<!-- NEW5 — TEST 5 · THE BEND AT THE HEART · part 136 -->
me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
		const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
		const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
		const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];

		planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
		planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
		planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
		planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();

		if ( reversedDepth ) {

			planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
			planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near

		} else {

			planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far

			if ( coordinateSystem === WebGLCoordinateSystem ) {

				planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near

			} else if ( coordinateSystem === WebGPUCoordinateSystem ) {

				planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near

			} else {

				throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );

			}

		}

		return this;

	}

	/**
	 * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
	 *
	 * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
	 *
	 * @param {Object3D} object - The 3D object to test.
	 * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
	 */
	intersectsObject( object ) {

		if ( object.boundingSphere !== undefined ) {

			if ( object.boundingSphere === null ) object.computeBoundingSphere();

			_sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );

		} else {

			const geometry = object.geometry;

			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

			_sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );

		}

		return this.intersectsSphere( _sphere$3 );

	}

	/**
	 * Returns `true` if the given sprite is intersecting this frustum.
	 *
	 * @param {Sprite} sprite - The sprite to test.
	 * @return {boolean} Whether the sprite is intersecting this frustum or not.
	 */
	intersectsSprite( sprite ) {

		_sphere$3.center.set( 0, 0, 0 );

		const offset = _defaultSpriteCenter.distanceTo( sprite.center );

		_sphere$3.radius = 0.7071067811865476 + offset;
		_sphere$3.applyMatrix4( sprite.matrixWorld );

		return this.intersectsSphere( _sphere$3 );

	}

	/**
	 * Returns `true` if the given bounding sphere is intersecting this frustum.
	 *
	 * This is a fast, conservative test that favors performance over precision. It can
	 * report false positives for spheres that lie outside the frustum but are not separated
	 * by a single frustum plane. It never reports false negatives, so it is safe for culling.
	 *
	 * @param {Sphere} sphere - The bounding sphere to test.
	 * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
	 */
	intersectsSphere( sphere ) {

		const planes = this.planes;
		const center = sphere.center;
		const negRadius = - sphere.radius;

		for ( let i = 0; i < 6; i ++ ) {

			const distance = planes[ i ].distanceToPoint( center );

			if ( distance < negRadius ) {

				return false;

			}

		}

		return true;

	}

	/**
	 * Returns `true` if the given bounding box is intersecting this frustum.
	 *
	 * This is a fast, conservative test that favors performance over precision. It can
	 * report false positives for large boxes that lie outside the frustum but are not
	 * separated by a single frustum plane. It never reports false negatives, so it is
	 * safe for culling.
	 *
	 * @param {Box3} box - The bounding box to test.
	 * @return {boolean} Whether the bounding box is intersecting this frustum or not.
	 */
	intersectsBox( box ) {

		const planes = this.planes;

		for ( let i = 0; i < 6; i ++ ) {

			const plane = planes[ i ];

			// corner at max distance

			_vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
			_vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
			_vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;

			if ( plane.distanceToPoint( _vector$6 ) < 0 ) {

				return false;

			}

		}

		return true;

	}

	/**
	 * Returns `true` if the given point lies within the frustum.
	 *
	 * @param {Vector3} point - The point to test.
	 * @return {boolean} Whether the point lies within this frustum or not.
	 */
	containsPoint( point ) {

		const planes = this.planes;

		for ( let i = 0; i < 6; i ++ ) {

			if ( planes[ i ].distanceToPoint( point ) < 0 ) {

				return false;

			}

		}

		return true;

	}

	/**
	 * Returns a new frustum wit