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Merge pull request #13850 from meatbags/dev

RGB Halftone (post-processing)
Mr.doob 7 anni fa
parent
commit
108f9ce7a5

+ 1 - 0
examples/files.js

@@ -227,6 +227,7 @@ var files = {
 		"webgl_postprocessing_fxaa",
 		"webgl_postprocessing_glitch",
 		"webgl_postprocessing_godrays",
+		"webgl_postprocessing_rgb_halftone",
 		"webgl_postprocessing_masking",
 		"webgl_postprocessing_ssaa",
 		"webgl_postprocessing_ssaa_unbiased",

+ 74 - 0
examples/js/postprocessing/HalftonePass.js

@@ -0,0 +1,74 @@
+/**
+ * @author meatbags / xavierburrow.com, github/meatbags
+ *
+ * RGB Halftone pass for three.js effects composer. Requires THREE.HalftoneShader.
+ *
+ */
+
+THREE.HalftonePass = function ( width, height, params ) {
+
+	THREE.Pass.call( this );
+
+ 	if ( THREE.HalftoneShader === undefined ) {
+
+ 		console.error( 'THREE.HalftonePass requires THREE.HalftoneShader' );
+
+ 	}
+
+ 	this.uniforms = THREE.UniformsUtils.clone( THREE.HalftoneShader.uniforms );
+ 	this.material = new THREE.ShaderMaterial( {
+ 		uniforms: this.uniforms,
+ 		fragmentShader: THREE.HalftoneShader.fragmentShader,
+ 		vertexShader: THREE.HalftoneShader.vertexShader
+ 	} );
+
+	// set params
+	this.uniforms.width.value = width;
+	this.uniforms.height.value = height;
+
+	for ( var key in params ) {
+
+		if ( params.hasOwnProperty( key ) && this.uniforms.hasOwnProperty( key ) ) {
+
+			this.uniforms[key].value = params[key];
+
+		}
+
+	}
+
+ 	this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
+ 	this.scene = new THREE.Scene();
+ 	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+ 	this.quad.frustumCulled = false;
+ 	this.scene.add( this.quad );
+
+ };
+
+ THREE.HalftonePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
+
+	constructor: THREE.HalftonePass,
+
+	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+
+ 		this.material.uniforms[ "tDiffuse" ].value = readBuffer.texture;
+ 		this.quad.material = this.material;
+
+ 		if ( this.renderToScreen ) {
+
+ 			renderer.render( this.scene, this.camera );
+
+		} else {
+
+			renderer.render( this.scene, this.camera, writeBuffer, this.clear );
+
+		}
+
+ 	},
+
+ 	setSize: function ( width, height ) {
+
+ 		this.uniforms.width.value = width;
+ 		this.uniforms.height.value = height;
+
+ 	}
+} );

