<!-- NEW4 — TEST 4 · THE QUILT · part 118 -->
ource.colorWrite;

		this.precision = source.precision;

		this.polygonOffset = source.polygonOffset;
		this.polygonOffsetFactor = source.polygonOffsetFactor;
		this.polygonOffsetUnits = source.polygonOffsetUnits;

		this.dithering = source.dithering;

		this.alphaTest = source.alphaTest;
		this.alphaHash = source.alphaHash;
		this.alphaToCoverage = source.alphaToCoverage;
		this.premultipliedAlpha = source.premultipliedAlpha;
		this.forceSinglePass = source.forceSinglePass;
		this.allowOverride = source.allowOverride;

		this.visible = source.visible;

		this.toneMapped = source.toneMapped;

		this.userData = JSON.parse( JSON.stringify( source.userData ) );

		return this;

	}

	/**
	 * Frees the GPU-related resources allocated by this instance. Call this
	 * method whenever this instance is no longer used in your app.
	 *
	 * @fires Material#dispose
	 */
	dispose() {

		/**
		 * Fires when the material has been disposed of.
		 *
		 * @event Material#dispose
		 * @type {Object}
		 */
		this.dispatchEvent( { type: 'dispose' } );

	}

	/**
	 * Setting this property to `true` indicates the engine the material
	 * needs to be recompiled.
	 *
	 * @type {boolean}
	 * @default false
	 * @param {boolean} value
	 */
	set needsUpdate( value ) {

		if ( value === true ) this.version ++;

	}

}

/**
 * A material for rendering instances of {@link Sprite}.
 *
 * ```js
 * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
 * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
 *
 * const sprite = new THREE.Sprite( material );
 * sprite.scale.set(200, 200, 1)
 * scene.add( sprite );
 * ```
 *
 * @augments Material
 */
class SpriteMaterial extends Material {

	/**
	 * Constructs a new sprite 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.isSpriteMaterial = true;

		this.type = 'SpriteMaterial';

		/**
		 * 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;

		/**
		 * The alpha map is a grayscale texture that controls the opacity across the
		 * surface (black: fully transparent; white: fully opaque).
		 *
		 * Only the color of the texture is used, ignoring the alpha channel if one
		 * exists. For RGB and RGBA textures, the renderer will use the green channel
		 * when sampling this texture due to the extra bit of precision provided for
		 * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
		 * luminance/alpha textures will also still work as expected.
		 *
		 * `alphaMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.alphaMap = null;

		/**
		 * The rotation of the sprite in radians.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.rotation = 0;

		/**
		 * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.sizeAttenuation = true;

		/**
		 * Overwritten since sprite materials are transparent
		 * by default.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.transparent = true;

		/**
		 * Whether the material is affected by fog or not.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.fog = true;

		this.setValues( parameters );

	}

	copy( source ) {

		super.copy( source );

		this.color.copy( source.color );

		this.map = source.map;

		this.alphaMap = source.alphaMap;

		this.rotation = source.rotation;

		this.sizeAttenuation = source.sizeAttenuation;

		this.fog = source.fog;

		return this;

	}

}

let _geometry;

const _intersectPoint = /*@__PURE__*/ new Vector3();
const _worldScale = /*@__PURE__*/ new Vector3();
const _mvPosition = /*@__PURE__*/ new Vector3();

const _alignedPosition = /*@__PURE__*/ new Vector2();
const _rotatedPosition = /*@__PURE__*/ new Vector2();
const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();

const _vA$1 = /*@__PURE__*/ new Vector3();
const _vB$1 = /*@__PURE__*/ new Vec