<!-- NEW7 — TEST 7 · THE WOVEN CITY · part 385 -->
ilMask = stencilMask;

				}

			},

			setFunc: function ( stencilFunc, stencilRef, stencilMask ) {

				if ( currentStencilFunc !== stencilFunc ||
				     currentStencilRef !== stencilRef ||
				     currentStencilFuncMask !== stencilMask ) {

					gl.stencilFunc( stencilFunc, stencilRef, stencilMask );

					currentStencilFunc = stencilFunc;
					currentStencilRef = stencilRef;
					currentStencilFuncMask = stencilMask;

				}

			},

			setOp: function ( stencilFail, stencilZFail, stencilZPass ) {

				if ( currentStencilFail !== stencilFail ||
				     currentStencilZFail !== stencilZFail ||
				     currentStencilZPass !== stencilZPass ) {

					gl.stencilOp( stencilFail, stencilZFail, stencilZPass );

					currentStencilFail = stencilFail;
					currentStencilZFail = stencilZFail;
					currentStencilZPass = stencilZPass;

				}

			},

			setLocked: function ( lock ) {

				locked = lock;

			},

			setClear: function ( stencil ) {

				if ( currentStencilClear !== stencil ) {

					gl.clearStencil( stencil );
					currentStencilClear = stencil;

				}

			},

			reset: function () {

				locked = false;

				currentStencilMask = null;
				currentStencilFunc = null;
				currentStencilRef = null;
				currentStencilFuncMask = null;
				currentStencilFail = null;
				currentStencilZFail = null;
				currentStencilZPass = null;
				currentStencilClear = null;

			}

		};

	}

	//

	const colorBuffer = new ColorBuffer();
	const depthBuffer = new DepthBuffer();
	const stencilBuffer = new StencilBuffer();

	const uboBindings = new WeakMap();
	const uboProgramMap = new WeakMap();

	let enabledCapabilities = {};
	let parameters = {};

	let currentBoundFramebuffers = {};
	let currentDrawbuffers = new WeakMap();
	let defaultDrawbuffers = [];

	let currentProgram = null;

	let currentBlendingEnabled = false;
	let currentBlending = null;
	let currentBlendEquation = null;
	let currentBlendSrc = null;
	let currentBlendDst = null;
	let currentBlendEquationAlpha = null;
	let currentBlendSrcAlpha = null;
	let currentBlendDstAlpha = null;
	let currentBlendColor = new Color( 0, 0, 0 );
	let currentBlendAlpha = 0;
	let currentPremultipledAlpha = false;

	let currentFlipSided = null;
	let currentCullFace = null;

	let currentLineWidth = null;

	let currentPolygonOffsetFactor = null;
	let currentPolygonOffsetUnits = null;

	const maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );

	let lineWidthAvailable = false;
	let version = 0;
	const glVersion = gl.getParameter( gl.VERSION );

	if ( glVersion.indexOf( 'WebGL' ) !== -1 ) {

		version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] );
		lineWidthAvailable = ( version >= 1.0 );

	} else if ( glVersion.indexOf( 'OpenGL ES' ) !== -1 ) {

		version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] );
		lineWidthAvailable = ( version >= 2.0 );

	}

	let currentTextureSlot = null;
	let currentBoundTextures = {};

	const scissorParam = gl.getParameter( gl.SCISSOR_BOX );
	const viewportParam = gl.getParameter( gl.VIEWPORT );

	const currentScissor = new Vector4().fromArray( scissorParam );
	const currentViewport = new Vector4().fromArray( viewportParam );

	function createTexture( type, target, count, dimensions ) {

		const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
		const texture = gl.createTexture();

		gl.bindTexture( type, texture );
		gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
		gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );

		for ( let i = 0; i < count; i ++ ) {

			if ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) {

				gl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );

			} else {

				gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );

			}

		}

		return texture;

	}

	const emptyTextures = {};
	emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
	emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );
	emptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 );
	emptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 );

	// init

	colorBuffer.setClear( 0, 0, 0, 1 );
	depthBuffer.setClear( 1 );
	stencilBuffer.setClear( 0 );

	enable( gl.DEPTH_TEST );
	depthBuffer.setFunc( LessEqualDepth );

	setFlipSided( false );
	setCullFace( CullFaceBack );
	enable( gl.CULL_FACE );

	setBlending( NoBlending );

	//

	function enable( id ) {

		if ( enabledCapabilities[ id ] !== true ) {

			gl.enable( id );
			enabledCapabilities[ id ] = true;

		}

	}

	function disable( id ) {

		if ( enabledCapabilities[ id ] !== false ) {

			gl.disable( id );
			enabledCapabilities[ id ] = false;

		}

	}

	function bindFramebuffer( target, framebuffer ) {

		if ( currentBoundFramebuffers[ target ] !=