<!-- NEW1 — TEST 1 · THE LIVING DISTRICT · part 238 -->
h color fading from
 * the sky color to the ground color.
 *
 * This light cannot be used to cast shadows.
 *
 * ```js
 * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
 * scene.add( light );
 * ```
 *
 * @augments Light
 */
class HemisphereLight extends Light {

	/**
	 * Constructs a new hemisphere light.
	 *
	 * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
	 * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
	 * @param {number} [intensity=1] - The light's strength/intensity.
	 */
	constructor( skyColor, groundColor, intensity ) {

		super( skyColor, intensity );

		/**
		 * This flag can be used for type testing.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isHemisphereLight = true;

		this.type = 'HemisphereLight';

		this.position.copy( Object3D.DEFAULT_UP );
		this.updateMatrix();

		/**
		 * The light's ground color.
		 *
		 * @type {Color}
		 */
		this.groundColor = new Color( groundColor );

	}

	copy( source, recursive ) {

		super.copy( source, recursive );

		this.groundColor.copy( source.groundColor );

		return this;

	}

	toJSON( meta ) {

		const data = super.toJSON( meta );

		data.object.groundColor = this.groundColor.getHex();

		return data;

	}

}

const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
const _lightPositionWorld = /*@__PURE__*/ new Vector3();
const _lookTarget = /*@__PURE__*/ new Vector3();

/**
 * Abstract base class for light shadow classes. These classes
 * represent the shadow configuration for different light types.
 *
 * @abstract
 */
class LightShadow {

	/**
	 * Constructs a new light shadow.
	 *
	 * @param {Camera} camera - The light's view of the world.
	 */
	constructor( camera ) {

		/**
		 * The light's view of the world.
		 *
		 * @type {Camera}
		 */
		this.camera = camera;

		/**
		 * The intensity of the shadow. The default is `1`.
		 * Valid values are in the range `[0, 1]`.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.intensity = 1;

		/**
		 * Shadow map bias, how much to add or subtract from the normalized depth
		 * when deciding whether a surface is in shadow.
		 *
		 * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
		 * may help reduce artifacts in shadows.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.bias = 0;

		/**
		 * A node version of `bias`. Only supported with `WebGPURenderer`.
		 *
		 * If a bias node is defined, `bias` has no effect.
		 *
		 * @type {?Node<float>}
		 * @default null
		 */
		this.biasNode = null;

		/**
		 * Defines how much the position used to query the shadow map is offset along
		 * the object normal. The default is `0`. Increasing this value can be used to
		 * reduce shadow acne especially in large scenes where light shines onto
		 * geometry at a shallow angle. The cost is that shadows may appear distorted.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.normalBias = 0;

		/**
		 * Setting this to values greater than 1 will blur the edges of the shadow.
		 * High values will cause unwanted banding effects in the shadows - a greater
		 * map size will allow for a higher value to be used here before these effects
		 * become visible.
		 *
		 * The property has no effect when the shadow map type is `BasicShadowMap`.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.radius = 1;

		/**
		 * The amount of samples to use when blurring a VSM shadow map.
		 *
		 * @type {number}
		 * @default 8
		 */
		this.blurSamples = 8;

		/**
		 * Defines the width and height of the shadow map. Higher values give better quality
		 * shadows at the cost of computation time. Values must be powers of two.
		 *
		 * @type {Vector2}
		 * @default (512,512)
		 */
		this.mapSize = new Vector2( 512, 512 );

		/**
		 * The type of shadow texture. The default is `UnsignedByteType`.
		 *
		 * @type {number}
		 * @default UnsignedByteType
		 */
		this.mapType = UnsignedByteType;

		/**
		 * The depth map generated using the internal camera; a location beyond a
		 * pixel's depth is in shadow. Computed internally during rendering.
		 *
		 * @type {?RenderTarget}
		 * @default null
		 */
		this.map = null;

		/**
		 * The distribution map generated using the internal camera; an occlusion is
		 * calculated based on the distribution of depths. Computed internally during
		 * rendering.
		 *
		 * @type {?RenderTarget}
		 * @default null
		 */
		this.mapPass = null;

		/**
		 * Model to shadow camera space, to compute location and depth in shadow map.
		 * This is computed internally during rendering.
		 *
		 * @type {Matrix4}
		 */
		this.matrix = new Matrix4();

		/**
		 * Enables automatic updates of the light's shadow. If you do not require dynamic
		 * lighting / shadows, you may set this to `false`.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.autoUpdate = true;

		/**
		 * When set to `true`, shadow maps will be u