at32Buffer[ i + 2 ] = z;

					// color (last 4 bytes)

					const vx = ( x / n ) + 0.5;
					const vy = ( y / n ) + 0.5;
					const vz = ( z / n ) + 0.5;

					color.setRGB( vx, vy, vz, THREE.SRGBColorSpace );

					const j = ( i + 3 ) * 4;

					interleavedUint8Buffer[ j + 0 ] = color.r * 255;
					interleavedUint8Buffer[ j + 1 ] = color.g * 255;
					interleavedUint8Buffer[ j + 2 ] = color.b * 255;
					interleavedUint8Buffer[ j + 3 ] = 0; // not needed

				}

				const interleavedBuffer32 = new THREE.I