THREE.CullFaceNone
		THREE.CullFaceBack
		THREE.CullFaceFront
		THREE.CullFaceFrontBack
		
		
		[page:constant CullFaceNone] disables face culling.
		[page:constant CullFaceBack] culls back faces (default).
		[page:constant CullFaceFront] culls front faces.
		[page:constant CullFaceFrontBack] culls both front and back faces.
		
		THREE.BasicShadowMap
		THREE.PCFShadowMap
		THREE.PCFSoftShadowMap
		THREE.VSMShadowMap
		
		
		These define the WebGLRenderer's [page:WebGLRenderer.shadowMap.type shadowMap.type] property.
		[page:constant BasicShadowMap] gives unfiltered shadow maps - fastest, but lowest quality.
		[page:constant PCFShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm (default).
		[page:constant PCFSoftShadowMap] filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with better soft shadows especially when using low-resolution shadow maps.
		[page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm. When using VSMShadowMap all shadow receivers will also cast shadows.
		
		THREE.NoToneMapping
		THREE.LinearToneMapping
		THREE.ReinhardToneMapping
		THREE.CineonToneMapping
		THREE.ACESFilmicToneMapping
		THREE.CustomToneMapping
		
		These define the WebGLRenderer's [page:WebGLRenderer.toneMapping toneMapping] property. This is used to approximate the appearance of high dynamic range (HDR) on the low dynamic range medium of a standard computer monitor or mobile device's screen.
THREE.LinearToneMapping, THREE.ReinhardToneMapping, THREE.CineonToneMapping and THREE.ACESFilmicToneMapping are built-in implementations of tone mapping. THREE.CustomToneMapping expects a custom implementation by modyfing GLSL code of the material's fragment shader. See the [example:webgl_tonemapping WebGL / tonemapping] example.
[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]