<!-- NEW6 — TEST 6 · THE FIVE SHORES · part 379 -->


				const uniforms = cache.get( light );

				uniforms.color.copy( color ).multiplyScalar( intensity );

				uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
				uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

				state.rectArea[ rectAreaLength ] = uniforms;

				rectAreaLength ++;

			} else if ( light.isPointLight ) {

				const uniforms = cache.get( light );

				uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
				uniforms.distance = light.distance;
				uniforms.decay = light.decay;

				if ( light.castShadow ) {

					const shadow = light.shadow;

					const shadowUniforms = shadowCache.get( light );

					shadowUniforms.shadowIntensity = shadow.intensity;
					shadowUniforms.shadowBias = shadow.bias;
					shadowUniforms.shadowNormalBias = shadow.normalBias;
					shadowUniforms.shadowRadius = shadow.radius;
					shadowUniforms.shadowMapSize = shadow.mapSize;
					shadowUniforms.shadowCameraNear = shadow.camera.near;
					shadowUniforms.shadowCameraFar = shadow.camera.far;

					state.pointShadow[ pointLength ] = shadowUniforms;
					state.pointShadowMap[ pointLength ] = shadowMap;
					state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;

					numPointShadows ++;

				}

				state.point[ pointLength ] = uniforms;

				pointLength ++;

			} else if ( light.isHemisphereLight ) {

				const uniforms = cache.get( light );

				uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );

				state.hemi[ hemiLength ] = uniforms;

				hemiLength ++;

			}

		}

		if ( rectAreaLength > 0 ) {

			if ( extensions.has( 'OES_texture_float_linear' ) === true ) {

				state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
				state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;

			} else {

				state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
				state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;

			}

		}

		state.ambient[ 0 ] = r;
		state.ambient[ 1 ] = g;
		state.ambient[ 2 ] = b;

		const hash = state.hash;

		if ( hash.sunLength !== sunLength ||
			hash.directionalLength !== directionalLength ||
			hash.pointLength !== pointLength ||
			hash.spotLength !== spotLength ||
			hash.rectAreaLength !== rectAreaLength ||
			hash.hemiLength !== hemiLength ||
			hash.numSunShadows !== numSunShadows ||
			hash.numDirectionalShadows !== numDirectionalShadows ||
			hash.numPointShadows !== numPointShadows ||
			hash.numSpotShadows !== numSpotShadows ||
			hash.numSpotMaps !== numSpotMaps ||
			hash.numLightProbes !== numLightProbes ) {

			state.sun.length = sunLength;
			state.directional.length = directionalLength;
			state.spot.length = spotLength;
			state.rectArea.length = rectAreaLength;
			state.point.length = pointLength;
			state.hemi.length = hemiLength;

			state.sunShadow.length = numSunShadows;
			state.sunShadowMap.length = numSunShadows;
			state.sunShadowMatrix.length = numSunShadowCascades;
			state.sunShadowCascade.length = numSunShadowCascades;
			state.directionalShadow.length = numDirectionalShadows;
			state.directionalShadowMap.length = numDirectionalShadows;
			state.directionalShadowMatrix.length = numDirectionalShadows;
			state.pointShadow.length = numPointShadows;
			state.pointShadowMap.length = numPointShadows;
			state.pointShadowMatrix.length = numPointShadows;
			state.spotShadow.length = numSpotShadows;
			state.spotShadowMap.length = numSpotShadows;
			state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;
			state.spotLightMap.length = numSpotMaps;
			state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;
			state.numLightProbes = numLightProbes;

			hash.sunLength = sunLength;
			hash.directionalLength = directionalLength;
			hash.pointLength = pointLength;
			hash.spotLength = spotLength;
			hash.rectAreaLength = rectAreaLength;
			hash.hemiLength = hemiLength;

			hash.numSunShadows = numSunShadows;
			hash.numDirectionalShadows = numDirectionalShadows;
			hash.numPointShadows = numPointShadows;
			hash.numSpotShadows = numSpotShadows;
			hash.numSpotMaps = numSpotMaps;

			hash.numLightProbes = numLightProbes;

			state.version = nextVersion ++;

		}

	}

	function setupView( lights, camera ) {

		let sunLength = 0;
		let directionalLength = 0;
		let pointLength = 0;
		let spotLength = 0;
		let rectAreaLength = 0;
		let hemiLength = 0;

		const viewMatrix = camera.matrixWorldInverse;

		for ( let i = 0, l = lights.length; i < l; i ++ ) {

			const light = lights[ i ];

			if ( light.isSunLight ) {

				const uniforms = state.sun[ sunLength ];

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );

				sunLength ++;

			} else if ( light.isDirectionalLight ) {

				const uniforms = state.directional[ directionalLength ];

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				vector3.setFromMatrixPositi