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<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=ISO-8859-1">
<link type="text/css" rel="stylesheet" href="warpg.css" media="screen" />
<script type="text/javascript" src="glMatrix-0.9.5.min.js"></script>
<script type="text/javascript" src="jquery-1.5.1.min.js"></script>
<script type="text/javascript" src="jquery-ui-1.8.10.custom.min.js"></script>
<script type="text/javascript" src="warpg-dev.js"></script>
<META HTTP-EQUIV="Keywords" CONTENT="WebGL, javascript, html5, canvas, rpg, 3D, model, GPL, free, hack, slash">
</head>
<script id="shader-anim-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
uniform bool uUseTextures;
uniform sampler2D uSampler;
const float LOG2 = 1.442695;
const float fogDensity = 0.007;
void main(void) {
vec4 fragmentColor;
if (uUseTextures)
fragmentColor = texture2D(uSampler, vec2(vTextureCoord.s, 1.0-vTextureCoord.t));
else
fragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
float depth = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
gl_FragColor = mix( vec4(fragmentColor.rgb*vLightWeighting, fragmentColor.a), vec4( 0.5,0.5,0.5, 1.0 ), fogFactor );
}
</script>
<script id="shader-anim-vs" type="x-shader/x-vertex">
attribute vec3 aNormals;
attribute vec2 aTextureCoord;
attribute vec4 aWeightPosition1;//(x,y,z) is the position, w is the bone
attribute vec4 aWeightPosition2;//(x,y,z) is the position, w is the bone
attribute vec2 weightBlend;
uniform vec4 jointOrient[70];//quaternions
uniform vec3 jointPos[70];
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform vec3 uAmbiantLight;
uniform vec3 uDirectionnalLight;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
vec3 qrot( vec4 q, vec3 v ){
return v + 2.0*cross(q.xyz, cross(q.xyz ,v) + q.w*v);
}
void main(void) {
ivec2 bones = ivec2(aWeightPosition1.w,aWeightPosition2.w);
vec3 pos = weightBlend.x*(qrot(jointOrient[bones.x],aWeightPosition1.xyz)+jointPos[bones.x]);
if(weightBlend.y>0.0)
pos = pos + weightBlend.y*(qrot(jointOrient[bones.y],aWeightPosition2.xyz)+jointPos[bones.y]);
vTextureCoord = aTextureCoord;
vec4 transformedNormal = uMVMatrix * vec4(aNormals, 0.0);
vLightWeighting = uAmbiantLight+uDirectionnalLight*max(dot(transformedNormal.xyz, vec3(0.0,-1.0, 0.0)), 0.0);
gl_Position = uPMatrix * uMVMatrix * vec4(pos, 1.0);
}
</script>
<script id="shader-terrain-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
varying vec3 vTextureCoord;
varying vec3 vLightWeighting;
varying vec3 norm;
varying float h;
uniform sampler2D uSampler;
uniform sampler2D uSampler2;
uniform sampler2D uSampler3;
uniform sampler2D uSampler4;
const float LOG2 = 1.442695;
const float fogDensity = 0.007;
void main(void) {
float path = vTextureCoord.p;
vec4 blen = vec4((1.0-abs(norm.z))*40.0,abs(norm.z),max(0.0,(h-90.0)/(10.0*(1.0+path))),path);
blen = blen*blen;
blen = vec4(blen.x/(blen.x+blen.y+blen.z+blen.w),blen.y/(blen.x+blen.y+blen.z+blen.w),blen.z/(blen.x+blen.y+blen.z+blen.w),blen.w/(blen.x+blen.y+blen.z+blen.w));
vec4 fragmentColor = blen.y*texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t))+blen.x*texture2D(uSampler2, vec2(vTextureCoord.s, vTextureCoord.t))+blen.z*texture2D(uSampler3, vec2(vTextureCoord.s, vTextureCoord.t))+blen.w*texture2D(uSampler4, vec2(vTextureCoord.s, vTextureCoord.t));
float depth = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
gl_FragColor = mix( vec4(fragmentColor.rgb*vLightWeighting, fragmentColor.a), vec4( 0.5,0.5,0.5, 1.0 ), fogFactor );
}
</script>
<script id="shader-terrain-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aNormals;
attribute vec3 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform vec3 uAmbiantLight;
uniform vec3 uDirectionnalLight;
varying vec3 vLightWeighting;
varying vec3 vTextureCoord;
varying vec3 norm;
varying float h;
void main(void) {
norm = normalize(aNormals);
vTextureCoord = aTextureCoord;
h = aVertexPosition.z;
vec4 transformedNormal = uMVMatrix * vec4(aNormals, 0.0);
vLightWeighting = uAmbiantLight+uDirectionnalLight*max(dot(transformedNormal.xyz, vec3(0.0,-1.0, 0.0)), 0.0);
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}
</script>
<script id="shader-static-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
uniform bool uUseTextures;
uniform sampler2D uSampler;
const float LOG2 = 1.442695;
const float fogDensity = 0.007;
void main(void) {
vec4 fragmentColor;
if (uUseTextures)
fragmentColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
else
fragmentColor = vec4(1.0, 1.0, 1.0, 1.0);
if(fragmentColor.a==0.0)
discard;
float depth = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
gl_FragColor = mix( vec4(fragmentColor.rgb*vLightWeighting, fragmentColor.a), fragmentColor.a*vec4( 0.5,0.5,0.5, 1.0 ), fogFactor );
}
</script>
<script id="shader-static-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aNormals;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform vec3 uAmbiantLight;
uniform vec3 uDirectionnalLight;
varying vec3 vLightWeighting;
varying vec2 vTextureCoord;
void main(void) {
vTextureCoord = aTextureCoord;
vec4 transformedNormal = uMVMatrix * vec4(aNormals, 0.0);
vLightWeighting = uAmbiantLight+uDirectionnalLight*max(dot(transformedNormal.xyz, vec3(0.0,-1.0, 0.0)), 0.0);
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}
</script>
<script id="shader-health-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
uniform float lifePercent;
uniform sampler2D uSampler;
const float LOG2 = 1.442695;
const float fogDensity = 0.007;
varying vec2 coord;
void main(void) {
vec4 fragmentColor;
fragmentColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
float rad = coord.x*coord.x+coord.y*coord.y;
if (fragmentColor.a<0.5 && rad<1.0)
if (rad<lifePercent)
fragmentColor = vec4(0.8,0.0,0.0,0.7);
else
fragmentColor = vec4(0.0,0.0,0.0,0.7);
if(fragmentColor.a==0.0)
discard;
float depth = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
gl_FragColor = mix( vec4(fragmentColor.rgb*vLightWeighting, fragmentColor.a), fragmentColor.a*vec4( 0.5,0.5,0.5, 1.0 ), fogFactor );
}
</script>
<script id="shader-health-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aNormals;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform vec3 uAmbiantLight;
uniform vec3 uDirectionnalLight;
varying vec3 vLightWeighting;
varying vec2 vTextureCoord;
varying vec2 coord;
void main(void) {
vTextureCoord = aTextureCoord;
coord = vec2(aVertexPosition.x,aVertexPosition.y);
vec4 transformedNormal = uMVMatrix * vec4(aNormals, 0.0);
vLightWeighting = uAmbiantLight+uDirectionnalLight*max(dot(transformedNormal.xyz, vec3(0.0,-1.0, 0.0)), 0.0);
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
}
</script>
<script id="shader-particle-fs" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D uSampler;
const float LOG2 = 1.442695;
const float fogDensity = 0.007;
varying float t;
void main(void) {
vec4 fragmentColor = texture2D(uSampler, gl_PointCoord);
float depth = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
gl_FragColor = mix( (0.5-t/2.0)*fragmentColor*fragmentColor.a, fragmentColor.a*vec4( 0.5,0.5,0.5, 1.0 ), fogFactor );
}
</script>
<script id="shader-particle-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aNormals;
attribute vec3 aTextureCoord; // x is offset, y is amplitude
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform float time;
varying float t;
void main(void) {
t = time+aTextureCoord.x;
if (t>1.0)
t =t - 1.0;
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition.x+t*aNormals.x*aTextureCoord.y,aVertexPosition.y+t*aNormals.y*aTextureCoord.y,aVertexPosition.z+t*aNormals.z*aTextureCoord.y, 1.0);
gl_PointSize = aTextureCoord.z*100.0/gl_Position.z;
}
</script>
<body onload="webGLStart();">
<div id="canvas3D"><canvas id="3d viewer" style="border: none;" width="800" height="600"></canvas>
<div id="frameRate"></div>
<div id="status">
<img src='data/text/redBar.png' height=20 width=150 id='imHp'></img>
<img src='data/text/yellowBar.png' height=20 width=150 id='imSp'></img>
<img src='data/text/blueBar.png' height=20 width=150 id='imMp'></img>
<hp id="hp">HP : 10/10</hp>
<sp id="sp">SP : 10/10</sp>
<mp id="mp">MP : 10/10</mp>
</div>
<div id="shortcutTab">
<table id="shortcutTable">
<tr><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr>
<tr><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr>
</table>
</div>
<div id="skillTab" style="overflow-Y:auto;visibility:hidden;">
<table id="skillTable" style="overflow:hidden"></table>
<input type="button" value="close" onclick="closeTab('skillTab');">
</div>
<div id="questsTab" style="overflow-Y:auto;visibility:hidden;">
Quests
<table id="questsTable" style="overflow:hidden"></table>
<input type="button" value="close" onclick="closeTab('questsTab');">
</div>
<div id="vendorTab" style="overflow-Y:auto;visibility:hidden;">
Drag your items here to sell them.