+ 314 - 0
examples/js/shaders/HalftoneShader.js

@@ -0,0 +1,314 @@
+/**
+ * @author meatbags / xavierburrow.com, github/meatbags
+ *
+ * RGB Halftone shader for three.js.
+ *	NOTE:
+ * 		Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
+ *		Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
+ */
+
+THREE.HalftoneShader = {
+
+	uniforms: {
+		"tDiffuse": { value: null },
+		"shape": { value: 1 },
+		"radius": { value: 4 },
+		"rotateR": { value: Math.PI / 12 * 1 },
+		"rotateG": { value: Math.PI / 12 * 2 },
+		"rotateB": { value: Math.PI / 12 * 3 },
+		"scatter": { value: 0 },
+		"width": { value: 1 },
+		"height": { value: 1 },
+		"blending": { value: 1 },
+		"blendingMode": { value: 1 },
+		"greyscale": { value: false },
+		"disable": { value: false }
+	},
+
+	vertexShader: [
+
+    "varying vec2 vUV;",
+
+    "void main() {",
+
+      "vUV = uv;",
+      "gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
+
+    "}"
+
+	].join( "\n" ),
+
+	fragmentShader: [
+
+		"#define SQRT2_MINUS_ONE 0.41421356",
+		"#define SQRT2_HALF_MINUS_ONE 0.20710678",
+		"#define PI2 6.28318531",
+		"#define SHAPE_DOT 1",
+		"#define SHAPE_ELLIPSE 2",
+		"#define SHAPE_LINE 3",
+		"#define SHAPE_SQUARE 4",
+		"#define BLENDING_LINEAR 1",
+		"#define BLENDING_MULTIPLY 2",
+		"#define BLENDING_ADD 3",
+		"#define BLENDING_LIGHTER 4",
+		"#define BLENDING_DARKER 5",
+		"uniform sampler2D tDiffuse;",
+		"uniform float radius;",
+		"uniform float rotateR;",
+		"uniform float rotateG;",
+		"uniform float rotateB;",
+		"uniform float scatter;",
+		"uniform float width;",
+		"uniform float height;",
+		"uniform int shape;",
+		"uniform bool disable;",
+		"uniform float blending;",
+		"uniform int blendingMode;",
+		"varying vec2 vUV;",
+		"uniform bool greyscale;",
+		"const int samples = 8;",
+
+		"float blend( float a, float b, float t ) {",
+
+			// linear blend
+			"return a * ( 1.0 - t ) + b * t;",
+
+		"}",
+
+		"float hypot( float x, float y ) {",
+
+			// vector magnitude
+			"return sqrt( x * x + y * y );",
+
+		"}",
+
+		"float rand( vec2 seed ){",
+
+			// get pseudo-random number
+	    "return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
+
+		"}",
+
+		"float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
+
+			// apply shape-specific transforms
+			"float dist = hypot( coord.x - p.x, coord.y - p.y );",
+			"float rad = channel;",
+
+			"if ( shape == SHAPE_DOT ) {",
+
+				"rad = pow( abs( rad ), 1.125 ) * rad_max;",
+
+			"} else if ( shape == SHAPE_ELLIPSE ) {",
+
+				"rad = pow( abs( rad ), 1.125 ) * rad_max;",
+
+				"if ( dist != 0.0 ) {",
+					"float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
+					"dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
+				"}",
+
+			"} else if ( shape == SHAPE_LINE ) {",
+
+				"rad = pow( abs( rad ), 1.5) * rad_max;",
+				"float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
+				"dist = hypot( normal.x * dot_p, normal.y * dot_p );",
+
+			"} else if ( shape == SHAPE_SQUARE ) {",
+
+				"float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
+				"float sin_t = abs( sin( theta ) );",
+				"float cos_t = abs( cos( theta ) );",
+				"rad = pow( abs( rad ), 1.4 );",
+				"rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
+
+			"}",
+
+			"return rad - dist;",
+
+		"}",
+
+		"struct Cell {",
+
+			// grid sample positions
+			"vec2 normal;",
+			"vec2 p1;",
+			"vec2 p2;",
+			"vec2 p3;",
+			"vec2 p4;",
+			"float samp2;",
+			"float samp1;",
+			"float samp3;",
+			"float samp4;",
+
+		"};",
+
+		"vec4 getSample( vec2 point ) {",
+
+			// multi-sampled point
+			"vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
+			"float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
+			"float step = PI2 / float( samples );",
+			"float dist = radius * 0.66;",
+
+			"for ( int i = 0; i < samples; ++i ) {",
+
+				"float r = base + step * float( i );",
+				"vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
+				"tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
+
+			"}",
+
+			"tex /= float( samples ) + 1.0;",
+			"return tex;",
+
+		"}",
+
+		"float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
+
+			// get colour for given point
+			"float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
+
+			"if ( channel == 0 ) {",
+
+				"c.samp1 = getSample( c.p1 ).r;",
+				"c.samp2 = getSample( c.p2 ).r;",
+				"c.samp3 = getSample( c.p3 ).r;",
