219 lines
No EOL
8 KiB
HTML
219 lines
No EOL
8 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Neurameba Motion</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background-color: #0a0a0a;
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font-family: 'Courier New', monospace;
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color: #ffffff;
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}
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#attribution {
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position: fixed;
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bottom: 10px;
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right: 10px;
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font-size: 10px;
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opacity: 0.5;
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pointer-events: none;
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}
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</style>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<div id="attribution">neurameba · motd.social</div>
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<script>
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const canvas = document.getElementById('canvas');
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const ctx = canvas.getContext('2d');
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function resizeCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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}
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window.addEventListener('resize', resizeCanvas);
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resizeCanvas();
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// Parameters derived from abstract inputs
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const params = {
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motion: 0.478,
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density: 0.506,
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complexity: 0.570,
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connectedness: 0.690,
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lifespan: 0.477,
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survivingNodes: 15,
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branchCount: 15,
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loops: 262,
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maxDepth: 10,
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thicknessRatio: 1.25,
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fractalDimension: 0.792,
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finalEnergy: 93.2,
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pulse: { avg: 0.37, min: 0.30, max: 1.50 },
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tones: {
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anger: 0.00,
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sadness: 0.00,
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curiosity: 0.70,
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dryness: 0.80,
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playfulness: 0.10,
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tension: 0.00
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}
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};
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// Color palette based on tones
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const palette = {
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main: params.tones.dryness > 0.7 ? '#e0e0e0' : '#60e0e0', // teal for curiosity, gray for dryness
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accent: params.tones.playfulness > 0.5 ? '#ff6060' : '#30ff30', // subtle red/teal for dynamics
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bg: '#0a0a0a',
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node: params.tones.dryness > 0.7 ? '#a0a0a0' : '#60e0e0',
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edge: params.tones.dryness > 0.7 ? 'rgba(160, 160, 160, 0.3)' : 'rgba(96, 224, 224, 0.3)'
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};
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// Node and edge data structures
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class Network {
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constructor() {
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this.nodes = [];
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this.edges = [];
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this.pulseProgress = 0;
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this.pulseDirection = 1;
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this.age = 0;
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}
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initialize() {
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// Create nodes in a fractal pattern
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for (let i = 0; i < params.survivingNodes; i++) {
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const depth = Math.floor(Math.random() * params.maxDepth);
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this.nodes.push({
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id: i,
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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size: 2 + Math.random() * 5,
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depth: depth,
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energy: params.finalEnergy * (0.5 + Math.random() * 0.5),
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target: {
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height
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}
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});
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}
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// Create edges with loops
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for (let i = 0; i < params.branchCount; i++) {
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const from = Math.floor(Math.random() * this.nodes.length);
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const to = Math.floor(Math.random() * this.nodes.length);
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const loopCount = Math.min(params.loops, 20); // Max loops per edge
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for (let j = 0; j < loopCount; j++) {
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this.edges.push({
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from: from,
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to: to,
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strength: 0.5 + Math.random() * 0.5,
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thickness: 0.5 + params.thicknessRatio * (0.5 + Math.random() * 0.5),
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offset: j * 20,
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phase: Math.random() * Math.PI * 2
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});
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}
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}
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}
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update() {
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this.age += 0.01 * params.motion;
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// Pulse effect
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this.pulseProgress += 0.005 * this.pulseDirection * params.pulse.avg;
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if (this.pulseProgress > 1 || this.pulseProgress < 0) {
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this.pulseDirection *= -1;
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}
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// Update node positions with energy-based movement
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this.nodes.forEach(node => {
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// Fractal movement pattern
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const fractalFactor = Math.pow(params.fractalDimension, node.depth);
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node.x += (node.target.x - node.x) * 0.01 * params.motion * fractalFactor;
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node.y += (node.target.y - node.y) * 0.01 * params.motion * fractalFactor;
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// Add some randomness
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node.x += (Math.random() - 0.5) * 0.5 * params.complexity;
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node.y += (Math.random() - 0.5) * 0.5 * params.complexity;
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// Stay within bounds
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node.x = Math.max(0, Math.min(canvas.width, node.x));
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node.y = Math.max(0, Math.min(canvas.height, node.y));
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// Update target occasionally
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if (Math.random() < 0.02 * params.motion) {
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node.target = {
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height
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};
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}
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});
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}
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draw() {
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// Clear with slight motion blur effect
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ctx.fillStyle = `${palette.bg}10`;
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Draw edges with pulse effects
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this.edges.forEach(edge => {
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const fromNode = this.nodes[edge.from];
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const toNode = this.nodes[edge.to];
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// Calculate pulse-adjusted thickness
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const pulseFactor = 0.5 + 0.5 * Math.sin(this.pulseProgress * Math.PI * 2 + edge.phase);
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const thickness = edge.thickness * (1 + pulseFactor * 0.3);
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// Draw edge with glow
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ctx.strokeStyle = palette.edge;
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ctx.lineWidth = thickness;
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ctx.beginPath();
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ctx.moveTo(fromNode.x, fromNode.y);
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ctx.lineTo(toNode.x, toNode.y);
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ctx.stroke();
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// Add glow effect
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ctx.shadowColor = palette.accent;
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ctx.shadowBlur = thickness * 2;
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ctx.beginPath();
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ctx.moveTo(fromNode.x, fromNode.y);
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ctx.lineTo(toNode.x, toNode.y);
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ctx.stroke();
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ctx.shadowBlur = 0;
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});
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// Draw nodes with size based on energy
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this.nodes.forEach(node => {
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const size = node.size * (0.8 + 0.4 * Math.sin(this.age * 0.1 + node.id));
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const alpha = Math.min(1, node.energy / 100);
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// Draw node with glow
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ctx.fillStyle = palette.node;
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ctx.beginPath();
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ctx.arc(node.x, node.y, size, 0, Math.PI * 2);
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ctx.fill();
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// Add glow
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ctx.shadowColor = palette.accent;
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ctx.shadowBlur = size * 2;
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ctx.beginPath();
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ctx.arc(node.x, node.y, size, 0, Math.PI * 2);
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ctx.fill();
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ctx.shadowBlur = 0;
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});
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}
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}
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let network = new Network();
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network.initialize();
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function animate() {
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network.update();
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network.draw();
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requestAnimationFrame(animate);
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}
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animate();
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</script>
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</body>
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</html> |