<!-- NEW2 — TEST 2 · THE DISTRICT OF 800 · part 373 -->
e.usedTimes --;

			if ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );

		}

		this.materialCache.delete( material );

		return this;

	}

	getVertexShaderStage( material ) {

		return this._getShaderStage( material.vertexShader );

	}

	getFragmentShaderStage( material ) {

		return this._getShaderStage( material.fragmentShader );

	}

	dispose() {

		this.shaderCache.clear();
		this.materialCache.clear();

	}

	_getShaderCacheForMaterial( material ) {

		const cache = this.materialCache;
		let set = cache.get( material );

		if ( set === undefined ) {

			set = new Set();
			cache.set( material, set );

		}

		return set;

	}

	_getShaderStage( code ) {

		const cache = this.shaderCache;
		let stage = cache.get( code );

		if ( stage === undefined ) {

			stage = new WebGLShaderStage( code );
			cache.set( code, stage );

		}

		return stage;

	}

}

class WebGLShaderStage {

	constructor( code ) {

		this.id = _id ++;

		this.code = code;
		this.usedTimes = 0;

	}

}

function isPackedRGFormat( format ) {

	return format === RGFormat || format === RG11_EAC_Format || format === RED_GREEN_RGTC2_Format;

}

function WebGLPrograms( renderer, environments, extensions, capabilities, bindingStates, clipping ) {

	const _programLayers = new Layers();
	const _customShaders = new WebGLShaderCache();
	const _activeChannels = new Set();
	const programs = [];
	const programsMap = new Map();

	const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;

	let precision = capabilities.precision;

	const shaderIDs = {
		MeshDepthMaterial: 'depth',
		MeshDistanceMaterial: 'distance',
		MeshNormalMaterial: 'normal',
		MeshBasicMaterial: 'basic',
		MeshLambertMaterial: 'lambert',
		MeshPhongMaterial: 'phong',
		MeshToonMaterial: 'toon',
		MeshStandardMaterial: 'physical',
		MeshPhysicalMaterial: 'physical',
		MeshMatcapMaterial: 'matcap',
		LineBasicMaterial: 'basic',
		LineDashedMaterial: 'dashed',
		PointsMaterial: 'points',
		ShadowMaterial: 'shadow',
		SpriteMaterial: 'sprite'
	};

	function getChannel( value ) {

		_activeChannels.add( value );

		if ( value === 0 ) return 'uv';

		return `uv${ value }`;

	}

	function getParameters( material, lights, shadows, scene, object, lightProbeGrids ) {

		const fog = scene.fog;
		const geometry = object.geometry;
		const environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null;

		const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap );
		const envMap = environments.get( material.envMap || environment, usePMREM );
		const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;

		const shaderID = shaderIDs[ material.type ];

		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)

		if ( material.precision !== null ) {

			precision = capabilities.getMaxPrecision( material.precision );

			if ( precision !== material.precision ) {

				warn( 'WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );

			}

		}

		//

		const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
		const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;

		let morphTextureStride = 0;

		if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;
		if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;
		if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;

		//

		let vertexShader, fragmentShader;
		let customVertexShaderID, customFragmentShaderID;

		if ( shaderID ) {

			const shader = ShaderLib[ shaderID ];

			vertexShader = shader.vertexShader;
			fragmentShader = shader.fragmentShader;

		} else {

			vertexShader = material.vertexShader;
			fragmentShader = material.fragmentShader;

			const vertexShaderStage = _customShaders.getVertexShaderStage( material );
			const fragmentShaderStage = _customShaders.getFragmentShaderStage( material );

			_customShaders.update( material, vertexShaderStage, fragmentShaderStage );

			customVertexShaderID = vertexShaderStage.id;
			customFragmentShaderID = fragmentShaderStage.id;

		}

		const currentRenderTarget = renderer.getRenderTarget();
		const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();

		const IS_INSTANCEDMESH = object.isInstancedMesh === true;
		const IS_BATCHEDMESH = object.isBatchedMesh === true;

		const HAS_MAP = !! material.map;
		const HAS_MATCAP = !! material.matcap;
		const HAS_ENVMAP = !! envMap;
		const HAS_AOMAP = !! material.aoMap;
		const HAS_LIGHTMAP = !! material.lightMap;
		const HAS_BUMPMAP = !! mater