<!-- SOLIDIVISM · part 437 -->
Length = hemiLength;

			hash.numSunShadows = numSunShadows;
			hash.numDirectionalShadows = numDirectionalShadows;
			hash.numPointShadows = numPointShadows;
			hash.numSpotShadows = numSpotShadows;
			hash.numSpotMaps = numSpotMaps;

			hash.numLightProbes = numLightProbes;

			state.version = nextVersion ++;

		}

	}

	function setupView( lights, camera ) {

		let sunLength = 0;
		let directionalLength = 0;
		let pointLength = 0;
		let spotLength = 0;
		let rectAreaLength = 0;
		let hemiLength = 0;

		const viewMatrix = camera.matrixWorldInverse;

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

			const light = lights[ i ];

			if ( light.isSunLight ) {

				const uniforms = state.sun[ sunLength ];

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );

				sunLength ++;

			} else if ( light.isDirectionalLight ) {

				const uniforms = state.directional[ directionalLength ];

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				vector3.setFromMatrixPosition( light.target.matrixWorld );
				uniforms.direction.sub( vector3 );
				uniforms.direction.transformDirection( viewMatrix );

				directionalLength ++;

			} else if ( light.isSpotLight ) {

				const uniforms = state.spot[ spotLength ];

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				vector3.setFromMatrixPosition( light.target.matrixWorld );
				uniforms.direction.sub( vector3 );
				uniforms.direction.transformDirection( viewMatrix );

				spotLength ++;

			} else if ( light.isRectAreaLight ) {

				const uniforms = state.rectArea[ rectAreaLength ];

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				// extract local rotation of light to derive width/height half vectors
				matrix42.identity();
				matrix4.copy( light.matrixWorld );
				matrix4.premultiply( viewMatrix );
				matrix42.extractRotation( matrix4 );

				uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
				uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

				uniforms.halfWidth.applyMatrix4( matrix42 );
				uniforms.halfHeight.applyMatrix4( matrix42 );

				rectAreaLength ++;

			} else if ( light.isPointLight ) {

				const uniforms = state.point[ pointLength ];

				uniforms.position.setFromMatrixPosition( light.matrixWorld );
				uniforms.position.applyMatrix4( viewMatrix );

				pointLength ++;

			} else if ( light.isHemisphereLight ) {

				const uniforms = state.hemi[ hemiLength ];

				uniforms.direction.setFromMatrixPosition( light.matrixWorld );
				uniforms.direction.transformDirection( viewMatrix );

				hemiLength ++;

			}

		}

	}

	return {
		setup: setup,
		setupView: setupView,
		state: state
	};

}

function WebGLRenderState( extensions ) {

	const lights = new WebGLLights( extensions );

	const lightsArray = [];
	const shadowsArray = [];
	const lightProbeGridArray = [];

	function init( camera ) {

		state.camera = camera;

		lightsArray.length = 0;
		shadowsArray.length = 0;
		lightProbeGridArray.length = 0;

	}

	function pushLight( light ) {

		lightsArray.push( light );

	}

	function pushShadow( shadowLight ) {

		shadowsArray.push( shadowLight );

	}

	function pushLightProbeGrid( volume ) {

		lightProbeGridArray.push( volume );

	}

	function setupLights() {

		lights.setup( lightsArray );

	}

	function setupLightsView( camera ) {

		lights.setupView( lightsArray, camera );

	}

	const state = {
		lightsArray: lightsArray,
		shadowsArray: shadowsArray,
		lightProbeGridArray: lightProbeGridArray,

		camera: null,

		lights: lights,

		transmissionRenderTarget: {},
		textureUnits: 0
	};

	return {
		init: init,
		state: state,
		setupLights: setupLights,
		setupLightsView: setupLightsView,

		pushLight: pushLight,
		pushShadow: pushShadow,
		pushLightProbeGrid: pushLightProbeGrid
	};

}

function WebGLRenderStates( extensions ) {

	let renderStates = new WeakMap();

	function get( scene, renderCallDepth = 0 ) {

		const renderStateArray = renderStates.get( scene );
		let renderState;

		if ( renderStateArray === undefined ) {

			renderState = new WebGLRenderState( extensions );
			renderStates.set( scene, [ renderState ] );

		} else {

			if ( renderCallDepth >= renderStateArray.length ) {

				renderState = new WebGLRenderState( extensions );
				renderStateArray.push( renderState );

			} else {

				renderState = renderStateArray[ renderCallDepth ];

			}

		}

		return renderState;

	}

	function dispose() {

		renderStates = new WeakMap();

	}

	return {
		get: get,
		dispose: dispose
	};

}

const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";

const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\nvoid main() {\n\tconst float samples = flo