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              body { margin: 0; padding: 0; overflow: hidden; }
canvas { width: 100%; height: 100% }
// Create a scene which will hold all our meshes to be rendered
var scene = new THREE.Scene();

// Create and position a camera
var camera = new THREE.PerspectiveCamera(
    60,                                   // Field of view
    window.innerWidth/window.innerHeight, // Aspect ratio
    0.1,                                  // Near clipping pane
    1000                                  // Far clipping pane

// Reposition the camera

// Point the camera at a given coordinate
camera.lookAt(new THREE.Vector3(0,0,0));

// Create a renderer
var renderer = new THREE.WebGLRenderer({ antialias: true });

// Size should be the same as the window
renderer.setSize( window.innerWidth, window.innerHeight );

// Set a near white clear color (default is black)
renderer.setClearColor( 0xfff6e6 );

// Append to the document
document.body.appendChild( renderer.domElement );

// A mesh is created from the geometry and material, then added to the scene
var plane = new THREE.Mesh(
	new THREE.PlaneGeometry( 5, 5, 5, 5 ),
	new THREE.MeshBasicMaterial( { color: 0x393839, wireframe: true } )
scene.add( plane );

// Render the scene/camera combination
renderer.render(scene, camera);

// Add an orbit control which allows us to move around the scene. See the three.js example for more details
// https://github.com/mrdoob/three.js/blob/dev/examples/js/controls/OrbitControls.
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', function() { renderer.render(scene, camera); } ); // add this only if there is no animation loop (requestAnimationFrame)

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