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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 - buffergeometry - indexed</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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+ <style>
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+ body {
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+ color: #cccccc;
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+ font-family:Monospace;
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+ font-size:13px;
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+ text-align:center;
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+
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+ background-color: #050505;
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+ margin: 0px;
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+ overflow: hidden;
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+ }
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+
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+ #info {
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+ position: absolute;
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+ top: 0px; width: 100%;
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+ padding: 5px;
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+ }
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+
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+ a {
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+ color: #0080ff;
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+ }
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+
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+ </style>
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+ </head>
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+ <body>
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+
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+ <div id="container"></div>
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+ <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry - indexed</div>
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+
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+ <script src="../build/three.js"></script>
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+
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+ <script src="js/Detector.js"></script>
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+ <script src="js/libs/stats.min.js"></script>
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+ <script src="./js/libs/dat.gui.min.js"></script>
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+
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+ <script>
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+
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+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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+
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+ var camera, scene, renderer, stats;
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+
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+ var mesh;
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ //
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+
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+ camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );
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+ camera.position.z = 64;
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+
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+ scene = new THREE.Scene();
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+ scene.background = new THREE.Color( 0x050505 );
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+
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+ //
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+
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+ var ambientLight = new THREE.AmbientLight( 0x222222 );
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+ scene.add( ambientLight );
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+
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+ var light1 = new THREE.DirectionalLight( 0xffffff, 0.5 );
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+ light1.position.set( 1, 1, 1 );
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+ scene.add( light1 );
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+
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+ var light2 = new THREE.DirectionalLight( 0xffffff, 1 );
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+ light2.position.set( 0, - 1, 0 );
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+ scene.add( light2 );
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+
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+ //
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+
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+ var geometry = new THREE.BufferGeometry();
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+
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+ var indices = [];
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+
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+ var vertices = [];
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+ var normals = [];
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+ var colors = [];
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+
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+ var size = 20;
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+ var segments = 10;
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+
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+ var halfSize = size / 2;
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+ var segmentSize = size / segments;
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+
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+ // generate vertices, normals and color data for a simple grid geometry
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+
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+ for ( var i = 0; i <= segments; i ++ ) {
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+
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+ var y = ( i * segmentSize ) - halfSize;
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+
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+ for ( var j = 0; j <= segments; j ++ ) {
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+
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+ var x = ( j * segmentSize ) - halfSize;
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+
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+ vertices.push( x, - y, 0 );
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+ normals.push( 0, 0, 1 );
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+
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+ var r = ( x / size ) + 0.5;
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+ var g = ( y / size ) + 0.5;
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+
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+ colors.push( r, g, 1 );
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+
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+ }
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+
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+ }
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+
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+ // generate indices (data for element array buffer)
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+
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+ for ( var i = 0; i < segments; i ++ ) {
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+
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+ for ( var j = 0; j < segments; j ++ ) {
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+
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+ var a = i * ( segments + 1 ) + ( j + 1 );
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+ var b = i * ( segments + 1 ) + j;
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+ var c = ( i + 1 ) * ( segments + 1 ) + j;
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+ var d = ( i + 1 ) * ( segments + 1 ) + ( j + 1 );
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+
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+ // generate two faces (triangles) per iteration
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+
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+ indices.push( a, b, d ); // face one
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+ indices.push( b, c, d ); // face two
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+
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+ }
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+
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+ }
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+
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+ //
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+
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+ geometry.setIndex( indices );
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+ geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
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+ geometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
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+ geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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+
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+ var material = new THREE.MeshPhongMaterial( {
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+ specular: 0x111111, shininess: 250,
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+ side: THREE.DoubleSide, vertexColors: THREE.VertexColors
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+ } );
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+
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+ mesh = new THREE.Mesh( geometry, material );
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+ scene.add( mesh );
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+
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+ //
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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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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+ //
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+
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+ stats = new Stats();
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+ document.body.appendChild( stats.dom );
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+
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+ //
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+
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+ var gui = new dat.GUI()
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+ gui.add( material, 'wireframe' );
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+
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+ //
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ //
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ render();
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+ stats.update();
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+
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+ }
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+
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+ function render() {
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+
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+ var time = Date.now() * 0.001;
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+
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+ mesh.rotation.x = time * 0.25;
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+ mesh.rotation.y = time * 0.5;
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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