<!-- NEW6 — TEST 6 · THE FIVE SHORES · part 203 -->
light travels in
		 * the medium before interacting with a particle. The value is given in world
		 * space units, and must be greater than zero.
		 *
		 * @type {number}
		 * @default Infinity
		 */
		this.attenuationDistance = Infinity;

		/**
		 * The color that white light turns into due to absorption when reaching the
		 * attenuation distance.
		 *
		 * @type {Color}
		 * @default (1,1,1)
		 */
		this.attenuationColor = new Color( 1, 1, 1 );

		/**
		 * A float that scales the amount of specular reflection for non-metals only.
		 * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.specularIntensity = 1.0;

		/**
		 * The alpha channel of this texture is multiplied against `specularIntensity`,
		 * for per-pixel control over specular intensity.
		 *
		 * `specularIntensityMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.specularIntensityMap = null;

		/**
		 * Tints the specular reflection at normal incidence for non-metals only.
		 *
		 * @type {Color}
		 * @default (1,1,1)
		 */
		this.specularColor = new Color( 1, 1, 1 );

		/**
		 * The RGB channels of this texture are multiplied against `specularColor`,
		 * for per-pixel control over specular color.
		 *
		 * `specularColorMap` represents color data, and the texture must be assigned a
		 * {@link Texture#colorSpace}. Most `specularColorMap` textures set
		 * `texture.colorSpace = SRGBColorSpace`.
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.specularColorMap = null;

		this._anisotropy = 0;
		this._clearcoat = 0;
		this._dispersion = 0;
		this._iridescence = 0;
		this._retroreflectivity = 0;
		this._sheen = 0.0;
		this._transmission = 0;

		this.setValues( parameters );

	}

	/**
	 * The anisotropy strength, from `0.0` to `1.0`.
	 *
	 * @type {number}
	 * @default 0
	 */
	get anisotropy() {

		return this._anisotropy;

	}

	set anisotropy( value ) {

		if ( this._anisotropy > 0 !== value > 0 ) {

			this.version ++;

		}

		this._anisotropy = value;

	}

	/**
	 * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
	 * clear coat related properties to enable multilayer materials that have a
	 * thin translucent layer over the base layer.
	 *
	 * @type {number}
	 * @default 0
	 */
	get clearcoat() {

		return this._clearcoat;

	}

	set clearcoat( value ) {

		if ( this._clearcoat > 0 !== value > 0 ) {

			this.version ++;

		}

		this._clearcoat = value;

	}
	/**
	 * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
	 * the surface and the viewer, from `0.0` to `1.0`.
	 *
	 * @type {number}
	 * @default 0
	 */
	get iridescence() {

		return this._iridescence;

	}

	set iridescence( value ) {

		if ( this._iridescence > 0 !== value > 0 ) {

			this.version ++;

		}

		this._iridescence = value;

	}

	/**
	 * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
	 * through a relatively clear volume. Any value zero or larger is valid, the typical range of
	 * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
	 *
	 * @type {number}
	 * @default 0
	 */
	get dispersion() {

		return this._dispersion;

	}

	set dispersion( value ) {

		if ( this._dispersion > 0 !== value > 0 ) {

			this.version ++;

		}

		this._dispersion = value;

	}

	/**
	 * The strength of retroreflection, from `0.0` to `1.0`. A value of `1.0`
	 * evaluates the material's microfacet reflection with the view direction
	 * reflected about the surface normal, redirecting the specular lobe back
	 * toward the light source.
	 *
	 * @type {number}
	 * @default 0
	 */
	get retroreflectivity() {

		return this._retroreflectivity;

	}

	set retroreflectivity( value ) {

		if ( this._retroreflectivity > 0 !== value > 0 ) {

			this.version ++;

		}

		this._retroreflectivity = value;

	}

	/**
	 * The intensity of the sheen layer, from `0.0` to `1.0`.
	 *
	 * @type {number}
	 * @default 0
	 */
	get sheen() {

		return this._sheen;

	}

	set sheen( value ) {

		if ( this._sheen > 0 !== value > 0 ) {

			this.version ++;

		}

		this._sheen = value;

	}

	/**
	 * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
	 *
	 * Thin, transparent or semitransparent, plastic or glass materials remain
	 * largely reflective even if they are fully transmissive. The transmission
	 * property can be used to model these materials.
	 *
	 * When transmission is non-zero, `opacity` should be  set to `1`.
	 *
	 * @type {number}
	 * @default 0
	 */
	get transmission() {

		return this._transmission;

	}

	set transmission( value ) {

		if ( this._transmission > 0 !== value > 0 ) {

			this.version ++;

		}

		this._transmission = value;

	}

	copy( source ) {

		super.copy( source 