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					258 lines
				
				7.2 KiB
			
		
		
			
		
	
	
					258 lines
				
				7.2 KiB
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											3 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 - materials - clearcoat nodes</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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									</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">three.js</a> webgl - materials - clearcoat nodes
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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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													"three/nodes": "./jsm/nodes/Nodes.js"
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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 * as Nodes from 'three/nodes';
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											import { color, float, vec2, texture, normalMap, uv, mul } from 'three/nodes';
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											import { nodeFrame } from 'three/addons/renderers/webgl/nodes/WebGLNodes.js';
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											import Stats from 'three/addons/libs/stats.module.js';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											import { HDRCubeTextureLoader } from 'three/addons/loaders/HDRCubeTextureLoader.js';
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											import { FlakesTexture } from 'three/addons/textures/FlakesTexture.js';
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											let container, stats;
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											let camera, scene, renderer;
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											let particleLight;
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											let group;
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											init();
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											animate();
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											function init() {
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												container = document.createElement( 'div' );
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												document.body.appendChild( container );
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												camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
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												camera.position.z = 1000;
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												scene = new THREE.Scene();
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												group = new THREE.Group();
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												scene.add( group );
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												new HDRCubeTextureLoader()
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													.setPath( 'textures/cube/pisaHDR/' )
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													.load( [ 'px.hdr', 'nx.hdr', 'py.hdr', 'ny.hdr', 'pz.hdr', 'nz.hdr' ],
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														  function ( hdrTexture ) {
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															const geometry = new THREE.SphereGeometry( 80, 64, 32 );
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															const textureLoader = new THREE.TextureLoader();
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															const diffuse = textureLoader.load( 'textures/carbon/Carbon.png' );
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															diffuse.encoding = THREE.sRGBEncoding;
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															diffuse.wrapS = THREE.RepeatWrapping;
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															diffuse.wrapT = THREE.RepeatWrapping;
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															const normalMap1 = textureLoader.load( 'textures/carbon/Carbon_Normal.png' );
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															normalMap1.wrapS = THREE.RepeatWrapping;
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															normalMap1.wrapT = THREE.RepeatWrapping;
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															const normalMap2 = textureLoader.load( 'textures/water/Water_1_M_Normal.jpg' );
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															const normalMap3 = new THREE.CanvasTexture( new FlakesTexture() );
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															normalMap3.wrapS = THREE.RepeatWrapping;
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															normalMap3.wrapT = THREE.RepeatWrapping;
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															normalMap3.anisotropy = 16;
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															const normalMap4 = textureLoader.load( 'textures/golfball.jpg' );
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															const clearcoatNormalMap = textureLoader.load( 'textures/pbr/Scratched_gold/Scratched_gold_01_1K_Normal.png' );
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															// car paint
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															const carPaintUV = mul( uv(), vec2( 10, 6 ) );
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															const carPaintNormalScale = vec2( 0.15 );
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															let material = new Nodes.MeshPhysicalNodeMaterial();
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															material.clearcoatNode = float( 1 );
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															material.clearcoatRoughnessNode = float( 0.1 );
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															material.metalnessNode = float( 0.9 );
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															material.roughnessNode = float( 0.5 );
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															material.colorNode = color( 0x0000ff );
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															material.normalNode = normalMap( texture( normalMap3, carPaintUV ), carPaintNormalScale );
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															let mesh = new THREE.Mesh( geometry, material );
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															mesh.position.x = - 100;
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															mesh.position.y = 100;
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															group.add( mesh );
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															// fibers
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															const fibersUV = mul( uv(), 10 );
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															material = new Nodes.MeshPhysicalNodeMaterial();
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															material.roughnessNode = float( 0.5 );
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															material.clearcoatNode = float( 1 );
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															material.clearcoatRoughnessNode = float( 0.1 );
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															material.colorNode = texture( diffuse, fibersUV );
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															material.normalNode = normalMap( texture( normalMap1, fibersUV ) );
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															mesh = new THREE.Mesh( geometry, material );
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															mesh.position.x = 100;
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															mesh.position.y = 100;
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															group.add( mesh );
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															// golf
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															material = new Nodes.MeshPhysicalNodeMaterial();
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															material.clearcoatNode = float( 1 );
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															material.roughnessNode = float( 0.1 );
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															material.metalnessNode = float( 0 );
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															material.colorNode = color( 0xffffff );
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															material.normalNode = normalMap( texture( normalMap4 ) );
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															// y scale is negated to compensate for normal map handedness.
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															material.clearcoatNormalNode = normalMap( texture( clearcoatNormalMap ), vec2( 2.0, - 2.0 ) );
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															mesh = new THREE.Mesh( geometry, material );
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															mesh.position.x = - 100;
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															mesh.position.y = - 100;
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															group.add( mesh );
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															// clearcoat + normalmap
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															material = new Nodes.MeshPhysicalNodeMaterial();
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															material.clearcoatNode = float( 1 );
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															material.roughnessNode = float( 1 );
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															material.metalnessNode = float( 1 );
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															material.colorNode = color( 0xff0000 );
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															material.normalNode = normalMap( texture( normalMap2 ), vec2( 0.15, 0.15 ) );
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															// y scale is negated to compensate for normal map handedness.
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															material.clearcoatNormalNode = normalMap( texture( clearcoatNormalMap ), vec2( 2.0, - 2.0 ) );
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															mesh = new THREE.Mesh( geometry, material );
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															mesh.position.x = 100;
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															mesh.position.y = - 100;
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															group.add( mesh );
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															//
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															scene.background = hdrTexture;
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															scene.environment = hdrTexture;
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														}
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														 );
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												// LIGHTS
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												particleLight = new THREE.Mesh(
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													new THREE.SphereGeometry( 4, 8, 8 ),
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													new THREE.MeshBasicMaterial( { color: 0xffffff } )
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												);
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												scene.add( particleLight );
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												particleLight.add( new THREE.PointLight( 0xffffff, 1 ) );
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												renderer = new THREE.WebGLRenderer();
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												container.appendChild( renderer.domElement );
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												//
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												renderer.toneMapping = THREE.ACESFilmicToneMapping;
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												renderer.toneMappingExposure = 1.25;
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												//
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												renderer.outputEncoding = THREE.sRGBEncoding;
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												//
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												// EVENTS
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												new OrbitControls( camera, renderer.domElement );
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												window.addEventListener( 'resize', onWindowResize );
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											}
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											//
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											function onWindowResize() {
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												const width = window.innerWidth;
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												const height = window.innerHeight;
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												camera.aspect = width / height;
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												camera.updateProjectionMatrix();
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												renderer.setSize( width, height );
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											}
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											//
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											function animate() {
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												requestAnimationFrame( animate );
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												nodeFrame.update();
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												render();
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												stats.update();
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											}
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											function render() {
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												const timer = Date.now() * 0.00025;
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												particleLight.position.x = Math.sin( timer * 7 ) * 300;
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												particleLight.position.y = Math.cos( timer * 5 ) * 400;
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												particleLight.position.z = Math.cos( timer * 3 ) * 300;
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												for ( let i = 0; i < group.children.length; i ++ ) {
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													const child = group.children[ i ];
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													child.rotation.y += 0.005;
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												}
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												renderer.render( scene, camera );
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											}
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										</script>
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									</body>
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								 | 
							
								</html>
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