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                <!DOCTYPE html>
    <title>Basic Three.js App</title>

    <script src=""></script>
    <script src="script.js"></script>




                /*jshint esversion: 6 */

/* first, let's set up the scene, create a camera, and a renderer*/

let scene = new THREE.Scene();
let aspect = 3 / 2;
let camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 1000);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(300, 200);

camera.position.z = 50;

/* next, let's create a cube and give it a material*/

let geometry = new THREE.BoxGeometry(30, 30, 30);
let material = new THREE.MeshLambertMaterial({
    color: "#12c712"

let cube = new THREE.Mesh(geometry, material);

// wireframe
let geo = new THREE.EdgesGeometry( cube.geometry );
let mat = new THREE.LineBasicMaterial( { color: 0x074a07, linewidth: 2 } );
let wireframe = new THREE.LineSegments( geo, mat );
cube.add( wireframe );


/* to see our cube, we'll need a light source */

const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.AmbientLight(color, intensity);

let deltaZ = 0.5;

/* finally, let's render our scene - read up on requestAnimationFrame()! */

let render = function() {
    cube.rotation.x += 0.01;
    cube.rotation.z += 0.005;

        deltaZ = -deltaZ;

    renderer.render(scene, camera);

cameraOufOfRange = () => {
    return (camera.position.z >= 100 || camera.position.z <= 50);