<!-- NEW4 — TEST 4 · THE QUILT · part 257 -->
|| cache.near !== camera.near ||
			cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;

		if ( needsUpdate ) {

			cache.focus = camera.focus;
			cache.fov = camera.fov;
			cache.aspect = camera.aspect * this.aspect;
			cache.near = camera.near;
			cache.far = camera.far;
			cache.zoom = camera.zoom;
			cache.eyeSep = this.eyeSep;

			// Off-axis stereoscopic effect based on
			// http://paulbourke.net/stereographics/stereorender/

			_projectionMatrix.copy( camera.projectionMatrix );
			const eyeSepHalf = cache.eyeSep / 2;
			const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
			const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
			let xmin, xmax;

			// translate xOffset

			_eyeLeft.elements[ 12 ] = - eyeSepHalf;
			_eyeRight.elements[ 12 ] = eyeSepHalf;

			// for left eye

			xmin = - ymax * cache.aspect + eyeSepOnProjection;
			xmax = ymax * cache.aspect + eyeSepOnProjection;

			_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
			_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

			this.cameraL.projectionMatrix.copy( _projectionMatrix );

			// for right eye

			xmin = - ymax * cache.aspect - eyeSepOnProjection;
			xmax = ymax * cache.aspect - eyeSepOnProjection;

			_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
			_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

			this.cameraR.projectionMatrix.copy( _projectionMatrix );

		}

		this.cameraL.matrix.copy( camera.matrixWorld ).multiply( _eyeLeft );
		this.cameraL.matrixWorldNeedsUpdate = true;

		this.cameraR.matrix.copy( camera.matrixWorld ).multiply( _eyeRight );
		this.cameraR.matrixWorldNeedsUpdate = true;

	}

}

const fov = -90; // negative fov is not an error
const aspect = 1;

/**
 * A special type of camera that is positioned in 3D space to render its surroundings into a
 * cube render target. The render target can then be used as an environment map for rendering
 * realtime reflections in your scene.
 *
 * ```js
 * // Create cube render target
 * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
 *
 * // Create cube camera
 * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
 * scene.add( cubeCamera );
 *
 * // Create car
 * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
 * const car = new THREE.Mesh( carGeometry, chromeMaterial );
 * scene.add( car );
 *
 * // Update the render target cube
 * car.visible = false;
 * cubeCamera.position.copy( car.position );
 * cubeCamera.update( renderer, scene );
 *
 * // Render the scene
 * car.visible = true;
 * renderer.render( scene, camera );
 * ```
 *
 * @augments Object3D
 */
class CubeCamera extends Object3D {

	/**
	 * Constructs a new cube camera.
	 *
	 * @param {number} near - The camera's near plane.
	 * @param {number} far - The camera's far plane.
	 * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
	 */
	constructor( near, far, renderTarget ) {

		super();

		this.type = 'CubeCamera';

		/**
		 * A reference to the cube render target.
		 *
		 * @type {WebGLCubeRenderTarget}
		 */
		this.renderTarget = renderTarget;

		/**
		 * The current active coordinate system.
		 *
		 * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
		 * @default null
		 */
		this.coordinateSystem = null;

		/**
		 * The current active mipmap level
		 *
		 * @type {number}
		 * @default 0
		 */
		this.activeMipmapLevel = 0;

		const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
		cameraPX.layers = this.layers;
		this.add( cameraPX );

		const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
		cameraNX.layers = this.layers;
		this.add( cameraNX );

		const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
		cameraPY.layers = this.layers;
		this.add( cameraPY );

		const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
		cameraNY.layers = this.layers;
		this.add( cameraNY );

		const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraPZ.layers = this.layers;
		this.add( cameraPZ );

		const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraNZ.layers = this.layers;
		this.add( cameraNZ );

	}

	/**
	 * Must be called when the coordinate system of the cube camera is changed.
	 */
	updateCoordinateSystem() {

		const coordinateSystem = this.coordinateSystem;

		const cameras = this.children.concat();

		const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;

		for ( const camera of cameras ) this.remove( camera );

		if ( coordinateSystem === WebGLCoordinateSystem ) {

			cameraPX.up.set( 0, 1, 0 );
			cameraPX.lookAt( 1, 0, 0 );

			cameraNX.up.set( 0, 1, 0 );
			cameraNX.lookAt( -1, 0, 0 );

			cameraPY.up.set( 0,