or, intensity);
    light.castShadow = true;
    light.position.set(0, 10, 0);
    light.target.position.set(-4, 0, -4);
    scene.add(light);
    scene.add(light.target);

    const cameraHelper = new THREE.CameraHelper(light.shadow.camera);
    scene.add(cameraHelper);

    function updateCamera() {
      // update the light target's matrixWorld because it's needed by the helper
      light.target.updateMatrixWorld();
      // update the light's shadow camera's projection matrix
      light.shadow.camera.