<!-- NEW7 — TEST 7 · THE WOVEN CITY · part 429 -->
	// new material

				material.addEventListener( 'dispose', onMaterialDispose );

				programs = new Map();
				materialProperties.programs = programs;

			}

			let program = programs.get( programCacheKey );

			if ( program !== undefined ) {

				// early out if program and light state is identical

				if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {

					updateCommonMaterialProperties( material, parameters );

					return program;

				}

			} else {

				parameters.uniforms = programCache.getUniforms( material );

				// Use node builder for node materials if available
				if ( _nodesHandler !== null && material.isNodeMaterial ) {

					_nodesHandler.build( material, object, parameters );

				}

				material.onBeforeCompile( parameters, _this );

				program = programCache.acquireProgram( parameters, programCacheKey );
				programs.set( programCacheKey, program );

				materialProperties.uniforms = parameters.uniforms;

			}

			const uniforms = materialProperties.uniforms;

			if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {

				uniforms.clippingPlanes = clipping.uniform;

			}

			updateCommonMaterialProperties( material, parameters );

			// store the light setup it was created for

			materialProperties.needsLights = materialNeedsLights( material );
			materialProperties.lightsStateVersion = lightsStateVersion;

			if ( materialProperties.needsLights ) {

				// wire up the material to this renderer's lighting state

				uniforms.ambientLightColor.value = lights.state.ambient;
				uniforms.lightProbe.value = lights.state.probe;
				uniforms.sunLights.value = lights.state.sun;
				uniforms.sunLightShadows.value = lights.state.sunShadow;
				uniforms.directionalLights.value = lights.state.directional;
				uniforms.directionalLightShadows.value = lights.state.directionalShadow;
				uniforms.spotLights.value = lights.state.spot;
				uniforms.spotLightShadows.value = lights.state.spotShadow;
				uniforms.rectAreaLights.value = lights.state.rectArea;
				uniforms.ltc_1.value = lights.state.rectAreaLTC1;
				uniforms.ltc_2.value = lights.state.rectAreaLTC2;
				uniforms.pointLights.value = lights.state.point;
				uniforms.pointLightShadows.value = lights.state.pointShadow;
				uniforms.hemisphereLights.value = lights.state.hemi;

				uniforms.sunShadowMatrix.value = lights.state.sunShadowMatrix;
				uniforms.sunShadowCascade.value = lights.state.sunShadowCascade;
				uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
				uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
				uniforms.spotLightMap.value = lights.state.spotLightMap;
				uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
				// TODO (abelnation): add area lights shadow info to uniforms

			}

			materialProperties.lightProbeGrid = currentRenderState.state.lightProbeGridArray.length > 0;

			materialProperties.currentProgram = program;
			materialProperties.uniformsList = null;

			return program;

		}

		function getUniformList( materialProperties ) {

			if ( materialProperties.uniformsList === null ) {

				const progUniforms = materialProperties.currentProgram.getUniforms();
				materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );

			}

			return materialProperties.uniformsList;

		}

		function updateCommonMaterialProperties( material, parameters ) {

			const materialProperties = properties.get( material );

			materialProperties.outputColorSpace = parameters.outputColorSpace;
			materialProperties.batching = parameters.batching;
			materialProperties.batchingColor = parameters.batchingColor;
			materialProperties.instancing = parameters.instancing;
			materialProperties.instancingColor = parameters.instancingColor;
			materialProperties.instancingMorph = parameters.instancingMorph;
			materialProperties.skinning = parameters.skinning;
			materialProperties.morphTargets = parameters.morphTargets;
			materialProperties.morphNormals = parameters.morphNormals;
			materialProperties.morphColors = parameters.morphColors;
			materialProperties.morphTargetsCount = parameters.morphTargetsCount;
			materialProperties.numClippingPlanes = parameters.numClippingPlanes;
			materialProperties.numIntersection = parameters.numClipIntersection;
			materialProperties.vertexAlphas = parameters.vertexAlphas;
			materialProperties.vertexTangents = parameters.vertexTangents;
			materialProperties.toneMapping = parameters.toneMapping;

		}

		function findLightProbeGrid( volumes, object ) {

			if ( volumes.length === 0 ) return null;

			if ( volumes.length === 1 ) {

				return volumes[ 0 ].texture !== null ? volumes[ 0 ] : null;

			}

			objectPosition.setFromMatrixPosition( object.matrixWorld );

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

				const 