diff --git a/examples/webgpu_compute_water.html b/examples/webgpu_compute_water.html
index b90e92edc0dcb0..6a5b4a8ebf7935 100644
--- a/examples/webgpu_compute_water.html
+++ b/examples/webgpu_compute_water.html
@@ -277,8 +277,8 @@
borderGeom.rotateY( Math.PI * 0.25 );
poolBorder = new THREE.Mesh( borderGeom, new THREE.MeshStandardMaterial( { color: 0x908877, roughness: 0.2 } ) );
scene.add( poolBorder );
- borderGeom.receiveShadow = true;
- borderGeom.castShadow = true;
+ poolBorder.receiveShadow = true;
+ poolBorder.castShadow = true;
// THREE.Mesh just for mouse raycasting
const geometryRay = new THREE.PlaneGeometry( BOUNDS, BOUNDS, 1, 1 );
diff --git a/src/math/Quaternion.js b/src/math/Quaternion.js
index 04766a421eb9f1..49cca909a8582c 100644
--- a/src/math/Quaternion.js
+++ b/src/math/Quaternion.js
@@ -482,7 +482,7 @@ class Quaternion {
let r = vFrom.dot( vTo ) + 1;
- if ( r < Number.EPSILON ) {
+ if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
// vFrom and vTo point in opposite directions