<!-- NEW2 — TEST 2 · THE DISTRICT OF 800 · part 208 -->
ce.emissive );
		this.emissiveMap = source.emissiveMap;
		this.emissiveIntensity = source.emissiveIntensity;

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalMapType = source.normalMapType;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.specularMap = source.specularMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.envMapRotation.copy( source.envMapRotation );
		this.combine = source.combine;
		this.reflectivity = source.reflectivity;
		this.envMapIntensity = source.envMapIntensity;
		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.flatShading = source.flatShading;

		this.fog = source.fog;

		return this;

	}

}

/**
 * A material implementing toon shading.
 *
 * @augments Material
 * @demo scenes/material-browser.html#MeshToonMaterial
 */
class MeshToonMaterial extends Material {

	/**
	 * Constructs a new mesh toon 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.isMeshToonMaterial = true;

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

		this.type = 'MeshToonMaterial';

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

		/**
		 * 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;

		/**
		 * Gradient map for toon shading. It's required to set
		 * {@link Texture#minFilter} and {@link Texture#magFilter} to {@link NearestFilter}
		 * when using this type of texture.
		 *
		 * `gradientMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.gradientMap = 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 