<!-- NEW6 — TEST 6 · THE FIVE SHORES · part 438 -->
} before it has been
		 * rendered to.
		 *
		 * @param {WebGLRenderTarget} target - The render target.
		 */
		this.initRenderTarget = function ( target ) {

			if ( properties.get( target ).__webglFramebuffer === undefined ) {

				textures.setupRenderTarget( target );

			}

		};

		/**
		 * Initializes the given texture. Useful for preloading a texture rather than waiting until first
		 * render (which can cause noticeable lags due to decode and GPU upload overhead).
		 *
		 * @param {Texture} texture - The texture.
		 */
		this.initTexture = function ( texture ) {

			if ( texture.isCubeTexture ) {

				textures.setTextureCube( texture, 0 );

			} else if ( texture.isData3DTexture ) {

				textures.setTexture3D( texture, 0 );

			} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {

				textures.setTexture2DArray( texture, 0 );

			} else {

				textures.setTexture2D( texture, 0 );

			}

			state.unbindTexture();

		};

		/**
		 * Can be used to reset the internal WebGL state. This method is mostly
		 * relevant for applications which share a single WebGL context across
		 * multiple WebGL libraries.
		 */
		this.resetState = function () {

			_currentActiveCubeFace = 0;
			_currentActiveMipmapLevel = 0;
			_currentRenderTarget = null;

			state.reset();
			bindingStates.reset();

		};

		if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {

			__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );

		}

	}

	/**
	 * Defines the coordinate system of the renderer.
	 *
	 * In `WebGLRenderer`, the value is always `WebGLCoordinateSystem`.
	 *
	 * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
	 * @default WebGLCoordinateSystem
	 * @readonly
	 */
	get coordinateSystem() {

		return WebGLCoordinateSystem;

	}

	/**
	 * Defines the output color space of the renderer.
	 *
	 * @type {SRGBColorSpace|LinearSRGBColorSpace}
	 * @default SRGBColorSpace
	 */
	get outputColorSpace() {

		return this._outputColorSpace;

	}

	set outputColorSpace( colorSpace ) {

		this._outputColorSpace = colorSpace;

		const gl = this.getContext();
		gl.drawingBufferColorSpace = ColorManagement._getDrawingBufferColorSpace( colorSpace );
		gl.unpackColorSpace = ColorManagement._getUnpackColorSpace();

	}

}

export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, ArrayCamera, BackSide, BoxGeometry, BufferAttribute, BufferGeometry, ByteType, CineonToneMapping, ClampToEdgeWrapping, Color, ColorManagement, ConstantAlphaFactor, ConstantColorFactor, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeUVReflectionMapping, CullFaceBack, CullFaceFront, CullFaceNone, CustomBlending, CustomToneMapping, Data3DTexture, DataArrayTexture, DataTexture, DepthFormat, DepthStencilFormat, DepthTexture, DoubleSide, DstAlphaFactor, DstColorFactor, EqualCompare, EqualDepth, EquirectangularReflectionMapping, EquirectangularRefractionMapping, EventDispatcher, ExternalTexture, Float32BufferAttribute, FloatType, FrontSide, Frustum, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, HalfFloatType, IntType, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NoBlending, NoColorSpace, NoToneMapping, NormalBlending, NotEqualCompare, NotEqualDepth, ObjectSpaceNormalMap, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, PerspectiveCamera, Plane, PlaneGeometry, R11_EAC_Format, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, RedFormat, RedIntegerFormat, ReinhardToneMapping, Re