text: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  // WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". //
  //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  import { WebGLLights } from './WebGLLights.js'
  function WebGLRenderState() {
  
  	var lights = new WebGLLights();
  
  	var lightsArray = [];
  	var shadowsArray = [];
  
  	function init() {
  
  		lightsArray.length = 0;
  		shadowsArray.length = 0;
  
  	}
  
  	function pushLight( light ) {
  
  		lightsArray.push( light );
  
  	}
  
  	function pushShadow( shadowLight ) {
  
  		shadowsArray.push( shadowLight );
  
  	}
  
  	function setupLights( camera ) {
  
  		lights.setup( lightsArray, shadowsArray, camera );
  
  	}
  
  	var state = {
  		lightsArray: lightsArray,
  		shadowsArray: shadowsArray,
  
  		lights: lights
  	};
  
  	return {
  		init: init,
  		state: state,
  		setupLights: setupLights,
  
  		pushLight: pushLight,
  		pushShadow: pushShadow
  	};
  
  }
  
  function WebGLRenderStates() {
  
  	var renderStates = {};
  
  	function onSceneDispose( event ) {
  
  		var scene = event.target;
  
  		scene.removeEventListener( 'dispose', onSceneDispose );
  
  		delete renderStates[ scene.id ];
  
  	}
  
  	function get( scene, camera ) {
  
  		var renderState;
  
  		if ( renderStates[ scene.id ] === undefined ) {
  
  			renderState = new WebGLRenderState();
  			renderStates[ scene.id ] = {};
  			renderStates[ scene.id ][ camera.id ] = renderState;
  
  			scene.addEventListener( 'dispose', onSceneDispose );
  
  		} else {
  
  			if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
  
  				renderState = new WebGLRenderState();
  				renderStates[ scene.id ][ camera.id ] = renderState;
  
  			} else {
  
  				renderState = renderStates[ scene.id ][ camera.id ];
  
  			}
  
  		}
  
  		return renderState;
  
  	}
  
  	function dispose() {
  
  		renderStates = {};
  
  	}
  
  	return {
  		get: get,
  		dispose: dispose
  	};
  
  }
  ;
  
  export { WebGLRenderStates }
  