fromEquirectangularTexture( renderer, texture ) {

		this.texture.type = texture.type;
		this.texture.colorSpace = texture.colorSpace;

		this.texture.generateMipmaps = texture.generateMipmaps;
		this.texture.minFilter = texture.minFilter;
		this.texture.magFilter = texture.magFilter;

		const shader = {

			uniforms: {
				tEquirect: { value: null },
			},

			vertexShader: /* glsl */`

				varying vec3 vWorldDirection;

				vec3 transformDirection( in vec3 dir, in mat4 matrix ) {

					return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );

				}

				void main() {

					vWorldDirection = transformDirection( position, modelMatrix );

					#include <begin_vertex>
					#include <project_vertex>

				}
			`,

			fragmentShader: /* glsl */`

				uniform sampler2D tEquirect;

				varying vec3 vWorldDirection;

				#include <common>

				void main() {

					vec3 direction = normalize( vWorldDirection );

					vec2 sampleUV = equirectUv( direction );

					gl_FragColor = texture2D( tEquirect, sampleUV );

				}
			`
		};

		const geometry = new BoxGeometry( 5, 5, 5 );

		const material = new ShaderMaterial( {

			name: 'CubemapFromEquirect',

			uniforms: cloneUniforms( shader.uniforms ),
			vertexShader: shader.vertexShader,
			fragmentShader: shader.fragmentShader,
			side: BackSide,
			blending: NoBlending

		} );

		material.uniforms.tEquirect.value = texture;

		const mesh = new Mesh( geometry, material );

		const currentMinFilter = texture.minFilter;

		// Avoid blurred poles
		if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;

		const camera = new CubeCamera( 1, 10, this );
		camera.update( renderer, mesh );

		texture.minFilter = currentMinFilter;

		mesh.geometry.dispose();
		mesh.material.dispose();

		return this;

	}
Converts the given equirectangular texture to a cube map.

@param {WebGLRenderer} renderer - The renderer.
@param {Texture} texture - The equirectangular texture.
@return {WebGLCubeRenderTarget} A reference to this cube render target.