<!-- SOLUV · part 200 -->
ce.defines );

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;

		this.fog = source.fog;
		this.lights = source.lights;
		this.clipping = source.clipping;

		this.extensions = Object.assign( {}, source.extensions );

		this.glslVersion = source.glslVersion;

		this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );

		this.index0AttributeName = source.index0AttributeName;

		this.uniformsNeedUpdate = source.uniformsNeedUpdate;

		return this;

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		data.glslVersion = this.glslVersion;
		data.uniforms = {};

		for ( const name in this.uniforms ) {

			const uniform = this.uniforms[ name ];
			const value = uniform.value;

			if ( value && value.isTexture ) {

				data.uniforms[ name ] = {
					type: 't',
					value: value.toJSON( meta ).uuid
				};

			} else if ( value && value.isColor ) {

				data.uniforms[ name ] = {
					type: 'c',
					value: value.getHex()
				};

			} else if ( value && value.isVector2 ) {

				data.uniforms[ name ] = {
					type: 'v2',
					value: value.toArray()
				};

			} else if ( value && value.isVector3 ) {

				data.uniforms[ name ] = {
					type: 'v3',
					value: value.toArray()
				};

			} else if ( value && value.isVector4 ) {

				data.uniforms[ name ] = {
					type: 'v4',
					value: value.toArray()
				};

			} else if ( value && value.isMatrix3 ) {

				data.uniforms[ name ] = {
					type: 'm3',
					value: value.toArray()
				};

			} else if ( value && value.isMatrix4 ) {

				data.uniforms[ name ] = {
					type: 'm4',
					value: value.toArray()
				};

			} else {

				data.uniforms[ name ] = {
					value: value
				};

				// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far

			}

		}

		if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;

		data.vertexShader = this.vertexShader;
		data.fragmentShader = this.fragmentShader;

		data.lights = this.lights;
		data.clipping = this.clipping;

		const extensions = {};

		for ( const key in this.extensions ) {

			if ( this.extensions[ key ] === true ) extensions[ key ] = true;

		}

		if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;

		return data;

	}

	/**
	 * Deserializes the material from the given JSON.
	 *
	 * @param {Object} json - The JSON holding the serialized material.
	 * @param {Object<string,Texture>} textures - A dictionary holding textures referenced by the material.
	 * @return {ShaderMaterial} A reference to this material.
	 */
	fromJSON( json, textures ) {

		super.fromJSON( json, textures );

		if ( json.uniforms !== undefined ) {

			for ( const name in json.uniforms ) {

				const uniform = json.uniforms[ name ];

				this.uniforms[ name ] = {};

				switch ( uniform.type ) {

					case 't':
						this.uniforms[ name ].value = textures[ uniform.value ] || null;
						break;

					case 'c':
						this.uniforms[ name ].value = new Color().setHex( uniform.value );
						break;

					case 'v2':
						this.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
						break;

					case 'v3':
						this.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
						break;

					case 'v4':
						this.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
						break;

					case 'm3':
						this.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
						break;

					case 'm4':
						this.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
						break;

					default:
						this.uniforms[ name ].value = uniform.value;

				}

			}

		}

		if ( json.defines !== undefined ) this.defines = json.defines;
		if ( json.vertexShader !== undefined ) this.vertexShader = json.vertexShader;
		if ( json.fragmentShader !== undefined ) this.fragmentShader = json.fragmentShader;
		if ( json.glslVersion !== undefined ) this.glslVersion = json.glslVersion;

		if ( json.extensions !== undefined ) {

			for ( const key in json.extensions ) {

				this.extensions[ key ] = json.extensions[ key ];

			}

		}

		if ( json.lights !== undefined ) this.lights = json.lights;
		if ( json.clipping !== undefined ) this.clipping = json.clipping;

		return this;

	}

}

/**
 * This class works just like {@link ShaderMaterial}, except that definitions
 * of built-in uniforms and attributes are not automatically prepended to the
 * GLSL shader code.
 *
 * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
 *
 * @augments ShaderMaterial
 */
class RawShaderMaterial extends ShaderMaterial {

	/**
	 * Constructs a new raw shader material.
	 *
	 * @param {Object} [parameters] - An object with one or more properties
	 * defining the material's appearance. Any property of the material
	 * (including any property from inherited materials) can be passed
	 * in here. Color values can be passed any type of value accepted
	 * by {@link Color#set}.
	 */