erial();
		lambert.diffuse.setHex(0xffffff);
		lambert.dithering = true;
		const plane = new t3d.Mesh(plane_geometry, lambert);
		plane.receiveShadow = true;
		plane.shadowType = forwardRenderer.capabilities.version >= 2 ? t3d.SHADOW_TYPE.PCSS32_SOFT : t3d.SHADOW_TYPE.POISSON_SOFT;
		scene.add(plane);

		const sphere_geometry = new t3d.SphereGeometry(3, 10, 10);
		const basic = new t3d.BasicMaterial();
		basic.diffuse.setHex(0xffffff);
		const lightSphere = new t3d.Mesh(sphere_geometry, basic);
		lightSpher