<!-- NEW3 — TEST 3 · THE RIVER'S JOURNEY · part 424 -->
awStart = Math.max( drawStart, 0 );
				drawEnd = Math.min( drawEnd, index.count );

			} else if ( position !== undefined && position !== null ) {

				drawStart = Math.max( drawStart, 0 );
				drawEnd = Math.min( drawEnd, position.count );

			}

			const drawCount = drawEnd - drawStart;

			if ( drawCount < 0 || drawCount === Infinity ) return;

			//

			bindingStates.setup( object, material, program, geometry, index );

			let attribute;
			let renderer = bufferRenderer;

			if ( index !== null ) {

				attribute = attributes.get( index );

				renderer = indexedBufferRenderer;
				renderer.setIndex( attribute );

			}

			//

			if ( object.isMesh ) {

				if ( material.wireframe === true ) {

					state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
					renderer.setMode( _gl.LINES );

				} else {

					renderer.setMode( _gl.TRIANGLES );

				}

			} else if ( object.isLine ) {

				let lineWidth = material.linewidth;

				if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material

				state.setLineWidth( lineWidth * getTargetPixelRatio() );

				if ( object.isLineSegments ) {

					renderer.setMode( _gl.LINES );

				} else if ( object.isLineLoop ) {

					renderer.setMode( _gl.LINE_LOOP );

				} else {

					renderer.setMode( _gl.LINE_STRIP );

				}

			} else if ( object.isPoints ) {

				renderer.setMode( _gl.POINTS );

			} else if ( object.isSprite ) {

				renderer.setMode( _gl.TRIANGLES );

			}

			if ( object.isBatchedMesh ) {

				if ( ! extensions.get( 'WEBGL_multi_draw' ) ) {

					const starts = object._multiDrawStarts;
					const counts = object._multiDrawCounts;
					const drawCount = object._multiDrawCount;
					const bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1;
					const uniforms = properties.get( material ).currentProgram.getUniforms();
					for ( let i = 0; i < drawCount; i ++ ) {

						uniforms.setValue( _gl, '_gl_DrawID', i );
						renderer.render( starts[ i ] / bytesPerElement, counts[ i ] );

					}

				} else {

					renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );

				}

			} else if ( object.isInstancedMesh ) {

				renderer.renderInstances( drawStart, drawCount, object.count );

			} else if ( geometry.isInstancedBufferGeometry ) {

				const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;
				const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );

				renderer.renderInstances( drawStart, drawCount, instanceCount );

			} else {

				renderer.render( drawStart, drawCount );

			}

		};

		// Compile

		function prepareMaterial( material, scene, camera, object ) {

			if ( _nodesHandler !== null && material.isNodeMaterial ) _nodesHandler.setObject( object, material );

			if ( _clippingEnabled === true ) clipping.setState( material, camera, false );

			if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {

				material.side = BackSide;
				material.needsUpdate = true;
				getProgram( material, scene, object );

				material.side = FrontSide;
				material.needsUpdate = true;
				getProgram( material, scene, object );

				material.side = DoubleSide;

			} else {

				getProgram( material, scene, object );

			}

		}

		/**
		 * Compiles all materials in the scene with the camera. This is useful to precompile shaders
		 * before the first rendering. If you want to add a 3D object to an existing scene, use the third
		 * optional parameter for applying the target scene.
		 *
		 * Note that the (target) scene's lighting and environment must be configured before calling this method.
		 *
		 * @param {Object3D} scene - The scene or another type of 3D object to precompile.
		 * @param {Camera} camera - The camera.
		 * @param {?Scene} [targetScene=null] - The target scene.
		 * @return {Set<Material>} The precompiled materials.
		 */
		this.compile = function ( scene, camera, targetScene = null ) {

			if ( targetScene === null ) targetScene = scene;
			if ( _nodesHandler !== null ) _nodesHandler.renderStart( scene, camera, targetScene );

			currentRenderState = renderStates.get( targetScene );
			currentRenderState.init( camera );

			renderStateStack.push( currentRenderState );

			// gather lights from both the target scene and the new object that will be added to the scene.

			targetScene.traverseVisible( function ( object ) {

				if ( object.isLight && object.layers.test( camera.layers ) ) {

					currentRenderState.pushLight( object );

					if ( object.castShadow ) {

						currentRenderState.pushShadow( object );

					}

				}

			} );

			if ( scene !== targetScene ) {

				scene.traverseVisible( function ( object ) {

					if ( object.isLight && object.layers.test( camera.layers ) ) {

						currentRenderState.pushLight( object );

						if ( object.castShadow )