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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8">
- <title>SSRNode - Three.js Docs</title>
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- </head>
- <body>
- <p class="inheritance" translate="no"><a href="EventDispatcher.html">EventDispatcher</a> → <a href="Node.html">Node</a> → <a href="TempNode.html">TempNode</a> → </p>
- <h1 translate="no">SSRNode</h1>
- <section>
- <header>
- <div class="class-description"><p>Post processing node for computing screen space reflections (SSR).</p>
- <p>Reference: <a href="https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html" target="_blank" rel="noopener">https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html</a></p></div>
- </header>
- <article>
- <h2 class="subsection-title">Import</h2>
- <p><span translate="no">SSRNode</span> is an addon, and must be imported explicitly, see <a href="https://threejs.org/manual/#en/installation" target="_blank" rel="noopener">Installation#Addons</a>.</p>
- <pre><code class="language-js">import { ssr } from 'three/addons/tsl/display/SSRNode.js';</code></pre>
- <div class="container-overview">
- <h2>Constructor</h2>
- <h3 class="name name-method" id="SSRNode" translate="no">new <a href="#SSRNode">SSRNode</a><span class="signature">( colorNode : <span class="param-type"><a href="Node.html">Node</a>.<vec4></span>, depthNode : <span class="param-type"><a href="Node.html">Node</a>.<float></span>, normalNode : <span class="param-type"><a href="Node.html">Node</a>.<vec3></span>, options : <span class="param-type"><a href="global.html#SSRNodeOptions">SSRNodeOptions</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Constructs a new SSR node.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">colorNode</strong>
- </td>
- <td class="description last">
- <p>The node that represents the beauty pass.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">depthNode</strong>
- </td>
- <td class="description last">
- <p>A node that represents the beauty pass's depth.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">normalNode</strong>
- </td>
- <td class="description last">
- <p>A node that represents the beauty pass's normals.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">options</strong>
- </td>
- <td class="description last">
- <p>Optional inputs for material and environment data.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- </div>
- <h2 class="subsection-title">Properties</h2>
- <div class="member">
- <h3 class="name" id="_binaryRefine" translate="no">.<a href="#_binaryRefine">_binaryRefine</a><span class="type-signature"> : boolean</span> </h3>
- <div class="description">
- <p>Enables sub-step binary-search refinement of a detected hit. When on, a coarse
- crossing is bisected toward the exact intersection (sharper hits, less step
- aliasing) at the cost of extra depth samples. Baked into the shader as a
- compile-time constant; assigning a new value rebuilds the SSR material.</p>
- <p>Default is <code>false</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="_blurQuality" translate="no">.<a href="#_blurQuality">_blurQuality</a><span class="type-signature"> : number</span> </h3>
- <div class="description">
- <p>The quality of the blur. Must be an integer in the range <code>[1,3]</code>.</p>
- <p>Baked into the blur shader as a compile-time constant so the <code>(size*2+1)²</code>
- sample loop unrolls; assigning a new value recompiles the blur material.</p>
- <p>Default is <code>2</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="_reflectNonMetals" translate="no">.<a href="#_reflectNonMetals">_reflectNonMetals</a><span class="type-signature"> : boolean</span> </h3>
- <div class="description">
- <p>Only used when <a href="SSRNode.html#stochastic">SSRNode#stochastic</a> is <code>false</code>. When <code>false</code>, non-metallic
- surfaces are discarded for a noticeable performance gain; set <code>true</code> to also
- reflect dielectrics. Baked into the shader as a compile-time constant; assigning a
- new value recompiles the SSR material.</p>
- <p>Default is <code>false</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="_screenEdgeFadeBlack" translate="no">.<a href="#_screenEdgeFadeBlack">_screenEdgeFadeBlack</a><span class="type-signature"> : boolean</span> </h3>
- <div class="description">
- <p>When <code>true</code>, SSR fades to zero near screen borders instead of blending toward
- the environment map. Hits are faded by the reflection sample UV; misses are
- faded by the surface pixel UV.</p>
- <p>Baked into the shader as a compile-time constant so the unused fade branch is
- eliminated; assigning a new value recompiles the SSR material.</p>
- <p>Default is <code>false</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="_stepExponent" translate="no">.<a href="#_stepExponent">_stepExponent</a><span class="type-signature"> : number</span> </h3>
- <div class="description">
- <p>Non-linear step distribution exponent. <code>1</code> = uniform steps; <code>> 1</code> concentrates
- samples near the ray origin — where most short-range reflections are missed — and
- spaces them out toward maxDistance, as <code>s = (i / steps) ^ stepExponent</code>.</p>
- <p>Baked into the shader as a compile-time constant so <code>pow()</code> folds to a few
- multiplies; assigning a new value recompiles the SSR material. Only used by the
- stochastic reflection path.</p>
- <p>Default is <code>2</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="binaryRefine" translate="no">.<a href="#binaryRefine">binaryRefine</a><span class="type-signature"> : boolean</span> </h3>
- <div class="description">
- <p>Whether sub-step binary-search hit refinement is enabled (compile-time constant).
