<!-- NEW6 — TEST 6 · THE FIVE SHORES · part 409 -->
'additive'|'alpha-blend'|undefined} The environment blend mode. Returns `undefined` when used outside of a XR session.
		 */
		this.getEnvironmentBlendMode = function () {

			if ( session !== null ) {

				return session.environmentBlendMode;

			}

		};

		/**
		 * Returns the current depth texture computed via depth sensing.
		 *
		 * See {@link WebXRDepthSensing#getDepthTexture}.
		 *
		 * @return {?Texture} The depth texture.
		 */
		this.getDepthTexture = function () {

			return depthSensing.getDepthTexture();

		};

		function onInputSourcesChange( event ) {

			// Notify disconnected

			for ( let i = 0; i < event.removed.length; i ++ ) {

				const inputSource = event.removed[ i ];
				const index = controllerInputSources.indexOf( inputSource );

				if ( index >= 0 ) {

					controllerInputSources[ index ] = null;
					controllers[ index ].disconnect( inputSource );

				}

			}

			// Notify connected

			for ( let i = 0; i < event.added.length; i ++ ) {

				const inputSource = event.added[ i ];

				let controllerIndex = controllerInputSources.indexOf( inputSource );

				if ( controllerIndex === -1 ) {

					// Assign input source a controller that currently has no input source

					for ( let i = 0; i < controllers.length; i ++ ) {

						if ( i >= controllerInputSources.length ) {

							controllerInputSources.push( inputSource );
							controllerIndex = i;
							break;

						} else if ( controllerInputSources[ i ] === null ) {

							controllerInputSources[ i ] = inputSource;
							controllerIndex = i;
							break;

						}

					}

					// If all controllers do currently receive input we ignore new ones

					if ( controllerIndex === -1 ) break;

				}

				const controller = controllers[ controllerIndex ];

				if ( controller ) {

					controller.connect( inputSource );

				}

			}

		}

		//

		const cameraLPos = new Vector3();
		const cameraRPos = new Vector3();

		/**
		 * Assumes 2 cameras that are parallel and share an X-axis, and that
		 * the cameras' projection and world matrices have already been set.
		 * And that near and far planes are identical for both cameras.
		 * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
		 *
		 * @param {ArrayCamera} camera - The camera to update.
		 * @param {PerspectiveCamera} cameraL - The left camera.
		 * @param {PerspectiveCamera} cameraR - The right camera.
		 */
		function setProjectionFromUnion( camera, cameraL, cameraR ) {

			cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
			cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );

			const ipd = cameraLPos.distanceTo( cameraRPos );

			const projL = cameraL.projectionMatrix.elements;
			const projR = cameraR.projectionMatrix.elements;

			// VR systems will have identical far and near planes, and
			// most likely identical top and bottom frustum extents.
			// Use the left camera for these values.
			const near = projL[ 14 ] / ( projL[ 10 ] - 1 );
			const far = projL[ 14 ] / ( projL[ 10 ] + 1 );
			const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
			const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];

			const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
			const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
			const left = near * leftFov;
			const right = near * rightFov;

			// Calculate the new camera's position offset from the
			// left camera. xOffset should be roughly half `ipd`.
			const zOffset = ipd / ( - leftFov + rightFov );
			const xOffset = zOffset * - leftFov;

			// TODO: Better way to apply this offset?
			cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
			camera.translateX( xOffset );
			camera.translateZ( zOffset );
			camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
			camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();

			// Check if the projection uses an infinite far plane.
			if ( projL[ 10 ] === -1 ) {

				// Use the projection matrix from the left eye.
				// The camera offset is sufficient to include the view volumes
				// of both eyes (assuming symmetric projections).
				camera.projectionMatrix.copy( cameraL.projectionMatrix );
				camera.projectionMatrixInverse.copy( cameraL.projectionMatrixInverse );

			} else {

				// Find the union of the frustum values of the cameras and scale
				// the values so that the near plane's position does not change in world space,
				// although must now be relative to the new union camera.
				const near2 = near + zOffset;
				const far2 = far + zOffset;
				const left2 = left - xOffset;
				const right2 = right + ( ipd - xOffset );
				const top2 = topFov * far / far2 * near2;
				const bottom2 = bottomFov * far / far2 * near2;

				camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
				camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();

			}

		}

		function updateCamera( camera, 