I suggest you do this:
renderer.outputEncoding = THREE.sRGBEncoding;
And when you load your diffuse texture (the texture that you assign to map
) configure it like so:
comingTexture.encoding = THREE.sRGBEncoding;
You also want to configure the environment map with this encoding. You then have a proper sRGB workflow.
BTW: Tone mapping is only required if you are using a HDR environment map. Since this seems not the case in your app, remove the line like suggested by @Nimil_George.