- Assigning a new value rebuilds the SSR material.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="blurQuality" translate="no">.<a href="#blurQuality">blurQuality</a><span class="type-signature"> : number</span> </h3>
- <div class="description">
- <p>Blur kernel size (compile-time constant). Assigning a new value recompiles the
- blur material.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="camera" translate="no">.<a href="#camera">camera</a><span class="type-signature"> : <a href="Camera.html">Camera</a></span> </h3>
- <div class="description">
- <p>The camera the scene is rendered with.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="colorNode" translate="no">.<a href="#colorNode">colorNode</a><span class="type-signature"> : <a href="Node.html">Node</a>.<vec4></span> </h3>
- <div class="description">
- <p>The node that represents the beauty pass.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="depthNode" translate="no">.<a href="#depthNode">depthNode</a><span class="type-signature"> : <a href="Node.html">Node</a>.<float></span> </h3>
- <div class="description">
- <p>A node that represents the beauty pass's depth.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="diffuseNode" translate="no">.<a href="#diffuseNode">diffuseNode</a><span class="type-signature"> : <a href="Node.html">Node</a>.<vec4></span> </h3>
- <div class="description">
- <p>A node that represents the scene's diffuse color (typically the MRT <code>diffuseColor</code> attachment).
- When <code>null</code>, the shader uses <code>vec3(1)</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="envImportanceSampling" translate="no">.<a href="#envImportanceSampling">envImportanceSampling</a><span class="type-signature"> : boolean</span> </h3>
- <div class="description">
- <p>When <code>true</code>, env-luminance CDF tables are built and MIS is used for environment misses.
- Fixed at construction time.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="envMapIntensity" translate="no">.<a href="#envMapIntensity">envMapIntensity</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>Intensity multiplier for the importance-sampled env contribution.
- Only available after setEnvMap has been called.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="environmentIntensity" translate="no">.<a href="#environmentIntensity">environmentIntensity</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>Intensity multiplier applied to environment-map reflections on screen-space
- misses and at screen edges. Defaults to π to match the former hardcoded multiplier.</p>
- <p>Default is <code>Math.PI</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="environmentNode" translate="no">.<a href="#environmentNode">environmentNode</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
- <div class="description">
- <p>HDR environment map for screen-space misses.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="historyTexture" translate="no">.<a href="#historyTexture">historyTexture</a><span class="type-signature"> : <a href="Texture.html">Texture</a></span> </h3>
- <div class="description">
- <p>A node that represents the history texture for multi-bounce reflections.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="intensity" translate="no">.<a href="#intensity">intensity</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>A multiplier for the overall reflection intensity. <code>1</code> leaves the
- reflections unchanged, lower values dim them and higher values boost them.</p>
- <p>Default is <code>1</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="maxDistance" translate="no">.<a href="#maxDistance">maxDistance</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>Controls how far a fragment can reflect. Increasing this value result in more
- computational overhead but also increases the reflection distance.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="maxLuminance" translate="no">.<a href="#maxLuminance">maxLuminance</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>Absolute env luminance cap. HDR env samples above this are scaled down (hue preserved).</p>
- <p>Default is <code>10</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="metalnessNode" translate="no">.<a href="#metalnessNode">metalnessNode</a><span class="type-signature"> : <a href="Node.html">Node</a>.<float></span> </h3>
- <div class="description">
- <p>Per-pixel metalness, used to drive the GGX reflection sampling and the non-metal
- early-out. When <code>null</code>, the shader treats surfaces as non-metallic.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="mirrorBias" translate="no">.<a href="#mirrorBias">mirrorBias</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>Mirror bias for the stochastic GGX sampling. Concentrates the reflected rays toward
- the lobe's narrow (near-mirror) core, trading a small amount of bias for less noise.
