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+<!DOCTYPE html><html lang="en"><head>
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+ <meta charset="utf-8">
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+ <title>WebGPURenderer</title>
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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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+ <meta name="twitter:card" content="summary_large_image">
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+ <meta name="twitter:site" content="@threejs">
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+ <meta name="twitter:title" content="Three.js – WebGPURenderer">
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+ <meta property="og:image" content="https://threejs.org/files/share.png">
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+ <link rel="shortcut icon" href="../../files/favicon_white.ico" media="(prefers-color-scheme: dark)">
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+ <link rel="shortcut icon" href="../../files/favicon.ico" media="(prefers-color-scheme: light)">
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+
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+ <link rel="stylesheet" href="../resources/lesson.css">
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+ <link rel="stylesheet" href="../resources/lang.css">
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../../build/three.module.js"
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+ }
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+ }
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+ </script>
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+ </head>
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+ <body>
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+ <div class="container">
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+ <div class="lesson-title">
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+ <h1>WebGPURenderer</h1>
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+ </div>
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+ <div class="lesson">
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+ <div class="lesson-main">
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+
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+ <p>
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+ The new `WebGPURenderer` is the next-generation renderer for three.js. This article provides a short overview about the new
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+ renderer and basic guidelines about the usage.
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+ </p>
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+
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+ <h2>Overview</h2>
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+
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+ <p>
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+ `WebGPURenderer` is designed to be the modern alternative to the long-standing `WebGLRenderer`.
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+ Its primary goal is to use WebGPU, which is a modern, high-performance graphics and compute 3D API. However, it's built to be a
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+ universal renderer. If a device/browser doesn't support WebGPU, the renderer can automatically fall back to using a WebGL 2 backend.
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+ </p>
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+ <p>
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+ Providing a WebGL 2 backend as a fallback is a crucial design decision since it allows applications to benefit from WebGPU but without
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+ sacrificing the support for devices which only support WebGL 2.
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+ </p>
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+
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+ <p>
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+ Apart from the fact that `WebGPURenderer` enables access to WebGPU, it offers an exciting feature set:
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+ <p>
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+
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+ <ul>
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+ <li>
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+ `WebGPURenderer` comes with a new node-based material system which allows to develop custom materials with greater flexibility and
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+ more robustness.
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+ </li>
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+ <li>
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+ The renderer supports TSL, the three.js shading language. With TSL, developers can write shader code with JavaScript in a
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+ platform-independent manner. Shader code written in TSL can be transpiled to WGSL or GLSL depending on the available backend.
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+ </li>
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+ <li>
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+ `WebGPURenderer` comes with a new post-processing stack with built-in Multiple Render Targets (MRT) support and automatic pass combination thanks to the
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+ node material.
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+ </li>
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+ </ul>
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+
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+ Let's find out how to integrate `WebGPURenderer` in three.js applications.
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+
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+ <h2>Usage</h2>
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+
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+ <p>
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+ `WebGPURenderer` has different build files so the way you import three.js changes:
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+ </p>
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+
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
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+- import * as THREE from 'three';
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++ import * as THREE from 'three/webgpu';
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+</pre>
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+
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+ <p>
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+ If you are using an import map, it's recommended to change it to the following (the paths differ depending on your setup):
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+ </p>
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.webgpu.js",
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+ "three/webgpu": "../build/three.webgpu.js",
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+ "three/tsl": "../build/three.tsl.js",
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+ "three/addons/": "./jsm/"
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+ }
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+ }
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+ </script>
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+</pre>
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+
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+ <p>
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+ You can create an instance of the renderer just like with `WebGLRenderer`:
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+ </p>
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+
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
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+const renderer = new THREE.WebGPURenderer( { antialias: true } );
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+renderer.setPixelRatio( window.devicePixelRatio );
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+renderer.setSize( window.innerWidth, window.innerHeight );
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+renderer.setAnimationLoop( render );
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+document.body.appendChild( renderer.domElement );
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+</pre>
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+ <p>
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+ It's important to understand that WebGPU is initialized in an asynchronous fashion. Hence, it is recommended to use
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+ `setAnimationLoop()` to define the animation loop of your app since this approach will automatically ensure the renderer
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+ is initialized when rendering the first frame. If you prefer to manage your animation loop via `window.requestAnimationFrame()` or
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+ if you have to use to the renderer in your init routine, you need an additional line in the above code section.
