Pushed out near plane so depth variation is evident in `MeshDepthMaterial`. Fixes #11837.
@@ -44,7 +44,7 @@
var gui = new dat.GUI();
var scene = new THREE.Scene();
- var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 50 );
+ var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 10, 50 );
camera.position.z = 30;
var renderer = new THREE.WebGLRenderer( { antialias: true } );