noise shader
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grk/cw 6/shaders/shader_noise.frag
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80
grk/cw 6/shaders/shader_noise.frag
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#version 430 core
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float PI = 3.14159f;
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uniform sampler2D colorTexture;
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uniform float exposition;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vtc;
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out vec4 outColor;
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in vec3 viewDirTS;
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in vec3 lightDirTS;
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in vec3 sunDirTS;
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uniform float u_time;
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float pi = 3.14159;
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// 2D Random
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))
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* 43758.5453123);
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}
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// 2D Noise based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 randA = vec2(a *2.0 *pi);
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vec2 randB = vec2(b *2.0 *pi);
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vec2 randC = vec2(c *2.0 *pi);
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vec2 randD = vec2(d *2.0 *pi);
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vec2 offsetA = a-st;
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vec2 offsetB = b-st;
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vec2 offsetC = c-st;
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vec2 offsetD = d-st;
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offsetA = offsetA*randA;
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offsetB = offsetB*randB;
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offsetC = offsetC*randC;
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offsetD = offsetD*randD;
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float resA = smoothstep(offsetA.x,offsetA.y, f.y);
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float resB = smoothstep(offsetB.x,offsetB.y, f.y);
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float resC = smoothstep(offsetC.x,offsetC.y, f.y);
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float resD = smoothstep(offsetD.x,offsetD.y, f.y);
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vec2 u = smoothstep(0.,1.,f);
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float ab= mix(a, b, u.x);
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float cd = mix(c, d, u.x);
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return mix(ab,cd,u.y);
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}
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void main()
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{
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vec2 st = vtc;
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vec2 pos = vec2(st*3.776);
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// Use the noise function
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float n = 1.836 * 0.676*noise(pos*2.576);
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n = smoothstep(-0.096, 1.176, n);
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outColor = vec4(vec3(n), 1);
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}
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@ -1,6 +1,80 @@
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#version 430 core
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#version 430 core
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float PI = 3.14159f;
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uniform sampler2D colorTexture;
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uniform float exposition;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vtc;
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out vec4 outColor;
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in vec3 viewDirTS;
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in vec3 lightDirTS;
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in vec3 sunDirTS;
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uniform float u_time;
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float pi = 3.14159;
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// 2D Random
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))
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* 43758.5453123);
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}
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// 2D Noise based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 randA = vec2(a *2.0 *pi);
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vec2 randB = vec2(b *2.0 *pi);
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vec2 randC = vec2(c *2.0 *pi);
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vec2 randD = vec2(d *2.0 *pi);
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vec2 offsetA = a-st;
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vec2 offsetB = b-st;
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vec2 offsetC = c-st;
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vec2 offsetD = d-st;
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offsetA = offsetA*randA;
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offsetB = offsetB*randB;
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offsetC = offsetC*randC;
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offsetD = offsetD*randD;
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float resA = smoothstep(offsetA.x,offsetA.y, f.y);
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float resB = smoothstep(offsetB.x,offsetB.y, f.y);
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float resC = smoothstep(offsetC.x,offsetC.y, f.y);
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float resD = smoothstep(offsetD.x,offsetD.y, f.y);
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vec2 u = smoothstep(0.,1.,f);
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float ab= mix(a, b, u.x);
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float cd = mix(c, d, u.x);
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return mix(ab,cd,u.y);
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}
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void main()
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void main()
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{
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{
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vec2 st = vtc;
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vec2 pos = vec2(st*3.776);
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// Use the noise function
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float n = 1.836 * 0.676*noise(pos*2.576);
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n = smoothstep(-0.096, 1.176, n);
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outColor = vec4(vec3(n), 1);
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}
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}
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@ -62,6 +62,7 @@ GLuint programTex;
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GLuint programPbr;
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GLuint programPbr;
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GLuint programSun;
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GLuint programSun;
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GLuint programSkyBox;
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GLuint programSkyBox;
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GLuint programNoise;
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Core::Shader_Loader shaderLoader;
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Core::Shader_Loader shaderLoader;
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@ -256,6 +257,18 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
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glUseProgram(0);
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glUseProgram(0);
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}
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}
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void drawObjectNoise(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) {
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glUseProgram(programNoise);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(programNoise, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(programNoise, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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Core::DrawContext(context);
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glUseProgram(0);
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}
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void renderScene(GLFWwindow* window) {
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void renderScene(GLFWwindow* window) {
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glClearColor(0.5f, 0.0f, 0.25f, 1.0f);
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glClearColor(0.5f, 0.0f, 0.25f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
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//drawPlanet(sphereContext, planetTranslate * planetRotate * planetScale, planetTex);
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drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
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drawObjectPBR(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
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drawObjectNoise(sphereContext, planetTranslate * planetRotate * planetScale, planetTex, planetRough, planetMetal);
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//rysowanie słońca
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//rysowanie słońca
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glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
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glm::mat4 sunScale = glm::scale(glm::vec3(sunSize));
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programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
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programPbr = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_pbr.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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programSkyBox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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programNoise = shaderLoader.CreateProgram("shaders/shader_pbr.vert", "shaders/shader_smap.frag");
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/cube.obj", cubeContext);
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loadModelToContext("./models/cube.obj", cubeContext);
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