<!-- NEW4 — TEST 4 · THE QUILT · part 111 -->
	 * 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 {boolean}
		 * @default false
		 */
		this.clipShadows = false;

		/**
		 * Defines which side of faces cast shadows. If `null`, the side casting shadows
		 * is determined as follows:
		 *
		 * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
		 * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
		 * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
		 *
		 * @type {?(FrontSide|BackSide|DoubleSide)}
		 * @default null
		 */
		this.shadowSide = null;

		/**
		 * Whether to render the material's color.
		 *
		 * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
		 * objects that occlude other objects.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.colorWrite = true;

		/**
		 * Override the renderer's default precision for this material.
		 *
		 * @type {?('highp'|'mediump'|'lowp')}
		 * @default null
		 */
		this.precision = null;

		/**
		 * Whether to use polygon offset or not. When enabled, each fragment's depth value will
		 * be offset after it is interpolated from the depth values of the appropriate vertices.
		 * The offset is added before the depth test is performed and before the value is written
		 * into the depth buffer.
		 *
		 * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
		 * rendering solids with highlighted edges.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.polygonOffset = false;

		/**
		 * Specifies a scale factor that is used to create a variable depth offset for each polygon.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.polygonOffsetFactor = 0;

		/**
		 * Is multiplied by an implementation-specific value to create a constant depth offset.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.polygonOffsetUnits = 0;

		/**
		 * Whet