<!-- NEW7 — TEST 7 · THE WOVEN CITY · part 428 -->
ansmission render pass requires viewport to match the transmissionRenderTarget.
			const currentCameraViewport = camera.viewport;
			if ( camera.viewport !== undefined ) camera.viewport = undefined;

			currentRenderState.setupLightsView( camera );

			if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );

			renderObjects( opaqueObjects, scene, camera );

			textures.updateMultisampleRenderTarget( transmissionRenderTarget );
			textures.updateRenderTargetMipmap( transmissionRenderTarget );

			if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131

				let renderTargetNeedsUpdate = false;

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

					const renderItem = transmissiveObjects[ i ];

					const { object, geometry, material, group } = renderItem;

					if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {

						const currentSide = material.side;

						material.side = BackSide;
						material.needsUpdate = true;

						renderObject( object, scene, camera, geometry, material, group );

						material.side = currentSide;
						material.needsUpdate = true;

						renderTargetNeedsUpdate = true;

					}

				}

				if ( renderTargetNeedsUpdate === true ) {

					textures.updateMultisampleRenderTarget( transmissionRenderTarget );
					textures.updateRenderTargetMipmap( transmissionRenderTarget );

				}

			}

			_this.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );

			_this.setClearColor( _currentClearColor, _currentClearAlpha );

			if ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport;

			_this.toneMapping = currentToneMapping;

		}

		function renderObjects( renderList, scene, camera ) {

			const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;

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

				const renderItem = renderList[ i ];

				const { object, geometry, group } = renderItem;
				let material = renderItem.material;

				if ( material.allowOverride === true && overrideMaterial !== null ) {

					material = overrideMaterial;

				}

				if ( object.layers.test( camera.layers ) ) {

					renderObject( object, scene, camera, geometry, material, group );

				}

			}

		}

		function renderObject( object, scene, camera, geometry, material, group ) {

			if ( _nodesHandler !== null && material.isNodeMaterial ) _nodesHandler.setObject( object, material );
			object.onBeforeRender( _this, scene, camera, geometry, material, group );

			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

			material.onBeforeRender( _this, scene, camera, geometry, object, group );

			if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {

				material.side = BackSide;
				material.needsUpdate = true;
				_this.renderBufferDirect( camera, scene, geometry, material, object, group );

				material.side = FrontSide;
				material.needsUpdate = true;
				_this.renderBufferDirect( camera, scene, geometry, material, object, group );

				material.side = DoubleSide;

			} else {

				_this.renderBufferDirect( camera, scene, geometry, material, object, group );

			}

			object.onAfterRender( _this, scene, camera, geometry, material, group );

		}

		function getProgram( material, scene, object ) {

			if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...

			const materialProperties = properties.get( material );

			const lights = currentRenderState.state.lights;
			const shadowsArray = currentRenderState.state.shadowsArray;

			const lightsStateVersion = lights.state.version;

			const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object, currentRenderState.state.lightProbeGridArray );
			const programCacheKey = programCache.getProgramCacheKey( parameters );

			let programs = materialProperties.programs;

			// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change

			materialProperties.environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null;
			materialProperties.fog = scene.fog;

			const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap );
			materialProperties.envMap = environments.get( material.envMap || materialProperties.environment, usePMREM );
			materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;

			if ( programs === undefined ) {

			