+				"c.samp4 = getSample( c.p4 ).r;",
+
+			"} else if (channel == 1) {",
+
+				"c.samp1 = getSample( c.p1 ).g;",
+				"c.samp2 = getSample( c.p2 ).g;",
+				"c.samp3 = getSample( c.p3 ).g;",
+				"c.samp4 = getSample( c.p4 ).g;",
+
+			"} else {",
+
+				"c.samp1 = getSample( c.p1 ).b;",
+				"c.samp3 = getSample( c.p3 ).b;",
+				"c.samp2 = getSample( c.p2 ).b;",
+				"c.samp4 = getSample( c.p4 ).b;",
+
+			"}",
+
+			"dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
+			"dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
+			"dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
+			"dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
+			"res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
+			"res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
+			"res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
+			"res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
+			"res = clamp( res, 0.0, 1.0 );",
+
+			"return res;",
+
+		"}",
+
+		"Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
+
+			// get containing cell
+			"Cell c;",
+
+			// calc grid
+			"vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
+			"float threshold = step * 0.5;",
+			"float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
+			"float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
+			"vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
+			"float offset_normal = mod( hypot( offset.x, offset.y ), step );",
+			"float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
+			"float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
+			"float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
+			"float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
+			"float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
+
+			// get closest corner
+			"c.normal = n;",
+			"c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
+			"c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
+
+			// scatter
+			"if ( scatter != 0.0 ) {",
+
+				"float off_mag = scatter * threshold * 0.5;",
+				"float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
+				"c.p1.x += cos( off_angle ) * off_mag;",
+				"c.p1.y += sin( off_angle ) * off_mag;",
+
+			"}",
+
+			// find corners
+			"float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
+			"float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
+			"c.p2.x = c.p1.x - n.x * normal_step;",
+			"c.p2.y = c.p1.y - n.y * normal_step;",
+			"c.p3.x = c.p1.x + n.y * line_step;",
+			"c.p3.y = c.p1.y - n.x * line_step;",
+			"c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
+			"c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
+
+			"return c;",
+
+		"}",
+
+		"float blendColour( float a, float b, float t ) {",
+
+			// blend colours
+			"if ( blendingMode == BLENDING_LINEAR ) {",
+				"return blend( a, b, 1.0 - t );",
+			"} else if ( blendingMode == BLENDING_ADD ) {",
+				"return blend( a, min( 1.0, a + b ), t );",
+			"} else if ( blendingMode == BLENDING_MULTIPLY ) {",
+				"return blend( a, max( 0.0, a * b ), t );",
+			"} else if ( blendingMode == BLENDING_LIGHTER ) {",
+				"return blend( a, max( a, b ), t );",
+			"} else if ( blendingMode == BLENDING_DARKER ) {",
+				"return blend( a, min( a, b ), t );",
+			"} else {",
+				"return blend( a, b, 1.0 - t );",
+			"}",
+
+		"}",
+
+		"void main() {",
+
+			"if ( ! disable ) {",
+
+				// setup
+				"vec2 p = vec2( vUV.x * width, vUV.y * height );",
+				"vec2 origin = vec2( 0, 0 );",
+				"float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
+
+				// get channel samples
+				"Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
+				"Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
+				"Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
+				"float r = getDotColour( cell_r, p, 0, rotateR, aa );",
+				"float g = getDotColour( cell_g, p, 1, rotateG, aa );",
+				"float b = getDotColour( cell_b, p, 2, rotateB, aa );",
+
+				// blend with original
+				"vec4 colour = texture2D( tDiffuse, vUV );",
+				"r = blendColour( r, colour.r, blending );",
+				"g = blendColour( g, colour.g, blending );",
+				"b = blendColour( b, colour.b, blending );",
+
+				"if ( greyscale ) {",
+					"r = g = b = (r + b + g) / 3.0;",
+				"}",
+
+				"gl_FragColor = vec4( r, g, b, 1.0 );",
+
+			"} else {",
+
+				"gl_FragColor = texture2D( tDiffuse, vUV );",
+
+			"}",
+
+		"}"
+
+	].join( "\n" )
+
+};

