dow.mapSize.height = 2048;
				light.castShadow = true;

				light.shadow.camera.left = - 5000;
				light.shadow.camera.right = 5000;
				light.shadow.camera.top = 5000;
				light.shadow.camera.bottom = - 5000;
				light.shadow.camera.far = 2000;

				light.shadow.bias = - 0.01;

				light.shadow.camera.updateProjectionMatrix();

				scene.add( light );

				const hemi = new THREE.HemisphereLight( 0x99DDFF, 0x669933, 1 / 3 );

				scene.add( hemi );

				const ground = new THREE.Mesh(
					new THREE.PlaneGe