<table id="vendorTable" style="overflow:hidden"></table>
<input type="button" value="close" onclick="closeTab('vendorTab');">
</div>
<div id="inventoryTab" style="visibility:hidden;">
<input type="button" value="close" onclick="closeTab('inventoryTab');">
<div id="gear">
<div id="leftgear">
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
</div>
<img src="data/text/fleur_lines.png"></img>
<div id="rightgear">
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
</div>
</div>
<table id="statsTable">
<tr><td></td><td>Damages</td><td>Resists</td></tr>
<tr><td>Slash</td><td id="slashDmg">0 - 0</td><td id="slashRes">0 %</td></tr>
<tr><td>Pierce</td><td id="pierceDmg">0 - 0</td><td id="pierceRes">0 %</td></tr>
<tr><td>Blunt</td><td id="bluntDmg">0 - 0</td><td id="bluntRes">0 %</td></tr>
<tr><td>Fire</td><td id="fireDmg">0 - 0</td><td id="fireRes">0 %</td></tr>
<tr><td>Air</td><td id="airDmg">0 - 0</td><td id="airRes">0 %</td></tr>
<tr><td>Water</td><td id="waterDmg">0 - 0</td><td id="waterRes">0 %</td></tr>
<tr><td>Earth</td><td id="earthDmg">0 - 0</td><td id="earthRes">0 %</td></tr>
</table>
<div id="inventoryTitle">Inventory</div><div id="gold">0 gold</div><div id="trash" style="width:32;height:32;background-image:url(data/icons/trash.png)"></div>
<table id="inventoryTable">
<tr><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr>
<tr><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr>
<tr><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr>
<tr><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr>
</table>
</div>
<div id="aptitudeTab" style="visibility:hidden;">
<table border=1>
<tr><td colspan=2>Current Level</td><td id="playerLevel">1</td><td colspan=2>XP needed to level up an aptitude </td><td id="playerLevelXP">10</td><tr>
<tr><td>Aptitude</td><td>Level</td><td>XP</td><td>Aptitude</td><td>Level</td><td>XP</td><tr>
<tr><td><input type="button" value="Constitution" onclick="aptitudeButton('constitution');"></td><td id="constitutionLVL">1</td><td id="constitutionXP">0</td><td><input type="button" value="Slash" onclick="aptitudeButton('slash');"></td><td id="slashLVL">1</td><td id="slashXP">0</td><tr>
<tr><td><input type="button" value="Strength" onclick="aptitudeButton('strength');"></td><td id="strengthLVL">1</td><td id="strengthXP">0</td><td><input type="button" value="Pierce" onclick="aptitudeButton('pierce');"></td><td id="pierceLVL">1</td><td id="pierceXP">0</td><tr>
<tr><td><input type="button" value="Intelligence" onclick="aptitudeButton('intelligence');"></td><td id="intelligenceLVL">1</td><td id="intelligenceXP">0</td><td><input type="button" value="Blunt" onclick="aptitudeButton('blunt');"></td><td id="bluntLVL">1</td><td id="bluntXP">0</td><tr>
<tr><td><input type="button" value="Dexterity" onclick="aptitudeButton('dexterity');"></td><td id="dexterityLVL">1</td><td id="dexterityXP">0</td><td><input type="button" value="DoT" onclick="aptitudeButton('dot');"></td><td id="dotLVL">1</td><td id="dotXP">0</td><tr>
<tr><td><input type="button" value="Melee" onclick="aptitudeButton('melee');"></td><td id="meleeLVL">1</td><td id="meleeXP">0</td><td><input type="button" value="AoE" onclick="aptitudeButton('aoe');"></td><td id="aoeLVL">1</td><td id="aoeXP">0</td><tr>
<tr><td><input type="button" value="Ranged" onclick="aptitudeButton('ranged');"></td><td id="rangedLVL">1</td><td id="rangedXP">0</td><td><input type="button" value="Shield" onclick="aptitudeButton('shield');"></td><td id="shieldLVL">1</td><td id="shieldXP">0</td><tr>
<tr><td><input type="button" value="Cast" onclick="aptitudeButton('cast');"></td><td id="castLVL">1</td><td id="castXP">0</td><td><input type="button" value="Fire" onclick="aptitudeButton('fire');"></td><td id="fireLVL">1</td><td id="fireXP">0</td><tr>
