e:PerspectiveCamera]. This is
			because light rays from a [page:DirectionalLight] are parallel.
		</p>

		<h2>Code Example</h2>

		<code>
		//Create a WebGLRenderer and turn on shadows in the renderer
		const renderer = new THREE.WebGLRenderer();
		renderer.shadowMap.enabled = true;
		renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap

		//Create a DirectionalLight and turn on shadows for the light
		const light = new THREE.DirectionalLight( 0xffffff, 1 );
		light.position.set(