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+ </p>
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
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+const renderer = new THREE.WebGPURenderer( { antialias: true } );
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+renderer.setPixelRatio( window.devicePixelRatio );
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+renderer.setSize( window.innerWidth, window.innerHeight );
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+renderer.setAnimationLoop( render );
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+document.body.appendChild( renderer.domElement );
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+
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++ await renderer.init();
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+</pre>
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+ <p>
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+ Most common methods known from `WebGLRenderer` like `clear()`, `setRenderTarget()`or `dispose()` are also present in `WebGPURenderer`.
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+ Please have a look at the <a href="https://threejs.org/docs/#Renderer" target="_blank">API documentation</a> for a full overview of the renderer's public interface.
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+ </p>
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+
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+ <p>
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+ Like mentioned in the initial part of the guide, `WebGPURenderer` uses a WebGPU backend by default and a WebGL 2 backend as a fallback.
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+ If you want to force the usage of WebGL 2 for testing purposes or if you want to exclude the usage of WebGPU for certain reasons, you can
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+ make use of the `forceWebGL` parameter.
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+ </p>
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+<pre class="prettyprint showlinemods notranslate lang-js" translate="no">
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+- const renderer = new THREE.WebGPURenderer( { antialias: true } );
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++ const renderer = new THREE.WebGPURenderer( { antialias: true, forceWebGL: true } );
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+</pre>
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+
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+ <h2>Migration</h2>
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+
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+ <p>
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+ If you want to give `WebGPURenderer` a try, you have to be aware of the following.
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+ </p>
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+
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+ <ul>
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+ <li>
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+ Custom materials based on `ShaderMaterial`, `RawShaderMaterial` and modifications of built-in materials via `onBeforeCompile()`
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+ are not supported in `WebGPURenderer`. This part of your application must be ported to node materials and TSL.
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+ </li>
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+ <li>
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+ `EffectComposer` with its effect passes are not supported because `WebGPURenderer` comes with a new, more modern
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+ post-processing stack. Similar to materials, post-processing effects are now written in TSL and the effect chain is expressed
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+ as a node composition. All common effects have already been ported to `WebGPURenderer` and exist in a more performant version
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+ as a node class. We have also added new effects like SSGI, SSS or a better DoF exclusively for the new renderer. Check out the
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+ <a href="https://threejs.org/examples/?q=webgpu%20postprocessing" target="_blank">official examples</a> to get an overview of
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+ the current supported effects.
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+ </li>
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+ <li>
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+ The renderer itself is still in an experimental state although its maturity level has been greatly improved in the last years.
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+ Still, depending on your application and scene setup, you will encounter missing features or a better performance with `WebGLRenderer`.
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+ Feel free to file an issue at GitHub so we are aware of open tasks. We are improving `WebGPURenderer` with each release so it's
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+ recommended to upgrade to the latest version whenever possible.
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+ </li>
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+ </ul>
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+
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+ <h2>State of WebGLRenderer</h2>
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+
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+ <p>Although in the meanwhile a lot of work happens in context of `WebGPURenderer`, the node material and TSL, `WebGLRenderer` is still maintained
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+ and the recommended choice for pure WebGL 2 applications. However, keep in mind that there are no plans to add larger new features to
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+ the renderer since the project's focus is now on `WebGPURenderer` which you can easily see at the latest release notes. That said,
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+ we are currently investigating the possibility to add limited node material support to `WebGLRenderer` in order to make the transition to
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+ `WebGPURenderer` easier for certain projects.
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+ </p>
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+
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+ </div>
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+ </div>
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+ </div>
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+
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+ <script src="../resources/prettify.js"></script>
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+ <script src="../resources/lesson.js"></script>
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+ </body>
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+</html>
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