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https://github.com/DavidHDev/vue-bits.git
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Component Boom
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232
src/content/Backgrounds/Silk/Silk.vue
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232
src/content/Backgrounds/Silk/Silk.vue
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<template>
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<div ref="containerRef" :class="className" :style="style" class="w-full h-full"></div>
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</template>
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<script setup lang="ts">
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import { ref, onMounted, onUnmounted, watch, type CSSProperties } from 'vue'
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import { Renderer, Program, Mesh, Plane, Camera } from 'ogl'
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interface SilkProps {
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speed?: number
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scale?: number
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color?: string
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noiseIntensity?: number
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rotation?: number
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className?: string
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style?: CSSProperties
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}
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const props = withDefaults(defineProps<SilkProps>(), {
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speed: 5,
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scale: 1,
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color: '#7B7481',
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noiseIntensity: 1.5,
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rotation: 0,
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className: '',
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style: () => ({})
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})
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const containerRef = ref<HTMLDivElement>()
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const hexToNormalizedRGB = (hex: string): [number, number, number] => {
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const clean = hex.replace('#', '')
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const r = parseInt(clean.slice(0, 2), 16) / 255
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const g = parseInt(clean.slice(2, 4), 16) / 255
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const b = parseInt(clean.slice(4, 6), 16) / 255
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return [r, g, b]
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}
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const vertexShader = `
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attribute vec2 uv;
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attribute vec3 position;
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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varying vec2 vUv;
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varying vec3 vPosition;
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void main() {
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vPosition = position;
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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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`
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const fragmentShader = `
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precision highp float;
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varying vec2 vUv;
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varying vec3 vPosition;
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uniform float uTime;
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uniform vec3 uColor;
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uniform float uSpeed;
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uniform float uScale;
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uniform float uRotation;
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uniform float uNoiseIntensity;
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const float e = 2.71828182845904523536;
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float noise(vec2 texCoord) {
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float G = e;
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vec2 r = (G * sin(G * texCoord));
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return fract(r.x * r.y * (1.0 + texCoord.x));
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}
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vec2 rotateUvs(vec2 uv, float angle) {
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float c = cos(angle);
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float s = sin(angle);
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mat2 rot = mat2(c, -s, s, c);
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return rot * uv;
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}
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void main() {
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float rnd = noise(gl_FragCoord.xy);
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vec2 uv = rotateUvs(vUv * uScale, uRotation);
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vec2 tex = uv * uScale;
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float tOffset = uSpeed * uTime;
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tex.y += 0.03 * sin(8.0 * tex.x - tOffset);
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float pattern = 0.6 +
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0.4 * sin(5.0 * (tex.x + tex.y +
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cos(3.0 * tex.x + 5.0 * tex.y) +
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0.02 * tOffset) +
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sin(20.0 * (tex.x + tex.y - 0.1 * tOffset)));
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vec4 col = vec4(uColor, 1.0) * vec4(pattern) - rnd / 15.0 * uNoiseIntensity;
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col.a = 1.0;
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gl_FragColor = col;
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}
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`
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let renderer: Renderer | null = null
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let mesh: Mesh | null = null
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let program: Program | null = null
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let camera: Camera | null = null
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let animateId = 0
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const initSilk = () => {
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const container = containerRef.value
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if (!container) return
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renderer = new Renderer({
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alpha: true,
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antialias: true,
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})
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const gl = renderer.gl
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gl.clearColor(0, 0, 0, 0)
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gl.canvas.style.backgroundColor = 'transparent'
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camera = new Camera(gl, { fov: 75 })
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camera.position.z = 1
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const resize = () => {
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if (!container || !camera) return
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const width = container.offsetWidth
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const height = container.offsetHeight
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renderer!.setSize(width, height)
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camera.perspective({ aspect: width / height })
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if (mesh) {
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const distance = camera.position.z
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const fov = camera.fov * (Math.PI / 180)
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const height2 = 2 * Math.tan(fov / 2) * distance
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const width2 = height2 * (width / height)
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mesh.scale.set(width2, height2, 1)
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}
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}
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window.addEventListener('resize', resize)
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const geometry = new Plane(gl, {
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width: 1,
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height: 1,
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})
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const colorRGB = hexToNormalizedRGB(props.color)
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program = new Program(gl, {
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vertex: vertexShader,
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fragment: fragmentShader,
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uniforms: {
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uSpeed: { value: props.speed },
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uScale: { value: props.scale },
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uNoiseIntensity: { value: props.noiseIntensity },
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uColor: { value: colorRGB },
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uRotation: { value: props.rotation },
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uTime: { value: 0 },
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},
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})
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mesh = new Mesh(gl, { geometry, program })
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container.appendChild(gl.canvas)
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gl.canvas.style.width = '100%'
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gl.canvas.style.height = '100%'
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gl.canvas.style.display = 'block'
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let lastTime = 0
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const update = (t: number) => {
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animateId = requestAnimationFrame(update)
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const deltaTime = (t - lastTime) / 1000
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lastTime = t
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if (program && mesh && camera) {
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program.uniforms.uTime.value += 0.1 * deltaTime
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program.uniforms.uSpeed.value = props.speed
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program.uniforms.uScale.value = props.scale
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program.uniforms.uNoiseIntensity.value = props.noiseIntensity
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program.uniforms.uColor.value = hexToNormalizedRGB(props.color)
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program.uniforms.uRotation.value = props.rotation
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renderer!.render({ scene: mesh, camera })
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}
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}
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animateId = requestAnimationFrame(update)
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resize()
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return () => {
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cancelAnimationFrame(animateId)
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window.removeEventListener('resize', resize)
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if (container && gl.canvas.parentNode === container) {
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container.removeChild(gl.canvas)
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}
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gl.getExtension('WEBGL_lose_context')?.loseContext()
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}
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}
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const cleanup = () => {
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if (animateId) {
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cancelAnimationFrame(animateId)
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}
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if (renderer) {
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const gl = renderer.gl
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const container = containerRef.value
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if (container && gl.canvas.parentNode === container) {
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container.removeChild(gl.canvas)
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}
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gl.getExtension('WEBGL_lose_context')?.loseContext()
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}
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renderer = null
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mesh = null
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camera = null
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program = null
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}
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onMounted(() => {
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initSilk()
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})
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onUnmounted(() => {
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cleanup()
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})
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watch(
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() => [props.speed, props.scale, props.color, props.noiseIntensity, props.rotation],
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() => {}
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)
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</script>
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