Invert z-Axis instead of objects
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@ -552,11 +552,8 @@ async function draw() {
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mat4BuildPerspective3(virtualProjectionMatrix3, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix3, identity, virtualProjectionMatrix3, interpolate[4]);
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let virtualProjectionMatrix4 = [];
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mat4BuildPerspective4(virtualProjectionMatrix4, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix4, identity, virtualProjectionMatrix4, interpolate[5]);
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mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix4, virtualProjectionMatrix3);
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mat4Identity(virtualProjectionMatrix);
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mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix, virtualProjectionMatrix3);
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mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix, virtualProjectionMatrix2);
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mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix, virtualProjectionMatrix1);
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@ -645,8 +642,11 @@ async function draw() {
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// draw origin
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let originMatrix = [];
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mat4BuildPerspective4(originMatrix, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(originMatrix, identity, originMatrix, interpolate[5]);
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gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(identity));
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gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(originMatrix));
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gl.uniformMatrix4fv(virtualProjectionLocation, gl.FALSE, new Float32Array(identity));
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gl.bindBuffer(gl.ARRAY_BUFFER, originVertexBuffer);
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