<!-- NEW5 — TEST 5 · THE BEND AT THE HEART · part 205 -->
or 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 light map. Requires a second set of UVs.
		 *
		 * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
		 * a {@link Texture#colorSpace}. Most `lightMap` textures set
		 * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
		 * such as `.exr` or `.hdr`.
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.lightMap = null;

		/**
		 * Intensity of the baked light.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.lightMapIntensity = 1.0;

		/**
		 * The red channel of this texture is used as the ambient occlusion map.
		 * Requires a second set of UVs.
		 *
		 * `aoMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.aoMap = null;

		/**
		 * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
		 * disables ambient occlusion. Where intensity is `1` and the AO map's
		 * red channel is also `1`, ambient light is fully occluded on a surface.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.aoMapIntensity = 1.0;

		/**
		 * Emissive (light) color of the material, essentially a solid color
		 * unaffected by other lighting.
		 *
		 * @type {Color}
		 * @default (0,0,0)
		 */
		this.emissive = new Color( 0x000000 );

		/**
		 * Intensity of the emissive light. Modulates the emissive color.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.emissiveIntensity = 1.0;

		/**
		 * Set emissive (glow) map. The emissive map color is modulated by the
		 * emissive color and the emissive intensity. If you have an emissive map,
		 * be sure to set the emissive color to something other than black.
		 *
		 * `emissiveMap` represents color data, and the texture must be assigned a
		 * {@link Texture#colorSpace}. Most `emissiveMap` textures set
		 * `texture.colorSpace = SRGBColorSpace`.
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.emissiveMap = null;

		/**
		 * The texture to create a bump map. The black and white values map to the
		 * perceived depth in relation to the lights. Bump doesn't actually affect
		 * the geometry of the object, only the lighting. If a normal map is defined
		 * this will be ignored.
		 *
		 * `bumpMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.bumpMap = null;

		/**
		 * How much the bump map affects the material. Typical range is `[0,1]`.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.bumpScale = 1;

		/**
		 * The texture to create a normal map. The RGB values affect the surface
		 * normal for each pixel fragment and change the way the color is lit. Normal
		 * maps do not change the actual shape of the surface, only the lighting. In
		 * case the material has a normal map authored using the left handed
		 * convention, the `y` component of `normalScale` should be negated to compensate
		 * for the different handedness.
		 *
		 * `normalMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.normalMap = null;

		/**
		 * The type of normal map.
		 *
		 * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
		 * @default TangentSpaceNormalMap
		 */
		this.normalMapType = TangentSpaceNormalMap;

		/**
		 * How much the normal map affects the material. Typical value range is `[0,1]`.
		 *
		 * @type {Vector2}
		 * @default (1,1)
		 */
		this.normalScale = new Vector2( 1, 1 );

		/**
		 * The displacement map affects the position of the mesh's vertices. Unlike
		 * other maps which only affect the light and shade of the material the
		 * displaced vertices can cast shadows, block other objects, and otherwise
		 * act as real geometry. The displacement texture is an image where the value
		 * of each pixel (white being the highest) is mapped against, and
		 * repositions, the vertices of the mesh. For best results, pair a
		 * displacement map with a matching normal map, since the renderer can
		 * not recompute surface normals from the displaced vertices.
		 *
		 * `displacementMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.displacementMap = null;

		/**
		 * How much the displacement map affects the mesh (where black is no
		 * displacement, and white is maximum displacement). Without a displacement
		 * map set, this value is not applied.
		 *
		 * @