<tr><td><input type="button" value="Run" onclick="aptitudeButton('run');"></td><td id="runLVL">1</td><td id="runXP">0</td><td><input type="button" value="Water" onclick="aptitudeButton('water');"></td><td id="waterLVL">1</td><td id="waterXP">0</td><tr>
<tr><td><input type="button" value="Block" onclick="aptitudeButton('block');"></td><td id="blockLVL">1</td><td id="blockXP">0</td><td><input type="button" value="Earth" onclick="aptitudeButton('earth');"></td><td id="earthLVL">1</td><td id="earthXP">0</td><tr>
<tr><td><input type="button" value="Enchant" onclick="aptitudeButton('enchant');"></td><td id="enchantLVL">1</td><td id="enchantXP">0</td><td><input type="button" value="Air" onclick="aptitudeButton('air');"></td><td id="airLVL">1</td><td id="airXP">0</td><tr>
<tr><td><input type="button" value="Hex" onclick="aptitudeButton('hex');"></td><td id="hexLVL">1</td><td id="hexXP">0</td><td><input type="button" value="Light" onclick="aptitudeButton('light');"></td><td id="lightLVL">1</td><td id="lightXP">0</td><tr>
<tr><td><input type="button" value="Traps" onclick="aptitudeButton('traps');"></td><td id="trapsLVL">1</td><td id="trapsXP">0</td><td><input type="button" value="Dark" onclick="aptitudeButton('dark');"></td><td id="darkLVL">1</td><td id="darkXP">0</td><tr>
<tr><td><input type="button" value="Stealth" onclick="aptitudeButton('stealth');"></td><td id="stealthLVL">1</td><td id="stealthXP">0</td><tr>
</table>
</div>
<div id="settingsTab" style="visibility:hidden;">
View Range :
<input id="viewDist" type="range" min="100" max="400" value="150" step="10"/>
</div>
<div id="pauseTab" style="visibility:hidden;">
GAME PAUSED
</div>
</div>
<div id="rightTab">
<h2>WebGL RPG / Hack & Slash</h2>
This demo has only been tested with chrome 10 and firefox 4.0. It may work with older versions of chrome, and some features do not work with firefox 4.0 (skill drag & drop). You will probably need to download a beta of a recent browser to see this demo: <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">getting a WebGL Implementation.</a> If you need information about this demo, you can contact me : nicolas dot bonnel at gmail dot com. The code is licenced under GNU GPL 3. Feel free to reuse the code, credits would be appreciated.<br>
<br>
To use various skills, open the aptitude tab ('L' shortcut), click either on 'cast' or 'melee', and drag & drop skills on the shortcut bar. At the start you will only have 2 skills available : melee attack (melee) and magic projectile (cast). When you use a skill, you level up aptitudes this skill is linked to. When you gain levels in aptitudes, you will have new skills available ! See the complete skill list <a href="https://github.com/nicolas-bonnel/WARPG/wiki/Skills">here.</a>
<br>
<h3>Controls</h3>
For the moment, controls are hardcoded. No WASD because I use a french keyboard layout :).
<ul>
<li>Forward : E</li>
<li>Backward : D</li>
<li>Turn left : S</li>
<li>Turn right : F</li>
<li>Strafe left : Z</li>
<li>Strafe right : R</li>
<li>Attack : T</li>
<li>Grab loot : Q</li>
<li>Interact (open, talk): A</li>
<li>Pause : P</li>
<li>Show/hide aptitude panel : L</li>
<li>Show/hide inventory panel : I</li>
<li>Show/hide settings panel : O</li>
<li>Show/hide quest panel : K</li>
</ul>
<h3>Links</h3>
<a href="https://github.com/nicolas-bonnel/WARPG/wiki/Credits">Credits</a><br>
<a href="https://github.com/nicolas-bonnel/WARPG/wiki/">Wiki</a><br>
<a href="http://learningwebgl.com/blog/">My webGL knowledge come from here, some parts of code too :)</a><br>
All the models come from opengameart.org, great site !<br>
<a href="http://opengameart.org/"><img src="data/oga.png"></img></a>
</div>
<h3>Console :</h3>
<div id="console"></div>
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