorSpace = SRGBColorSpace`.
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.emissiveMap = null;

		/**
		 * The texture to create a bump map. The black and white values map to the
		 * perceived depth in relation to the lights. Bump doesn't actually affect
		 * the geometry of the object, only the lightin