Add diffrent camera modes
This commit is contained in:
148
src/main.ts
148
src/main.ts
@@ -1,5 +1,7 @@
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import { vec3, mat4 } from 'gl-matrix';
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import { Camera } from './Camera';
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import { ICamera } from './ICamera';
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import { OrbitalCamera } from './Camera';
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import { FPSCamera } from './FPSCamera';
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import { Grid } from './Grid';
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import { Skybox } from './Skybox';
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import { createProgram } from './Shader';
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@@ -142,11 +144,17 @@ var keyboardRotationY = 0;
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var keyboardZoom = 0;
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var keysPressed: Set<string> = new Set();
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/** Objects and states*/
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var camera: Camera;
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var camera: ICamera;
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var orbitalCamera: OrbitalCamera;
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var fpsCamera: FPSCamera;
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var oceanGrid: Grid;
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var skybox: Skybox;
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var curRotX = Config.CAMERA_DEFAULT_ROT_X;
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var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
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/** Camera modes */
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var cameraMode: 'orbital' | 'fps' = 'fps';
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var moveSpeed = 0.15;
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var fastMoveSpeed = 0.4;
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function drawScene() {
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fps++;
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let now = new Date();
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@@ -208,9 +216,26 @@ function drawScene() {
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mat4.identity(projection);
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mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE); //projection mode should actually be camera specific
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camera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
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camera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
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camera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
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// Handle camera movement and rotation based on mode
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if (cameraMode === 'fps') {
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// FPS camera - direct movement
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camera = fpsCamera;
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handleFPSCameraMovement();
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// Apply mouse rotation for FPS mode
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if (mouseXVel !== 0 || mouseYVel !== 0) {
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fpsCamera.rotate(mouseXVel, mouseYVel);
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mouseXVel = 0;
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mouseYVel = 0;
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}
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} else {
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// Orbital camera - original behavior
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camera = orbitalCamera;
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orbitalCamera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
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orbitalCamera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
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orbitalCamera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
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}
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var view = camera.getViewMatrix();
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// Sun direction (matches the one in ocean shader)
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@@ -260,6 +285,41 @@ function drawScene() {
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requestAnimationFrame(drawScene);
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}
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/** Handle FPS camera movement */
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function handleFPSCameraMovement() {
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const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
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// WASD for horizontal movement
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if (keysPressed.has('w') || keysPressed.has('W')) {
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fpsCamera.moveForward(speed);
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}
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if (keysPressed.has('s') || keysPressed.has('S')) {
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fpsCamera.moveForward(-speed);
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}
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if (keysPressed.has('a') || keysPressed.has('A')) {
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fpsCamera.moveRight(-speed);
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}
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if (keysPressed.has('d') || keysPressed.has('D')) {
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fpsCamera.moveRight(speed);
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}
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// Q/E for vertical movement
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if (keysPressed.has('q') || keysPressed.has('Q')) {
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fpsCamera.moveUp(-speed);
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}
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if (keysPressed.has('e') || keysPressed.has('E')) {
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fpsCamera.moveUp(speed);
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}
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// Space to go up, Ctrl to go down
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if (keysPressed.has(' ')) {
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fpsCamera.moveUp(speed);
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}
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if (keysPressed.has('Control')) {
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fpsCamera.moveUp(-speed);
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}
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}
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/** Handle keyboard input for camera controls */
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function handleKeyboardInput() {
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keyboardRotationX = 0;
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@@ -328,25 +388,85 @@ function main() {
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// Keyboard controls
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window.addEventListener('keydown', (evt) => {
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keysPressed.add(evt.key);
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handleKeyboardInput();
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// Toggle camera mode with 'C' key
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if (evt.key === 'c' || evt.key === 'C') {
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cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
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console.log(`Camera mode: ${cameraMode.toUpperCase()}`);
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// Update FPS display to show camera mode
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if (fpsDisplay) {
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const modeText = document.createElement('div');
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modeText.id = 'camera-mode';
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modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
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modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
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const existingMode = document.getElementById('camera-mode');
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if (existingMode) {
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existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
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} else {
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document.body.appendChild(modeText);
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}
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}
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}
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// Reset camera on 'R' key
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if (evt.key === 'r' || evt.key === 'R') {
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curRotX = Config.CAMERA_DEFAULT_ROT_X;
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curRotY = Config.CAMERA_DEFAULT_ROT_Y;
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keyboardZoom = 0;
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if (cameraMode === 'fps') {
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fpsCamera = new FPSCamera(); // Reset to initial FPS position
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camera = fpsCamera;
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console.log('Camera reset to FPS default position');
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} else {
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curRotX = Config.CAMERA_DEFAULT_ROT_X;
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curRotY = Config.CAMERA_DEFAULT_ROT_Y;
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keyboardZoom = 0;
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console.log('Camera reset to orbital default position');
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}
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}
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// Prevent default for space to avoid page scroll
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if (evt.key === ' ' && cameraMode === 'fps') {
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evt.preventDefault();
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}
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// Handle orbital camera keyboard input
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if (cameraMode === 'orbital') {
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handleKeyboardInput();
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}
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});
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window.addEventListener('keyup', (evt) => {
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keysPressed.delete(evt.key);
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handleKeyboardInput();
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if (cameraMode === 'orbital') {
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handleKeyboardInput();
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}
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});
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// Window resize handler
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window.addEventListener('resize', () => {
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updateCanvasSize(canvas);
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});
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// Camera mode toggle from UI controls
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window.addEventListener('toggleCameraMode', () => {
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cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
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camera = cameraMode === 'fps' ? fpsCamera : orbitalCamera;
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console.log(`Camera mode switched to: ${cameraMode.toUpperCase()}`);
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// Update display
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const modeText = document.createElement('div');
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modeText.id = 'camera-mode';
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modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
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modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
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const existingMode = document.getElementById('camera-mode');
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if (existingMode) {
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existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
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} else {
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document.body.appendChild(modeText);
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}
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});
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initShaders();
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initGeometry();
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@@ -358,7 +478,13 @@ function main() {
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skybox = new Skybox();
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skybox.initVAO(gl);
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camera = new Camera();
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// Initialize both cameras
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orbitalCamera = new OrbitalCamera();
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fpsCamera = new FPSCamera();
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camera = fpsCamera; // Start with FPS camera
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console.log('Cameras initialized - Press C to toggle between FPS and Orbital modes');
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//Check if any errors apeared during init.
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if (gl.getError() != gl.NO_ERROR) {
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console.log("OpenGL Error!: ");
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