updateMatrices( light ) {

		const shadowCamera = this.camera;
		const shadowMatrix = this.matrix;

		_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
		shadowCamera.position.copy( _lightPositionWorld$1 );

		_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
		shadowCamera.lookAt( _lookTarget$1 );
		shadowCamera.updateMatrixWorld();

		_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
		this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );

		shadowMatrix.set(
			0.5, 0.0, 0.0, 0.5,
			0.0, 0.5, 0.0, 0.5,
			0.0, 0.0, 0.5, 0.5,
			0.0, 0.0, 0.0, 1.0
		);

		shadowMatrix.multiply( _projScreenMatrix$1 );

	}
Update the matrices for the camera and shadow, used internally by the renderer.

@param {Light} light - The light for which the shadow is being rendered.