<!-- NEW6 — TEST 6 · THE FIVE SHORES · part 370 -->
;',
			'uniform bool isOrthographic;',

			( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
			( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
			( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',

			parameters.dithering ? '#define DITHERING' : '',
			parameters.opaque ? '#define OPAQUE' : '',

			ShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
			getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ),
			getLuminanceFunction(),

			parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',

			'\n'

		].filter( filterEmptyLine ).join( '\n' );

	}

	vertexShader = resolveIncludes( vertexShader );
	vertexShader = replaceLightNums( vertexShader, parameters );
	vertexShader = replaceClippingPlaneNums( vertexShader, parameters );

	fragmentShader = resolveIncludes( fragmentShader );
	fragmentShader = replaceLightNums( fragmentShader, parameters );
	fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );

	vertexShader = unrollLoops( vertexShader );
	fragmentShader = unrollLoops( fragmentShader );

	if ( parameters.isRawShaderMaterial !== true ) {

		// GLSL 3.0 conversion for built-in materials and ShaderMaterial

		versionString = '#version 300 es\n';

		prefixVertex = [
			customVertexExtensions,
			'#define attribute in',
			'#define varying out',
			'#define texture2D texture'
		].join( '\n' ) + '\n' + prefixVertex;

		prefixFragment = [
			'#define varying in',
			( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',
			( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
			'#define gl_FragDepthEXT gl_FragDepth',
			'#define texture2D texture',
			'#define textureCube texture',
			'#define texture2DProj textureProj',
			'#define texture2DLodEXT textureLod',
			'#define texture2DProjLodEXT textureProjLod',
			'#define textureCubeLodEXT textureLod',
			'#define texture2DGradEXT textureGrad',
			'#define texture2DProjGradEXT textureProjGrad',
			'#define textureCubeGradEXT textureGrad'
		].join( '\n' ) + '\n' + prefixFragment;

	}

	const vertexGlsl = versionString + prefixVertex + vertexShader;
	const fragmentGlsl = versionString + prefixFragment + fragmentShader;

	// log( '*VERTEX*', vertexGlsl );
	// log( '*FRAGMENT*', fragmentGlsl );

	const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
	const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );

	gl.attachShader( program, glVertexShader );
	gl.attachShader( program, glFragmentShader );

	// Force a particular attribute to index 0.

	if ( parameters.index0AttributeName !== undefined ) {

		gl.bindAttribLocation( program, 0, parameters.index0AttributeName );

	} else if ( parameters.hasPositionAttribute === true ) {

		// below avoids the "Attribute 0 is disabled" performance penalty

		gl.bindAttribLocation( program, 0, 'position' );

	}

	gl.linkProgram( program );

	function onFirstUse( self ) {

		// check for link errors
		if ( renderer.debug.checkShaderErrors ) {

			const programInfoLog = gl.getProgramInfoLog( program ) || '';
			const vertexShaderInfoLog = gl.getShaderInfoLog( glVertexShader ) || '';
			const fragmentShaderInfoLog = gl.getShaderInfoLog( glFragmentShader ) || '';

			const programLog = programInfoLog.trim();
			const vertexLog = vertexShaderInfoLog.trim();
			const fragmentLog = fragmentShaderInfoLog.trim();

			let runnable = true;
			let haveDiagnostics = true;

			if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {

				runnable = false;

				if ( typeof renderer.debug.onShaderError === 'function' ) {

					renderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader );

				} else {

					// default error reporting

					const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
					const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );

					error(
						'WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
						'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' +
						'Material Name: ' + self.name + '\n' +
						'Material Type: ' + self.type + '\n\n' +
						'Program Info Log: ' + programLog + '\n' +
						vertexErrors + '\n' +
						fragmentErrors
					);

				}

			} else if ( programLog !== '' ) {

				warn( 'WebGLProgram: Program Info Log:', programLog );

			} else if ( vertexLog === '' || fragmentLog === '' ) {

				haveDiagnostics = false;

			}

			if ( haveDiagnostics ) {

				self.diagnostics = {

					runnable: runnable,

					programLog: programLog,

					v