constructor( renderer ) {

			const scope = this;
			scope.cameraDistance = 15;
			scope.reflectFromAbove = false; // Internals

			let _halfWidth, _width, _height;

			const _cameraF = new THREE.PerspectiveCamera(); //front


			const _cameraB = new THREE.PerspectiveCamera(); //back


			const _cameraL = new THREE.PerspectiveCamera(); //left


			const _cameraR = new THREE.PerspectiveCamera(); //right


			const _position = new THREE.Vector3();

			const _quaternion = new THREE.Quaternion();

			const _scale = new THREE.Vector3(); // Initialization


			renderer.autoClear = false;

			this.setSize = function ( width, height ) {

				_halfWidth = width / 2;

				if ( width < height ) {

					_width = width / 3;
					_height = width / 3;

				} else {

					_width = height / 3;
					_height = height / 3;

				}

				renderer.setSize( width, height );

			};

			this.render = function ( scene, camera ) {

				scene.updateMatrixWorld();
				if ( camera.parent === null ) camera.updateMatrixWorld();
				camera.matrixWorld.decompose( _position, _quaternion, _scale ); // front

				_cameraF.position.copy( _position );

				_cameraF.quaternion.copy( _quaternion );

				_cameraF.translateZ( scope.cameraDistance );

				_cameraF.lookAt( scene.position ); // back


				_cameraB.position.copy( _position );

				_cameraB.quaternion.copy( _quaternion );

				_cameraB.translateZ( - scope.cameraDistance );

				_cameraB.lookAt( scene.position );

				_cameraB.rotation.z += 180 * ( Math.PI / 180 ); // left

				_cameraL.position.copy( _position );

				_cameraL.quaternion.copy( _quaternion );

				_cameraL.translateX( - scope.cameraDistance );

				_cameraL.lookAt( scene.position );

				_cameraL.rotation.x += 90 * ( Math.PI / 180 ); // right

				_cameraR.position.copy( _position );

				_cameraR.quaternion.copy( _quaternion );

				_cameraR.translateX( scope.cameraDistance );

				_cameraR.lookAt( scene.position );

				_cameraR.rotation.x += 90 * ( Math.PI / 180 );
				renderer.clear();
				renderer.setScissorTest( true );
				renderer.setScissor( _halfWidth - _width / 2, _height * 2, _width, _height );
				renderer.setViewport( _halfWidth - _width / 2, _height * 2, _width, _height );

				if ( scope.reflectFromAbove ) {

					renderer.render( scene, _cameraB );

				} else {

					renderer.render( scene, _cameraF );

				}

				renderer.setScissor( _halfWidth - _width / 2, 0, _width, _height );
				renderer.setViewport( _halfWidth - _width / 2, 0, _width, _height );

				if ( scope.reflectFromAbove ) {

					renderer.render( scene, _cameraF );

				} else {

					renderer.render( scene, _cameraB );

				}

				renderer.setScissor( _halfWidth - _width / 2 - _width, _height, _width, _height );
				renderer.setViewport( _halfWidth - _width / 2 - _width, _height, _width, _height );

				if ( scope.reflectFromAbove ) {

					renderer.render( scene, _cameraR );

				} else {

					renderer.render( scene, _cameraL );

				}

				renderer.setScissor( _halfWidth + _width / 2, _height, _width, _height );
				renderer.setViewport( _halfWidth + _width / 2, _height, _width, _height );

				if ( scope.reflectFromAbove ) {

					renderer.render( scene, _cameraL );

				} else {

					renderer.render( scene, _cameraR );

				}

				renderer.setScissorTest( false );

			};

		}
peppers ghost effect based on http://www.instructables.com/id/Reflective-Prism/?ALLSTEPS