+ 228 - 0
examples/webgl_postprocessing_rgb_halftone.html

@@ -0,0 +1,228 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				font-family: Monospace;
+				background-color: #f0f0f0;
+				margin: 0px;
+				overflow: hidden;
+			}
+
+			.info {
+				position: absolute;
+				background-color: black;
+				opacity: 0.8;
+				color: white;
+				text-align: center;
+				top: 0px;
+				width: 100%;
+				padding: 2px;
+			}
+
+			.info a {
+				color: #00ffff;
+			}
+		</style>
+	</head>
+	<body>
+		<script src="../build/three.js"></script>
+
+		<script src="js/postprocessing/EffectComposer.js"></script>
+		<script src="js/postprocessing/RenderPass.js"></script>
+		<script src="js/postprocessing/ShaderPass.js"></script>
+		<script src="js/postprocessing/HalftonePass.js"></script>
+
+		<script src="js/shaders/CopyShader.js"></script>
+		<script src="js/shaders/HalftoneShader.js"></script>
+		<script src="js/shaders/DepthLimitedBlurShader.js"></script>
+		<script src="js/shaders/UnpackDepthRGBAShader.js"></script>
+
+		<script src="js/controls/OrbitControls.js"></script>
+		<script src="js/Detector.js"></script>
+		<script src='js/libs/stats.min.js'></script>
+		<script src='js/libs/dat.gui.min.js'></script>
+
+		<div class="info">
+			<a href="http://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - RGB Halftone post-processing by
+			<a href="https://github.com/meatbags" target="_blank">Xavier Burrow</a>
+		</div>
+
+		<script>
+
+		if ( ! Detector.webgl ) {
+
+			Detector.addGetWebGLMessage();
+
+		}
+
+		// setup
+		var wrapper, renderer, clock, camera, controls, stats;
+
+		wrapper = document.createElement( 'div' );
+		renderer = new THREE.WebGLRenderer();
+		renderer.setPixelRatio( window.devicePixelRatio );
+		renderer.setSize( window.innerWidth, window.innerHeight );
+		clock = new THREE.Clock();
+		camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
+		camera.position.z = 12;
+		rotationSpeed = Math.PI / 64;
+		stats = new Stats();
+		wrapper.appendChild( renderer.domElement );
+		wrapper.appendChild( stats.dom );
+		document.body.appendChild( wrapper );
+
+		// camera controls
+		controls = new THREE.OrbitControls( camera, renderer.domElement );
+		controls.target.set( 0, 0, 0 );
+		controls.update();
+
+		// scene
+		var scene, group, mat, floor, light;
+
+		scene = new THREE.Scene();
+		scene.background = new THREE.Color( 0x444444 );
+		group = new THREE.Group();
+		floor = new THREE.Mesh( new THREE.BoxBufferGeometry( 100, 1, 100 ), new THREE.MeshPhongMaterial( {} ) );
+		floor.position.y = - 10;
+		light = new THREE.PointLight( 0xffffff, 1.0, 50, 2 );
+		light.position.y = 2;
+		group.add( floor, light );
+		scene.add( group );
+
+		mat = new THREE.ShaderMaterial( {
+
+			uniforms: {},
+
+			vertexShader: [
+				"varying vec2 vUV;",
+				"varying vec3 vNormal;",
+
+				"void main() {",
+
+					"vUV = uv;",
+					"vNormal = vec3( normal );",
+					"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+				"}"
+			].join("\n"),
+
+			fragmentShader: [
+				"varying vec2 vUV;",
+				"varying vec3 vNormal;",
+
+				"void main() {",
+
+					"vec4 c = vec4( abs( vNormal ) + vec3( vUV, 0.0 ), 0.0 );",
+					"gl_FragColor = c;",
+
+				"}"
+			].join("\n")
+		} );
+
+		for ( var i = 0; i < 50; ++ i ) {
+
+			// fill scene with coloured cubes
+			var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 2, 2, 2 ), mat );
+			mesh.position.set( Math.random() * 16 - 8, Math.random() * 16 - 8, Math.random() * 16 - 8 );
