<!-- NEW4 — TEST 4 · THE QUILT · part 258 -->
 0, -1 );
			cameraPY.lookAt( 0, 1, 0 );

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

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

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

		} else if ( coordinateSystem === WebGPUCoordinateSystem ) {

			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, 0, 1 );
			cameraPY.lookAt( 0, 1, 0 );

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

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

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

		} else {

			throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );

		}

		for ( const camera of cameras ) {

			this.add( camera );

			camera.updateMatrixWorld();

		}

	}

	/**
	 * Calling this method will render the given scene with the given renderer
	 * into the cube render target of the camera.
	 *
	 * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
	 * @param {Scene} scene - The scene to render.
	 */
	update( renderer, scene ) {

		if ( this.parent === null ) this.updateMatrixWorld();

		const { renderTarget, activeMipmapLevel } = this;

		if ( this.coordinateSystem !== renderer.coordinateSystem ) {

			this.coordinateSystem = renderer.coordinateSystem;

			this.updateCoordinateSystem();

		}

		const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;

		const currentRenderTarget = renderer.getRenderTarget();
		const currentActiveCubeFace = renderer.getActiveCubeFace();
		const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();

		const currentXrEnabled = renderer.xr.enabled;

		renderer.xr.enabled = false;

		const generateMipmaps = renderTarget.texture.generateMipmaps;

		renderTarget.texture.generateMipmaps = false;

		// https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812

		let reversedDepthBuffer = false;

		if ( renderer.isWebGLRenderer === true ) {

			reversedDepthBuffer = renderer.state.buffers.depth.getReversed();

		} else {

			reversedDepthBuffer = renderer.reversedDepthBuffer;

		}

		renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
		renderer.render( scene, cameraPX );

		renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
		renderer.render( scene, cameraNX );

		renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
		renderer.render( scene, cameraPY );

		renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
		renderer.render( scene, cameraNY );

		renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
		renderer.render( scene, cameraPZ );

		// mipmaps are generated during the last call of render()
		// at this point, all sides of the cube render target are defined

		renderTarget.texture.generateMipmaps = generateMipmaps;

		renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
		renderer.render( scene, cameraNZ );

		renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );

		renderer.xr.enabled = currentXrEnabled;

		renderTarget.texture.needsPMREMUpdate = true;

	}

}

/**
 * This type of camera can be used in order to efficiently render a scene with a
 * predefined set of cameras. This is an important performance aspect for
 * rendering VR scenes.
 *
 * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
 * to define for each sub camera the `viewport` property which determines the
 * part of the viewport that is rendered with this camera.
 *
 * @augments PerspectiveCamera
 */
class ArrayCamera extends PerspectiveCamera {

	/**
	 * Constructs a new array camera.
	 *
	 * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
	 */
	constructor( array = [] ) {

		super();

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

		/**
		 * Whether this camera is used with multiview rendering or not.
		 *
		 * @type {boolean}
		 * @readonly
		 * @default false
		 */
		this.isMultiViewCamera = false;

		/**
		 * An array of perspective sub cameras.
		 *
		 * @type {Array<PerspectiveCamera>}
		 */
		this.cameras = array;

	}

}

/**
 * This class is an alternative to {@link Clock} with a different 