fixed WebGL warning, add distance support
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55cb25f291
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31ec733bda
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@ -15,7 +15,7 @@ export function changeFragmentShader(gl: any,
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fragmentShader: any,
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fsSource: string,
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vsSource: string) {
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shaderProgram = unlinkShaderProgram(gl,
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[shaderProgram, fragmentShader] = unlinkShaderProgram(gl,
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fragmentShader,
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shaderProgram);
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[shaderProgram, fragmentShader] = initShaderProgram(gl,
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@ -40,5 +40,5 @@ export function changeFragmentShader(gl: any,
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shaderProgram, 'umodelMatrix'),
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},
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};
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return programInfo;
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return [programInfo, fragmentShader];
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}
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@ -85,7 +85,11 @@ function main() {
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0.), 10.);
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vec3 tmp = extremize(mod(vPosition.xyz + vec3(100.), vec3(3.)), 3.);
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float texture = (tmp.x + tmp.y + tmp.z) / 9.;
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gl_FragColor = vec4((texture * diffuse * 0.9) + (texture * 0.1) + (specular * vec3(1.)), 1.0);
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if (abs(vNormal.x) + abs(vNormal.y) + abs(vNormal.z) > 0.01) {
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gl_FragColor = vec4((texture * diffuse * 0.9) + (texture * vec3(0.1)) + (specular * vec3(1.)), 1.0);
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} else {
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gl_FragColor = vec4((texture * vec3(1.)), 1.0);
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}
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}`;
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const fsSource2 = `
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@ -121,7 +125,11 @@ function main() {
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0.), 10.);
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vec3 tmp = extremize(mod(vPosition.xyz + vec3(100.), vec3(3.)), 3.);
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vec3 texture = vec3(tmp.x / 3., tmp.y / 3., tmp.z / 3.);
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if (abs(vNormal.x) + abs(vNormal.y) + abs(vNormal.z) > 0.01) {
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gl_FragColor = vec4((texture * diffuse * 0.9) + (texture * vec3(0.1)) + (specular * vec3(1.)), 1.0);
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} else {
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gl_FragColor = vec4((texture * vec3(1.)), 1.0);
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}
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}`;
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/* eslint-enable */
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@ -129,27 +137,16 @@ function main() {
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fetch('/static/objs/teapot_normals.obj').then((response) => {
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return response.text();
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}).then((data: any) => {
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let distance: any = $('#input1').val();
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distance = parseFloat(distance);
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const [
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convertedPositions,
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convertedNormals,
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positions,
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normals,
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uvs,
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indices,
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] = convert(data);
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console.log(uvs);
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console.log(squareRotation);
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const normals: any = [];
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const positions: any = [];
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for (let i = 0; i < convertedNormals.length; i++) {
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if (i % 4 != 0) {
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normals.push(convertedNormals[i]);
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}
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}
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for (let i = 0; i < convertedPositions.length; i++) {
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if (i % 4 != 0) {
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positions.push(convertedPositions[i]);
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}
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}
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const [shaderProgram, fragmentShader]: any = initShaderProgram(gl,
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let [shaderProgram, fragmentShader]: any = initShaderProgram(gl,
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vsSource,
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fsSource);
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@ -188,19 +185,34 @@ function main() {
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changed = true;
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}
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then = now;
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drawScene(gl, programInfo, buffers, deltaTime, indices.length);
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drawScene(gl,
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programInfo,
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buffers,
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deltaTime,
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indices.length,
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distance);
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requestAnimationFrame(render);
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}
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$(function() {
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$('#input1').on('keypress', function(event: any) {
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if (event.which === 13) {
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event.preventDefault();
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$('#button3').click();
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}
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});
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$('#button1').on('click', function() {
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programInfo = changeFragmentShader(gl,
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[programInfo, fragmentShader] = changeFragmentShader(gl,
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shaderProgram, fragmentShader, fsSource, vsSource);
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});
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$('#button2').on('click', function() {
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programInfo = changeFragmentShader(gl,
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[programInfo, fragmentShader] = changeFragmentShader(gl,
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shaderProgram, fragmentShader, fsSource2, vsSource);
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});
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$('#button3').on('click', function() {
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distance = $('#input1').val();
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distance = parseFloat(distance);
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});
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});
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requestAnimationFrame(render);
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});
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@ -214,12 +226,14 @@ function main() {
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* @param {any} buffers the buffers to draw
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* @param {number} deltaTime the difference in time since last call
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* @param {number} length the index buffer length
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* @param {number} distance distance of camera
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*/
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function drawScene(gl: any,
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programInfo: any,
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buffers: any,
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deltaTime: number,
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length: number) {
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length: number,
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distance: number) {
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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gl.clearDepth(1.0);
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gl.enable(gl.DEPTH_TEST);
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@ -236,7 +250,7 @@ function drawScene(gl: any,
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const fieldOfView = 45 * Math.PI / 180;
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const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
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const zNear = 0.1;
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const zFar = 70.0;
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const zFar = 150.0;
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const projectionMatrix = mat4.create();
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// note: glmatrix.js always has the first argument
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@ -273,7 +287,7 @@ function drawScene(gl: any,
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mat4.translate(
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viewMatrix,
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viewMatrix,
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[0.0, 0.0, -50.0]);
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[0.0, 0.0, -distance]);
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// Tell WebGL how to pull out the positions from the position
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// buffer into the vertexPosition attribute.
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@ -14,7 +14,14 @@ export default function convert (objText) {
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const line = lines[i];
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if (line != '')
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{
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const chunks = line.split(" ").map(x => x.trim());
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const rawchunks = line.split(" ").map(x => x.trim());
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const chunks = [];
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for (let i = 0; i < rawchunks.length; i++) {
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if (rawchunks[i] != '') {
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chunks.push(rawchunks[i]);
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}
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}
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switch (chunks[0]) {
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case "v": {
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@ -101,8 +108,12 @@ export default function convert (objText) {
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const d = (vertices[i].startsWith("s") ? vertices[i].substr(1) : vertices[i]).split("/");
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outPositions.push(...positions[d[0] - 1]);
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if (normals.length) {
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outNormals.push(...normals[d[2] - 1]);
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}
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if (uvs.length) {
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outUVs.push(...uvs[d[1] - 1]);
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}
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}
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return [outPositions, outNormals, outUVs, indices];
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};
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@ -7,9 +7,8 @@
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*/
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export function unlinkShaderProgram(gl: any, shader: any, shaderProgram: any) {
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// Create the shader program
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gl.detachShader(shaderProgram, shader);
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gl.deleteShader(shader);
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return shaderProgram;
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return [shaderProgram, shader];
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}
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/**
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@ -14,9 +14,16 @@
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<div id="root">
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<canvas id='glCanvas' width='640' height='640'></canvas>
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<div id='ui'>
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<div class='ui-block'>
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<button id='button1'>Change Shader to black and white</button>
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<button id='button2'>Change Shader to colored</button>
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</div>
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<div class='ui-block'>
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<input id='input1' value='50'></input>
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<button id='button3'>Change camera distance</button>
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<div style='display: inline'>Max distance is 150</div>
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</div>
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</div>
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</div>
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<script src="js/bundle.js"></script>
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</body>
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