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https://github.com/DavidHDev/vue-bits.git
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Added <Plasma /> Background
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224
src/content/Backgrounds/Plasma/Plasma.vue
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224
src/content/Backgrounds/Plasma/Plasma.vue
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<script setup lang="ts">
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import { Mesh, Program, Renderer, Triangle } from 'ogl';
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import { onBeforeUnmount, onMounted, ref, useTemplateRef, watch } from 'vue';
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interface PlasmaProps {
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color?: string;
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speed?: number;
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direction?: 'forward' | 'reverse' | 'pingpong';
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scale?: number;
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opacity?: number;
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mouseInteractive?: boolean;
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}
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const props = withDefaults(defineProps<PlasmaProps>(), {
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color: '#9EF2BE',
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speed: 1,
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direction: 'forward',
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scale: 1,
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opacity: 1,
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mouseInteractive: true
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});
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const hexToRgb = (hex: string): [number, number, number] => {
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const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
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if (!result) return [1, 0.5, 0.2];
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return [parseInt(result[1], 16) / 255, parseInt(result[2], 16) / 255, parseInt(result[3], 16) / 255];
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};
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const vertex = `#version 300 es
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precision highp float;
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in vec2 position;
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in vec2 uv;
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out vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4(position, 0.0, 1.0);
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}
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`;
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const fragment = `#version 300 es
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precision highp float;
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uniform vec2 iResolution;
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uniform float iTime;
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uniform vec3 uCustomColor;
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uniform float uUseCustomColor;
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uniform float uSpeed;
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uniform float uDirection;
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uniform float uScale;
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uniform float uOpacity;
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uniform vec2 uMouse;
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uniform float uMouseInteractive;
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out vec4 fragColor;
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void mainImage(out vec4 o, vec2 C) {
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vec2 center = iResolution.xy * 0.5;
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C = (C - center) / uScale + center;
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vec2 mouseOffset = (uMouse - center) * 0.0002;
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C += mouseOffset * length(C - center) * step(0.5, uMouseInteractive);
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float i, d, z, T = iTime * uSpeed * uDirection;
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vec3 O, p, S;
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for (vec2 r = iResolution.xy, Q; ++i < 60.; O += o.w/d*o.xyz) {
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p = z*normalize(vec3(C-.5*r,r.y));
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p.z -= 4.;
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S = p;
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d = p.y-T;
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p.x += .4*(1.+p.y)*sin(d + p.x*0.1)*cos(.34*d + p.x*0.05);
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Q = p.xz *= mat2(cos(p.y+vec4(0,11,33,0)-T));
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z+= d = abs(sqrt(length(Q*Q)) - .25*(5.+S.y))/3.+8e-4;
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o = 1.+sin(S.y+p.z*.5+S.z-length(S-p)+vec4(2,1,0,8));
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}
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o.xyz = tanh(O/1e4);
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}
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bool finite1(float x){ return !(isnan(x) || isinf(x)); }
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vec3 sanitize(vec3 c){
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return vec3(
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finite1(c.r) ? c.r : 0.0,
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finite1(c.g) ? c.g : 0.0,
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finite1(c.b) ? c.b : 0.0
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);
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}
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void main() {
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vec4 o = vec4(0.0);
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mainImage(o, gl_FragCoord.xy);
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vec3 rgb = sanitize(o.rgb);
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float intensity = (rgb.r + rgb.g + rgb.b) / 3.0;
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vec3 customColor = intensity * uCustomColor;
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vec3 finalColor = mix(rgb, customColor, step(0.5, uUseCustomColor));
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float alpha = length(rgb) * uOpacity;
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fragColor = vec4(finalColor, alpha);
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}`;
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const containerRef = useTemplateRef('containerRef');
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const mousePos = ref({ x: 0, y: 0 });
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let cleanup: (() => void) | null = null;
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const setup = () => {
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if (!containerRef.value) return;
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const useCustomColor = props.color ? 1.0 : 0.0;
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const customColorRgb = props.color ? hexToRgb(props.color) : [1, 1, 1];
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const directionMultiplier = props.direction === 'reverse' ? -1.0 : 1.0;
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const renderer = new Renderer({
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webgl: 2,
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alpha: true,
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antialias: false,
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dpr: Math.min(window.devicePixelRatio || 1, 2)
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});
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const gl = renderer.gl;
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const canvas = gl.canvas as HTMLCanvasElement;
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canvas.style.display = 'block';
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canvas.style.width = '100%';
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canvas.style.height = '100%';
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containerRef.value.appendChild(canvas);
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const geometry = new Triangle(gl);
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const program = new Program(gl, {
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vertex: vertex,
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fragment: fragment,
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uniforms: {
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iTime: { value: 0 },
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iResolution: { value: new Float32Array([1, 1]) },
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uCustomColor: { value: new Float32Array(customColorRgb) },
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uUseCustomColor: { value: useCustomColor },
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uSpeed: { value: props.speed * 0.4 },
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uDirection: { value: directionMultiplier },
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uScale: { value: props.scale },
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uOpacity: { value: props.opacity },
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uMouse: { value: new Float32Array([0, 0]) },
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uMouseInteractive: { value: props.mouseInteractive ? 1.0 : 0.0 }
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}
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});
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const mesh = new Mesh(gl, { geometry, program });
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const handleMouseMove = (e: MouseEvent) => {
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if (!props.mouseInteractive) return;
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const rect = containerRef.value!.getBoundingClientRect();
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mousePos.value.x = e.clientX - rect.left;
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mousePos.value.y = e.clientY - rect.top;
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const mouseUniform = program.uniforms.uMouse.value as Float32Array;
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mouseUniform[0] = mousePos.value.x;
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mouseUniform[1] = mousePos.value.y;
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};
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if (props.mouseInteractive) {
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containerRef.value.addEventListener('mousemove', handleMouseMove);
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}
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const setSize = () => {
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const rect = containerRef.value!.getBoundingClientRect();
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const width = Math.max(1, Math.floor(rect.width));
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const height = Math.max(1, Math.floor(rect.height));
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renderer.setSize(width, height);
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const res = program.uniforms.iResolution.value as Float32Array;
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res[0] = gl.drawingBufferWidth;
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res[1] = gl.drawingBufferHeight;
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};
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const ro = new ResizeObserver(setSize);
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ro.observe(containerRef.value);
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setSize();
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let raf = 0;
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const t0 = performance.now();
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const loop = (t: number) => {
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const timeValue = (t - t0) * 0.001;
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if (props.direction === 'pingpong') {
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const cycle = Math.sin(timeValue * 0.5) * directionMultiplier;
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(program.uniforms.uDirection as { value: number }).value = cycle;
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}
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(program.uniforms.iTime as { value: number }).value = timeValue;
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renderer.render({ scene: mesh });
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raf = requestAnimationFrame(loop);
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};
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raf = requestAnimationFrame(loop);
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cleanup = () => {
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cancelAnimationFrame(raf);
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ro.disconnect();
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if (props.mouseInteractive && containerRef.value) {
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containerRef.value.removeEventListener('mousemove', handleMouseMove);
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}
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try {
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containerRef.value?.removeChild(canvas);
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} catch {}
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};
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};
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onMounted(() => {
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setup();
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});
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onBeforeUnmount(() => {
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cleanup?.();
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});
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watch(
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props,
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() => {
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cleanup?.();
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setup();
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},
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{ deep: true }
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);
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</script>
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<template>
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<div ref="containerRef" class="relative w-full h-full overflow-hidden" />
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</template>
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