<!-- NEW1 — TEST 1 · THE LIVING DISTRICT · part 248 -->

		target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274

		return target;

	}

	/**
	 * Adds the given SH to this instance.
	 *
	 * @param {SphericalHarmonics3} sh - The SH to add.
	 * @return {SphericalHarmonics3} A reference to this spherical harmonics.
	 */
	add( sh ) {

		for ( let i = 0; i < 9; i ++ ) {

			this.coefficients[ i ].add( sh.coefficients[ i ] );

		}

		return this;

	}

	/**
	 * A convenience method for performing {@link SphericalHarmonics3#add} and
	 * {@link SphericalHarmonics3#scale} at once.
	 *
	 * @param {SphericalHarmonics3} sh - The SH to add.
	 * @param {number} s - The scale factor.
	 * @return {SphericalHarmonics3} A reference to this spherical harmonics.
	 */
	addScaledSH( sh, s ) {

		for ( let i = 0; i < 9; i ++ ) {

			this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );

		}

		return this;

	}

	/**
	 * Scales this SH by the given scale factor.
	 *
	 * @param {number} s - The scale factor.
	 * @return {SphericalHarmonics3} A reference to this spherical harmonics.
	 */
	scale( s ) {

		for ( let i = 0; i < 9; i ++ ) {

			this.coefficients[ i ].multiplyScalar( s );

		}

		return this;

	}

	/**
	 * Linear interpolates between the given SH and this instance by the given
	 * alpha factor.
	 *
	 * @param {SphericalHarmonics3} sh - The SH to interpolate with.
	 * @param {number} alpha - The alpha factor.
	 * @return {SphericalHarmonics3} A reference to this spherical harmonics.
	 */
	lerp( sh, alpha ) {

		for ( let i = 0; i < 9; i ++ ) {

			this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );

		}

		return this;

	}

	/**
	 * Returns `true` if this spherical harmonics is equal with the given one.
	 *
	 * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
	 * @return {boolean} Whether this spherical harmonics is equal with the given one.
	 */
	equals( sh ) {

		for ( let i = 0; i < 9; i ++ ) {

			if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {

				return false;

			}

		}

		return true;

	}

	/**
	 * Copies the values of the given spherical harmonics to this instance.
	 *
	 * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
	 * @return {SphericalHarmonics3} A reference to this spherical harmonics.
	 */
	copy( sh ) {

		return this.set( sh.coefficients );

	}

	/**
	 * Returns a new spherical harmonics with copied values from this instance.
	 *
	 * @return {SphericalHarmonics3} A clone of this instance.
	 */
	clone() {

		return new this.constructor().copy( this );

	}

	/**
	 * Sets the SH coefficients of this instance from the given array.
	 *
	 * @param {Array<number>} array - An array holding the SH coefficients.
	 * @param {number} [offset=0] - The array offset where to start copying.
	 * @return {SphericalHarmonics3} A clone of this instance.
	 */
	fromArray( array, offset = 0 ) {

		const coefficients = this.coefficients;

		for ( let i = 0; i < 9; i ++ ) {

			coefficients[ i ].fromArray( array, offset + ( i * 3 ) );

		}

		return this;

	}

	/**
	 * Returns an array with the SH coefficients, or copies them into the provided
	 * array. The coefficients are represented as numbers.
	 *
	 * @param {Array<number>} [array=[]] - The target array.
	 * @param {number} [offset=0] - The array offset where to start copying.
	 * @return {Array<number>} An array with flat SH coefficients.
	 */
	toArray( array = [], offset = 0 ) {

		const coefficients = this.coefficients;

		for ( let i = 0; i < 9; i ++ ) {

			coefficients[ i ].toArray( array, offset + ( i * 3 ) );

		}

		return array;

	}

	/**
	 * Computes the SH basis for the given normal vector.
	 *
	 * @param {Vector3} normal - The normal.
	 * @param {Array<number>} shBasis - The target array holding the SH basis.
	 */
	static getBasisAt( normal, shBasis ) {

		// normal is assumed to be unit length

		const x = normal.x, y = normal.y, z = normal.z;

		// band 0
		shBasis[ 0 ] = 0.282095;

		// band 1
		shBasis[ 1 ] = 0.488603 * y;
		shBasis[ 2 ] = 0.488603 * z;
		shBasis[ 3 ] = 0.488603 * x;

		// band 2
		shBasis[ 4 ] = 1.092548 * x * y;
		shBasis[ 5 ] = 1.092548 * y * z;
		shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
		shBasis[ 7 ] = 1.092548 * x * z;
		shBasis[ 8 ] = 0.546274 * ( x * x - y * y );

	}

}

/**
 * Light probes are an alternative way of adding light to a 3D scene. Unlike
 * classical light sources (e.g. directional, point or spot lights), light
 * probes do not emit light. Instead they store information about light
 * passing through 3D space. During rendering, the light that hits a 3D
 * object is approximated by using the data from the light probe.
 *
 * Light probes are usually created from (radiance) environment maps. The
 * class {@link LightProbeGenerator} can be used to create light probes from
 * cube textures or render targets. However, light estimation data could also
 * be provided in other forms e.g. by WebXR. T