rency
  // separately.
  const shadowMat = new THREE.MeshBasicMaterial({
    map: shadowTexture,
    transparent: true,    // so we can see the ground
    depthWrite: false,    // so we don't have to sort
  });
  const shadowMesh = new THREE.Mesh(shadowGeo, shadowMat);
  shadowMesh.position.y = 0.001;  // so we're above the ground slightly
  shadowMesh.rotation.x = Math.PI * -.5;
  const shadowSize = sphereRadius * 4;
  shadowMesh.scale.set(shadowSize, shadowSize, shadowSize);
  base.add(shadowMesh);

  // 