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257 lines
6.9 KiB
257 lines
6.9 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - Depth Texture</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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<style>
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#error {
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margin: auto;
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margin-top: 40px;
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display: block;
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max-width: 400px;
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padding: 20px;
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background: #CE0808;
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}
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</style>
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<script id="post-vert" type="x-shader/x-vertex">
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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</script>
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<script id="post-frag" type="x-shader/x-fragment">
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#include <packing>
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varying vec2 vUv;
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uniform sampler2D tDiffuse;
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uniform sampler2D tDepth;
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uniform float cameraNear;
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uniform float cameraFar;
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float readDepth( sampler2D depthSampler, vec2 coord ) {
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float fragCoordZ = texture2D( depthSampler, coord ).x;
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float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
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return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
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}
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void main() {
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//vec3 diffuse = texture2D( tDiffuse, vUv ).rgb;
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float depth = readDepth( tDepth, vUv );
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gl_FragColor.rgb = 1.0 - vec3( depth );
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gl_FragColor.a = 1.0;
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}
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</script>
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">threejs</a> webgl - depth texture<br/>
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Stores render target depth in a texture attachment.<br/>
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Created by <a href="http://twitter.com/mattdesl" target="_blank" rel="noopener">@mattdesl</a>.
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<div id="error" style="display: none;">
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Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
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This demo will not work.
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</div>
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</div>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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let camera, scene, renderer, controls, stats;
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let target;
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let postScene, postCamera, postMaterial;
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let supportsExtension = true;
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const params = {
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format: THREE.DepthFormat,
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type: THREE.UnsignedShortType
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};
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const formats = { DepthFormat: THREE.DepthFormat, DepthStencilFormat: THREE.DepthStencilFormat };
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const types = { UnsignedShortType: THREE.UnsignedShortType, UnsignedIntType: THREE.UnsignedIntType, UnsignedInt248Type: THREE.UnsignedInt248Type };
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init();
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animate();
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function init() {
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renderer = new THREE.WebGLRenderer();
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if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'WEBGL_depth_texture' ) === false ) {
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supportsExtension = false;
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document.querySelector( '#error' ).style.display = 'block';
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return;
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}
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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//
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stats = new Stats();
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document.body.appendChild( stats.dom );
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
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camera.position.z = 4;
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controls = new OrbitControls( camera, renderer.domElement );
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controls.enableDamping = true;
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// Create a render target with depth texture
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setupRenderTarget();
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// Our scene
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setupScene();
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// Setup post-processing step
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setupPost();
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onWindowResize();
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window.addEventListener( 'resize', onWindowResize );
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//
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const gui = new GUI( { width: 300 } );
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gui.add( params, 'format', formats ).onChange( setupRenderTarget );
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gui.add( params, 'type', types ).onChange( setupRenderTarget );
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gui.open();
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}
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function setupRenderTarget() {
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if ( target ) target.dispose();
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const format = parseFloat( params.format );
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const type = parseFloat( params.type );
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target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
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target.texture.minFilter = THREE.NearestFilter;
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target.texture.magFilter = THREE.NearestFilter;
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target.stencilBuffer = ( format === THREE.DepthStencilFormat ) ? true : false;
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target.depthTexture = new THREE.DepthTexture();
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target.depthTexture.format = format;
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target.depthTexture.type = type;
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}
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function setupPost() {
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// Setup post processing stage
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postCamera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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postMaterial = new THREE.ShaderMaterial( {
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vertexShader: document.querySelector( '#post-vert' ).textContent.trim(),
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fragmentShader: document.querySelector( '#post-frag' ).textContent.trim(),
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uniforms: {
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cameraNear: { value: camera.near },
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cameraFar: { value: camera.far },
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tDiffuse: { value: null },
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tDepth: { value: null }
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}
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} );
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const postPlane = new THREE.PlaneGeometry( 2, 2 );
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const postQuad = new THREE.Mesh( postPlane, postMaterial );
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postScene = new THREE.Scene();
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postScene.add( postQuad );
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}
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function setupScene() {
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scene = new THREE.Scene();
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const geometry = new THREE.TorusKnotGeometry( 1, 0.3, 128, 64 );
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const material = new THREE.MeshBasicMaterial( { color: 'blue' } );
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const count = 50;
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const scale = 5;
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for ( let i = 0; i < count; i ++ ) {
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const r = Math.random() * 2.0 * Math.PI;
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const z = ( Math.random() * 2.0 ) - 1.0;
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const zScale = Math.sqrt( 1.0 - z * z ) * scale;
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const mesh = new THREE.Mesh( geometry, material );
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mesh.position.set(
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Math.cos( r ) * zScale,
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Math.sin( r ) * zScale,
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z * scale
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);
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mesh.rotation.set( Math.random(), Math.random(), Math.random() );
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scene.add( mesh );
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}
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}
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function onWindowResize() {
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const aspect = window.innerWidth / window.innerHeight;
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camera.aspect = aspect;
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camera.updateProjectionMatrix();
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const dpr = renderer.getPixelRatio();
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target.setSize( window.innerWidth * dpr, window.innerHeight * dpr );
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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if ( ! supportsExtension ) return;
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requestAnimationFrame( animate );
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// render scene into target
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renderer.setRenderTarget( target );
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renderer.render( scene, camera );
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// render post FX
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postMaterial.uniforms.tDiffuse.value = target.texture;
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postMaterial.uniforms.tDepth.value = target.depthTexture;
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renderer.setRenderTarget( null );
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renderer.render( postScene, postCamera );
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controls.update(); // required because damping is enabled
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stats.update();
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}
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</script>
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</body>
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</html>
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