<!-- SOLIDIVISM · part 491 -->
re;

				if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {

					isRenderTarget3D = true;

				}

				const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;

				if ( renderTarget.isWebGLCubeRenderTarget ) {

					if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {

						framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];

					} else {

						framebuffer = __webglFramebuffer[ activeCubeFace ];

					}

					isCube = true;

				} else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {

					framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;

				} else {

					if ( Array.isArray( __webglFramebuffer ) ) {

						framebuffer = __webglFramebuffer[ activeMipmapLevel ];

					} else {

						framebuffer = __webglFramebuffer;

					}

				}

				_currentViewport.copy( renderTarget.viewport );
				_currentScissor.copy( renderTarget.scissor );
				_currentScissorTest = renderTarget.scissorTest;

			} else {

				_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
				_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
				_currentScissorTest = _scissorTest;

			}

			// Use a scratch frame buffer if rendering to a mip level to avoid depth buffers
			// being bound that are different sizes.
			if ( activeMipmapLevel !== 0 ) {

				framebuffer = _scratchFramebuffer;

			}

			const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

			if ( framebufferBound ) {

				state.drawBuffers( renderTarget, framebuffer );

			}

			state.viewport( _currentViewport );
			state.scissor( _currentScissor );
			state.setScissorTest( _currentScissorTest );

			if ( isCube ) {

				const textureProperties = properties.get( renderTarget.texture );
				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );

			} else if ( isRenderTarget3D ) {

				const layer = activeCubeFace;

				for ( let i = 0; i < renderTarget.textures.length; i ++ ) {

					const textureProperties = properties.get( renderTarget.textures[ i ] );

					_gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, textureProperties.__webglTexture, activeMipmapLevel, layer );

				}

			} else if ( renderTarget !== null && activeMipmapLevel !== 0 ) {

				// Only bind the frame buffer if we are using a scratch frame buffer to render to a mipmap.
				// If we rebind the texture when using a multi sample buffer then an error about inconsistent samples will be thrown.
				const textureProperties = properties.get( renderTarget.texture );
				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, textureProperties.__webglTexture, activeMipmapLevel );

			}

			_currentMaterialId = -1; // reset current material to ensure correct uniform bindings

		};

		function getReadableState( texture ) {

			const textureProperties = properties.get( texture );

			if ( textureProperties.__readFormat !== texture.format || textureProperties.__readType !== texture.type ) {

				textureProperties.__readFormat = texture.format;
				textureProperties.__readType = texture.type;
				textureProperties.__formatReadable = capabilities.textureFormatReadable( texture.format );
				textureProperties.__typeReadable = capabilities.textureTypeReadable( texture.type );

			}

			return textureProperties;

		}

		/**
		 * Reads the pixel data from the given render target into the given buffer.
		 *
		 * @param {WebGLRenderTarget} renderTarget - The render target to read from.
		 * @param {number} x - The `x` coordinate of the copy region's origin.
		 * @param {number} y - The `y` coordinate of the copy region's origin.
		 * @param {number} width - The width of the copy region.
		 * @param {number} height - The height of the copy region.
		 * @param {TypedArray} buffer - The result buffer.
		 * @param {number} [activeCubeFaceIndex] - The active cube face index.
		 * @param {number} [textureIndex=0] - The texture index of an MRT render target.
		 */
		this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0 ) {

			if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {

				error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
				return;

			}

			let framebuffer = properties.get( renderTarget ).__webglFramebuffer;

			if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {

				framebuffer = framebuffer[ activeCubeFaceIndex ];

			}

			if ( framebuffer ) {

				state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

				try {

					const texture = renderTarget.textures[ textureIndex ];
					const textureFormat = texture.format;
					const text