 Math.sin( time / 1.4 ) * 100;

				camera.lookAt( target );

				camera.updateMatrixWorld();

				if ( effectController.jsDepthCalculation ) {

					raycaster.setFromCamera( mouse, camera );

					const intersects = raycaster.intersectObjects( scene.children, true );

					const targetDistance = ( intersects.length > 0 ) ? intersects[ 0 ].distance : 1000;

					distance += ( targetDistance - distance ) * 0.03;

					const sdistance = smoothstep( camera.near, camera.far, distance );

					const ldistance = 