G_TYPE.SRGB;
		camera.position.set(0, 5, 18);
		camera.lookAt(new t3d.Vector3(0, 1.5, 0), new t3d.Vector3(0, 1, 0));
		camera.setPerspective(60 / 180 * Math.PI, width / height, 1, 1000);
		scene.add(camera);

		const controller = new OrbitControls(camera, canvas);
		controller.target.set(0, 1.5, 0);

		// override shadowMapPass.getDepthMaterial

		const depthMaterials = [];
		const shadowSide = { 'front': t3d.DRAW_SIDE.BACK, 'back': t3d.DRAW_SIDE.FRONT, 'double': t3d.DRAW_SIDE.DOUBLE };
		forwardRenderer.sh