+			mesh.rotation.set( Math.random() * Math.PI * 2, Math.random() * Math.PI * 2, Math.random() * Math.PI * 2 );
+			group.add( mesh );
+
+		}
+
+		// post-processing
+		var composer, renderPass, halftonePass, params;
+
+		composer = new THREE.EffectComposer( renderer );
+		renderPass = new THREE.RenderPass( scene, camera );
+		params = {
+			shape: 1,
+			radius: 4,
+			rotateR: Math.PI / 12,
+			rotateB: Math.PI / 12 * 2,
+			rotateG: Math.PI / 12 * 3,
+			scatter: 0,
+			blending: 1,
+			blendingMode: 1,
+			greyscale: false,
+			disable: false
+		};
+		halftonePass = new THREE.HalftonePass( window.innerWidth, window.innerHeight, params );
+		halftonePass.renderToScreen = true;
+		composer.addPass( renderPass );
+		composer.addPass( halftonePass );
+
+		window.onresize = function () {
+
+			// resize composer
+			renderer.setSize( window.innerWidth, window.innerHeight );
+			composer.setSize( window.innerWidth, window.innerHeight );
+			camera.aspect = window.innerWidth / window.innerHeight;
+			camera.updateProjectionMatrix();
+
+		};
+
+		// GUI
+		var controller, gui, onGUIChange;
+
+		controller = {
+			radius: halftonePass.uniforms.radius.value,
+			rotateR: halftonePass.uniforms.rotateR.value / ( Math.PI / 180 ),
+			rotateG: halftonePass.uniforms.rotateG.value / ( Math.PI / 180 ),
+			rotateB: halftonePass.uniforms.rotateB.value / ( Math.PI / 180 ),
+			scatter: halftonePass.uniforms.scatter.value,
+			shape: halftonePass.uniforms.shape.value,
+			greyscale: halftonePass.uniforms.greyscale.value,
+			blending: halftonePass.uniforms.blending.value,
+			blendingMode: halftonePass.uniforms.blendingMode.value,
+			disable: halftonePass.uniforms.disable.value
+		};
+
+		onGUIChange = function () {
+
+			// update uniforms
+			halftonePass.uniforms.radius.value = controller.radius;
+			halftonePass.uniforms.rotateR.value = controller.rotateR * ( Math.PI / 180 );
+			halftonePass.uniforms.rotateG.value = controller.rotateG * ( Math.PI / 180 );
+			halftonePass.uniforms.rotateB.value = controller.rotateB * ( Math.PI / 180 );
+			halftonePass.uniforms.scatter.value = controller.scatter;
+			halftonePass.uniforms.shape.value = controller.shape;
+			halftonePass.uniforms.greyscale.value = controller.greyscale;
+			halftonePass.uniforms.blending.value = controller.blending;
+			halftonePass.uniforms.blendingMode.value = controller.blendingMode;
+			halftonePass.uniforms.disable.value = controller.disable;
+
+		};
+
+		gui = new dat.GUI();
+		gui.add( controller, 'shape', { 'Dot': 1, 'Ellipse': 2, 'Line': 3, 'Square': 4 } ).onChange( onGUIChange );
+		gui.add( controller, 'radius', 1, 25 ).onChange( onGUIChange );
+		gui.add( controller, 'rotateR', 0, 90 ).onChange( onGUIChange );
+		gui.add( controller, 'rotateG', 0, 90 ).onChange( onGUIChange );
+		gui.add( controller, 'rotateB', 0, 90 ).onChange( onGUIChange );
+		gui.add( controller, 'scatter', 0, 1, 0.01 ).onChange( onGUIChange );
+		gui.add( controller, 'greyscale' ).onChange( onGUIChange );
+		gui.add( controller, 'blending', 0, 1, 0.01 ).onChange( onGUIChange );
+		gui.add( controller, 'blendingMode', { 'Linear': 1, 'Multiply': 2, 'Add': 3, 'Lighter': 4, 'Darker': 5 } ).onChange( onGUIChange );
+		gui.add( controller, 'disable' ).onChange( onGUIChange );
+
+		function loop() {
+
+			// demo loop
+			var delta = clock.getDelta();
+			requestAnimationFrame( loop );
+			stats.update();
+			group.rotation.y += delta * rotationSpeed;
+			composer.render( delta );
+
+		}
+
+		loop();
+
+
+		</script>
+	</body>
+</html>