<!-- NEW5 — TEST 5 · THE BEND AT THE HEART · part 11 -->
pe {number}
 * @constant
 */
const MinEquation = 103;

/**
 * A blend equation that uses the maximum of source and destination.
 *
 * @type {number}
 * @constant
 */
const MaxEquation = 104;

/**
 * Multiplies all colors by `0`.
 *
 * @type {number}
 * @constant
 */
const ZeroFactor = 200;

/**
 * Multiplies all colors by `1`.
 *
 * @type {number}
 * @constant
 */
const OneFactor = 201;

/**
 * Multiplies all colors by the source colors.
 *
 * @type {number}
 * @constant
 */
const SrcColorFactor = 202;

/**
 * Multiplies all colors by `1` minus each source color.
 *
 * @type {number}
 * @constant
 */
const OneMinusSrcColorFactor = 203;

/**
 * Multiplies all colors by the source alpha value.
 *
 * @type {number}
 * @constant
 */
const SrcAlphaFactor = 204;

/**
 * Multiplies all colors by 1 minus the source alpha value.
 *
 * @type {number}
 * @constant
 */
const OneMinusSrcAlphaFactor = 205;

/**
 * Multiplies all colors by the destination alpha value.
 *
 * @type {number}
 * @constant
 */
const DstAlphaFactor = 206;

/**
 * Multiplies all colors by `1` minus the destination alpha value.
 *
 * @type {number}
 * @constant
 */
const OneMinusDstAlphaFactor = 207;

/**
 * Multiplies all colors by the destination color.
 *
 * @type {number}
 * @constant
 */
const DstColorFactor = 208;

/**
 * Multiplies all colors by `1` minus each destination color.
 *
 * @type {number}
 * @constant
 */
const OneMinusDstColorFactor = 209;

/**
 * Multiplies the RGB colors by the smaller of either the source alpha
 * value or the value of `1` minus the destination alpha value. The alpha
 * value is multiplied by `1`.
 *
 * @type {number}
 * @constant
 */
const SrcAlphaSaturateFactor = 210;

/**
 * Multiplies all colors by a constant color.
 *
 * @type {number}
 * @constant
 */
const ConstantColorFactor = 211;

/**
 * Multiplies all colors by `1` minus a constant color.
 *
 * @type {number}
 * @constant
 */
const OneMinusConstantColorFactor = 212;

/**
 * Multiplies all colors by a constant alpha value.
 *
 * @type {number}
 * @constant
 */
const ConstantAlphaFactor = 213;

/**
 * Multiplies all colors by 1 minus a constant alpha value.
 *
 * @type {number}
 * @constant
 */
const OneMinusConstantAlphaFactor = 214;

/**
 * Never pass.
 *
 * @type {number}
 * @constant
 */
const NeverDepth = 0;

/**
 * Always pass.
 *
 * @type {number}
 * @constant
 */
const AlwaysDepth = 1;

/**
 * Pass if the incoming value is less than the depth buffer value.
 *
 * @type {number}
 * @constant
 */
const LessDepth = 2;

/**
 * Pass if the incoming value is less than or equal to the depth buffer value.
 *
 * @type {number}
 * @constant
 */
const LessEqualDepth = 3;

/**
 * Pass if the incoming value equals the depth buffer value.
 *
 * @type {number}
 * @constant
 */
const EqualDepth = 4;

/**
 * Pass if the incoming value is greater than or equal to the depth buffer value.
 *
 * @type {number}
 * @constant
 */
const GreaterEqualDepth = 5;

/**
 * Pass if the incoming value is greater than the depth buffer value.
 *
 * @type {number}
 * @constant
 */
const GreaterDepth = 6;

/**
 * Pass if the incoming value is not equal to the depth buffer value.
 *
 * @type {number}
 * @constant
 */
const NotEqualDepth = 7;

/**
 * Multiplies the environment map color with the surface color.
 *
 * @type {number}
 * @constant
 */
const MultiplyOperation = 0;

/**
 * Uses reflectivity to blend between the two colors.
 *
 * @type {number}
 * @constant
 */
const MixOperation = 1;

/**
 * Adds the two colors.
 *
 * @type {number}
 * @constant
 */
const AddOperation = 2;

/**
 * No tone mapping is applied.
 *
 * @type {number}
 * @constant
 */
const NoToneMapping = 0;

/**
 * Linear tone mapping.
 *
 * @type {number}
 * @constant
 */
const LinearToneMapping = 1;

/**
 * Reinhard tone mapping.
 *
 * @type {number}
 * @constant
 */
const ReinhardToneMapping = 2;

/**
 * Cineon tone mapping.
 *
 * @type {number}
 * @constant
 */
const CineonToneMapping = 3;

/**
 * ACES Filmic tone mapping.
 *
 * @type {number}
 * @constant
 */
const ACESFilmicToneMapping = 4;

/**
 * Custom tone mapping.
 *
 * Expects a custom implementation by modifying shader code of the material's fragment shader.
 *
 * @type {number}
 * @constant
 */
const CustomToneMapping = 5;

/**
 * AgX tone mapping.
 *
 * @type {number}
 * @constant
 */
const AgXToneMapping = 6;

/**
 * Neutral tone mapping.
 *
 * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
 *
 * @type {number}
 * @constant
 */
const NeutralToneMapping = 7;

/**
 * The skinned mesh shares the same world space as the skeleton.
 *
 * @type {string}
 * @constant
 */
const AttachedBindMode = 'attached';

/**
 * The skinned mesh does not share the same world space as the skeleton.
 * This is useful when a skeleton is shared across multiple skinned meshes.
 *
 * @type {string}
 * @constant
 */
const DetachedBindMode = 'detached';

/**
 * Maps textures using t