- <code>0</code> samples the full VNDF lobe; values toward <code>1</code> tighten the cone. Range <code>[0,1]</code>.</p>
- <p>Default is <code>0.5</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="normalNode" translate="no">.<a href="#normalNode">normalNode</a><span class="type-signature"> : <a href="Node.html">Node</a>.<vec3></span> </h3>
- <div class="description">
- <p>A node that represents the beauty pass's normals.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="quality" translate="no">.<a href="#quality">quality</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>This parameter controls how detailed the raymarching process works.
- The value ranges is <code>[0,1]</code> where <code>1</code> means best quality (the maximum number
- of raymarching iterations/samples) and <code>0</code> means no samples at all.</p>
- <p>A quality of <code>0.5</code> is usually sufficient for most use cases. Try to keep
- this parameter as low as possible. Larger values result in noticeable more
- overhead.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="reflectNonMetals" translate="no">.<a href="#reflectNonMetals">reflectNonMetals</a><span class="type-signature"> : boolean</span> </h3>
- <div class="description">
- <p>Whether dielectrics are reflected in the non-stochastic path (compile-time constant).
- Assigning a new value rebuilds the SSR material.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="resolutionScale" translate="no">.<a href="#resolutionScale">resolutionScale</a><span class="type-signature"> : number</span> </h3>
- <div class="description">
- <p>The resolution scale. Valid values are in the range
- <code>[0,1]</code>. <code>1</code> means best quality but also results in
- more computational overhead. Setting to <code>0.5</code> means
- the effect is computed in half-resolution.</p>
- <p>Default is <code>1</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="roughnessNode" translate="no">.<a href="#roughnessNode">roughnessNode</a><span class="type-signature"> : <a href="Node.html">Node</a>.<float></span> </h3>
- <div class="description">
- <p>Per-pixel roughness, used to drive the GGX reflection sampling and the blur mip
- selection. When <code>null</code>, the shader treats surfaces as fully smooth.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="screenEdgeFade" translate="no">.<a href="#screenEdgeFade">screenEdgeFade</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>Screen-edge fade width, in UV units. As a screen-space hit approaches a screen
- border, the reflection is faded over this distance — either toward the environment
- reflection (<a href="SSRNode.html#screenEdgeFadeBlack">SSRNode#screenEdgeFadeBlack</a> <code>false</code>) or to zero intensity
- (<code>true</code>). <code>0</code> disables it.</p>
- <p>Default is <code>0.2</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="screenEdgeFadeBlack" translate="no">.<a href="#screenEdgeFadeBlack">screenEdgeFadeBlack</a><span class="type-signature"> : boolean</span> </h3>
- <div class="description">
- <p>Whether SSR fades to black near screen borders (compile-time constant). Assigning
- a new value recompiles the SSR material.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="stepExponent" translate="no">.<a href="#stepExponent">stepExponent</a><span class="type-signature"> : number</span> </h3>
- <div class="description">
- <p>Non-linear step distribution exponent (compile-time constant). See the backing
- field for details. Assigning a new value recompiles the SSR material.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="stochastic" translate="no">.<a href="#stochastic">stochastic</a><span class="type-signature"> : boolean</span> </h3>
- <div class="description">
- <p>When <code>true</code>, the reflection direction is varied per pixel with stochastic GGX rays
- (second-generation SSR). When <code>false</code>, a single mirror reflection is traced and
- roughness is softened with a blur pass (first-generation SSR).</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="thickness" translate="no">.<a href="#thickness">thickness</a><span class="type-signature"> : <a href="UniformNode.html">UniformNode</a>.<float></span> </h3>
- <div class="description">
- <p>Controls the cutoff between what counts as a possible reflection hit and what does not.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="updateBeforeType" translate="no">.<a href="#updateBeforeType">updateBeforeType</a><span class="type-signature"> : string</span> </h3>
- <div class="description">
- <p>The <code>updateBeforeType</code> is set to <code>NodeUpdateType.FRAME</code> since the node renders
- its effect once per frame in <code>updateBefore()</code>.</p>
- <p>Default is <code>'frame'</code>.</p>
- </div>
- <dl class="details">
- <dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#updateBeforeType">TempNode#updateBeforeType</a></dt>
- </dl>
- </div>
- <div class="member">
- <h3 class="name" id="velocityTexture" translate="no">.<a href="#velocityTexture">velocityTexture</a><span class="type-signature"> : <a href="Node.html">Node</a>.<vec2></span> </h3>
- <div class="description">
- <p>A node that represents the velocity texture for reprojection.</p>
