<!-- NEW5 — TEST 5 · THE BEND AT THE HEART · part 208 -->
 @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.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.displacementScale = 1;

		/**
		 * The offset of the displacement map's values on the mesh's vertices.
		 * The bias is added to the scaled sample of the displacement map.
		 * Without a displacement map set, this value is not applied.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.displacementBias = 0;

		/**
		 * 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;

		/**
		 * Renders the geometry as a wireframe.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.wireframe = false;

		/**
		 * Controls the thickness of the wireframe.
		 *
		 * Can only be used with {@link SVGRenderer}.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.wireframeLinewidth = 1;

		/**
		 * Defines appearance of wireframe ends.
		 *
		 * Can only be used with {@link SVGRenderer}.
		 *
		 * @type {('round'|'bevel'|'miter')}
		 * @default 'round'
		 */
		this.wireframeLinecap = 'round';

		/**
		 * Defines appearance of wireframe joints.
		 *
		 * Can only be used with {@link SVGRenderer}.
		 *
		 * @type {('round'|'bevel'|'miter')}
		 * @default 'round'
		 */
		this.wireframeLinejoin = 'round';

		/**
		 * 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.gradientMap = source.gradientMap;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.emissive.copy( source.emissive );
		this.emissiveMap = source.emissiveMap;
		this.emissiveIntensity = source.emissiveIntensity;

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalMapType = source.normalMapType;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacem