<!-- NEW7 — TEST 7 · THE WOVEN CITY · part 198 -->
break;

					case 'v4':
						this.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
						break;

					case 'm3':
						this.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
						break;

					case 'm4':
						this.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
						break;

					default:
						this.uniforms[ name ].value = uniform.value;

				}

			}

		}

		if ( json.defines !== undefined ) this.defines = json.defines;
		if ( json.vertexShader !== undefined ) this.vertexShader = json.vertexShader;
		if ( json.fragmentShader !== undefined ) this.fragmentShader = json.fragmentShader;
		if ( json.glslVersion !== undefined ) this.glslVersion = json.glslVersion;

		if ( json.extensions !== undefined ) {

			for ( const key in json.extensions ) {

				this.extensions[ key ] = json.extensions[ key ];

			}

		}

		if ( json.lights !== undefined ) this.lights = json.lights;
		if ( json.clipping !== undefined ) this.clipping = json.clipping;

		return this;

	}

}

/**
 * This class works just like {@link ShaderMaterial}, except that definitions
 * of built-in uniforms and attributes are not automatically prepended to the
 * GLSL shader code.
 *
 * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
 *
 * @augments ShaderMaterial
 */
class RawShaderMaterial extends ShaderMaterial {

	/**
	 * Constructs a new raw shader material.
	 *
	 * @param {Object} [parameters] - An object with one or more properties
	 * defining the material's appearance. Any property of the material
	 * (including any property from inherited materials) can be passed
	 * in here. Color values can be passed any type of value accepted
	 * by {@link Color#set}.
	 */
	constructor( parameters ) {

		super( parameters );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isRawShaderMaterial = true;

		this.type = 'RawShaderMaterial';

	}

}

/**
 * A standard physically based material, using Metallic-Roughness workflow.
 *
 * Physically based rendering (PBR) has recently become the standard in many
 * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
 * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
 * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
 *
 * This approach differs from older approaches in that instead of using
 * approximations for the way in which light interacts with a surface, a
 * physically correct model is used. The idea is that, instead of tweaking
 * materials to look good under specific lighting, a material can be created
 * that will react 'correctly' under all lighting scenarios.
 *
 * In practice this gives a more accurate and realistic looking result than
 * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
 * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
 * shading.
 *
 * Note that for best results you should always specify an environment map when using this material.
 *
 * For a non-technical introduction to the concept of PBR and how to set up a
 * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
 *
 * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
 * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
 *
 * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
 * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
 * (pdf), by Brent Burley.
 *
 * @augments Material
 * @demo scenes/material-browser.html#MeshStandardMaterial
 */
class MeshStandardMaterial extends Material {

	/**
	 * Constructs a new mesh standard material.
	 *
	 * @param {Object} [parameters] - An object with one or more properties
	 * defining the material's appearance. Any property of the material
	 * (including any property from inherited materials) can be passed
	 * in here. Color values can be passed any type of value accepted
	 * by {@link Color#set}.
	 */
	constructor( parameters ) {

		super();

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isMeshStandardMaterial = true;

		this.type = 'MeshStandardMaterial';

		this.defines = { 'STANDARD': '' };

		/**
		 * Color of the material.
		 *
		 * @type {Color}
		 * @default (1,1,1)
		 */
		this.color = new Color( 0xffffff ); // diffuse

		/**
		 * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
		 * means fully diffuse. If `roughnessMap` is als