- </div>
- </div>
- <h2 class="subsection-title">Methods</h2>
- <h3 class="name name-method" id="dispose" translate="no">.<a href="#dispose">dispose</a><span class="signature">()</span> </h3>
- <div class="method">
- <div class="description">
- <p>Frees internal resources. This method should be called
- when the effect is no longer required.</p>
- </div>
- <dl class="details">
- <dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#dispose">TempNode#dispose</a></dt>
- </dl>
- </div>
- <h3 class="name name-method" id="getTextureNode" translate="no">.<a href="#getTextureNode">getTextureNode</a><span class="signature">()</span><span class="type-signature"> : <a href="PassTextureNode.html">PassTextureNode</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Returns the result of the effect as a texture node.</p>
- </div>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> A texture node that represents the result of the effect.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="setEnvMap" translate="no">.<a href="#setEnvMap">setEnvMap</a><span class="signature">( hdr : <span class="param-type"><a href="Texture.html">Texture</a> | null</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Sets the environment map for importance-sampled env lighting when
- screen-space rays miss. Call this whenever the scene's env map changes.</p>
- <p>Uses <a href="ImportanceSampledEnvironment.html">ImportanceSampledEnvironment</a> (CDF + MIS adapted from
- <a href="https://github.com/gkjohnson/three-gpu-pathtracer" target="_blank" rel="noopener">three-gpu-pathtracer</a>).</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">hdr</strong>
- </td>
- <td class="description last">
- <p>The equirectangular HDR environment map, or null to disable.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-see">See:</dt>
- <dd class="tag-see">
- <ul>
- <li><a href="https://github.com/gkjohnson/three-gpu-pathtracer" target="_blank" rel="noopener">https://github.com/gkjohnson/three-gpu-pathtracer</a></li>
- </ul>
- </dd>
- </dl>
- </div>
- <h3 class="name name-method" id="setHistory" translate="no">.<a href="#setHistory">setHistory</a><span class="signature">( history : <span class="param-type"><a href="Texture.html">Texture</a></span>, velocity : <span class="param-type"><a href="Node.html">Node</a>.<vec2></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Wires the feedback inputs for multi-bounce reflections: the previous frame's
- denoised result (<code>history</code>) and the velocity buffer used to reproject it
- (<code>velocity</code>). <code>history</code> accepts the producing node (e.g. a
- <a href="RecurrentDenoiseNode.html">RecurrentDenoiseNode</a>) — its output render target is used — or a raw
- texture. Pass <code>null</code> for both to disable multi-bounce.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">history</strong>
- </td>
- <td class="description last">
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">velocity</strong>
- </td>
- <td class="description last">
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="setSize" translate="no">.<a href="#setSize">setSize</a><span class="signature">( width : <span class="param-type">number</span>, height : <span class="param-type">number</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Sets the size of the effect.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">width</strong>
- </td>
- <td class="description last">
- <p>The width of the effect.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong translate="no">height</strong>
- </td>
- <td class="description last">
- <p>The height of the effect.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="setup" translate="no">.<a href="#setup">setup</a><span class="signature">( builder : <span class="param-type"><a href="NodeBuilder.html">NodeBuilder</a></span> )</span><span class="type-signature"> : <a href="PassTextureNode.html">PassTextureNode</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>This method is used to setup the effect's TSL code.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">builder</strong>
- </td>
- <td class="description last">
- <p>The current node builder.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#setup">TempNode#setup</a></dt>
- </dl>
- </div>
- <h3 class="name name-method" id="updateBefore" translate="no">.<a href="#updateBefore">updateBefore</a><span class="signature">( frame : <span class="param-type"><a href="NodeFrame.html">NodeFrame</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>This method is used to render the effect once per frame.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong translate="no">frame</strong>
- </td>
- <td class="description last">
- <p>The current node frame.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-overrides"><strong>Overrides:</strong> <a href="TempNode.html#updateBefore">TempNode#updateBefore</a></dt>
- </dl>
- </div>
- <h2 class="subsection-title">Source</h2>
- <p>
- <a href="https://github.com/mrdoob/three.js/blob/master/examples/jsm/tsl/display/SSRNode.js" translate="no" target="_blank" rel="noopener">examples/jsm/tsl/display/SSRNode.js</a>
- </p>
- </article>
- </section>
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