if(!q.shadowCamera){if(qinstanceofTHREE.SpotLight)q.shadowCamera=newTHREE.PerspectiveCamera(q.shadowCameraFov,q.shadowMapWidth/q.shadowMapHeight,q.shadowCameraNear,q.shadowCameraFar);elseif(qinstanceofTHREE.DirectionalLight)q.shadowCamera=newTHREE.OrthographicCamera(q.shadowCameraLeft,q.shadowCameraRight,q.shadowCameraTop,q.shadowCameraBottom,q.shadowCameraNear,q.shadowCameraFar);else{console.error("Unsupported light type for shadow");continue}p.add(q.shadowCamera);!0===p.autoUpdate&&p.updateMatrixWorld()}q.shadowCameraVisible&&
newTHREE.Matrix4);if(!q.shadowCamera){if(qinstanceofTHREE.SpotLight)q.shadowCamera=newTHREE.PerspectiveCamera(q.shadowCameraFov,q.shadowMapWidth/q.shadowMapHeight,q.shadowCameraNear,q.shadowCameraFar);elseif(qinstanceofTHREE.DirectionalLight)q.shadowCamera=newTHREE.OrthographicCamera(q.shadowCameraLeft,q.shadowCameraRight,q.shadowCameraTop,q.shadowCameraBottom,q.shadowCameraNear,q.shadowCameraFar);else{console.error("Unsupported light type for shadow");continue}p.add(q.shadowCamera);!0===