add basic grainy texture to material_asteroid
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8afd150223
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c880a8fb97
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@ -1,9 +1,77 @@
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#import bevy_pbr::{
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#import bevy_pbr::{
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mesh_view_bindings::globals,
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mesh_view_bindings::view,
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forward_io::VertexOutput,
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pbr_fragment::pbr_input_from_standard_material,
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pbr_functions::alpha_discard,
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utils::coords_to_viewport_uv,
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}
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}
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@fragment
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#ifdef PREPASS_PIPELINE
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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#import bevy_pbr::{
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return vec4<f32>(0.0, 0.4, 0.0, 1.0);
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prepass_io::{VertexOutput, FragmentOutput},
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pbr_deferred_functions::deferred_output,
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}
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#else
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#import bevy_pbr::{
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forward_io::{VertexOutput, FragmentOutput},
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pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
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}
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#endif
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struct MyExtendedMaterial {
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quantize_steps: u32,
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}
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@group(2) @binding(100)
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var<uniform> my_extended_material: MyExtendedMaterial;
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@fragment
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fn fragment(
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in: VertexOutput,
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@builtin(front_facing) is_front: bool,
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) -> FragmentOutput {
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// generate a PbrInput struct from the StandardMaterial bindings
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var pbr_input = pbr_input_from_standard_material(in, is_front);
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// we can optionally modify the input before lighting and alpha_discard is applied
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//pbr_input.material.base_color.b = pbr_input.material.base_color.r;
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// alpha discard
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pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
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#ifdef PREPASS_PIPELINE
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// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
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let out = deferred_output(in, pbr_input);
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#else
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var out: FragmentOutput;
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// apply lighting
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out.color = apply_pbr_lighting(pbr_input);
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// we can optionally modify the lit color before post-processing is applied
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//out.color = vec4<f32>(vec4<u32>(out.color * f32(my_extended_material.quantize_steps))) / f32(my_extended_material.quantize_steps);
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// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
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// note this does not include fullscreen postprocessing effects like bloom.
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out.color = main_pass_post_lighting_processing(pbr_input, out.color);
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// we can optionally modify the final result here
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//out.color = out.color * 2.0;
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//#ifdef VERTEX_UV
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// out.color = out.color * grain(in.u, in.v);
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// out.color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
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//#else
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// // Why am I not getting in.uv??
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// let viewport_uv = coords_to_viewport_uv(in.position.xy, view.viewport);
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// out.color = out.color * grain(viewport_uv);
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//#endif
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out.color = out.color * grain(in.position.xyz);
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#endif
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return out;
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}
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fn grain(uv: vec3<f32>) -> f32 {
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return clamp(sin(uv[0]+uv[2])+cos(uv[1]), 0.0, 1.0);
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}
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}
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13
src/main.rs
13
src/main.rs
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@ -16,6 +16,7 @@ use bevy::window::{Window, WindowMode, PrimaryWindow, CursorGrabMode};
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use bevy::diagnostic::FrameTimeDiagnosticsPlugin;
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use bevy::diagnostic::FrameTimeDiagnosticsPlugin;
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_embedded_assets::{EmbeddedAssetPlugin, PluginMode};
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use bevy_embedded_assets::{EmbeddedAssetPlugin, PluginMode};
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use bevy::pbr::ExtendedMaterial;
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use std::env;
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use std::env;
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fn main() {
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fn main() {
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@ -102,17 +103,15 @@ fn debug(
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settings: Res<var::Settings>,
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settings: Res<var::Settings>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut commands: Commands,
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mut commands: Commands,
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mut materials_custom: ResMut<Assets<shading::AsteroidSurface>>,
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mut extended_materials: ResMut<Assets<ExtendedMaterial<StandardMaterial, shading::AsteroidSurface>>>,
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materials: Query<(Entity, &Name, &Handle<StandardMaterial>)>,
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materials: Query<(Entity, Option<&Name>, &Handle<Mesh>)>,
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) {
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) {
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if settings.dev_mode && keyboard_input.pressed(KeyCode::KeyP) {
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if settings.dev_mode && keyboard_input.pressed(KeyCode::KeyP) {
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for (entity, name, mat) in &materials {
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for (entity, _name, mesh) in &materials {
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dbg!(name);
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dbg!(mesh);
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dbg!(mat);
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let mut entity = commands.entity(entity);
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let mut entity = commands.entity(entity);
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entity.remove::<Handle<StandardMaterial>>();
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entity.remove::<Handle<StandardMaterial>>();
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let material = materials_custom.add(shading::AsteroidSurface {
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let material = extended_materials.add(shading::AsteroidSurface::material());
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});
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entity.insert(material);
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entity.insert(material);
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}
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}
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}
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}
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@ -1,11 +1,12 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy::render::render_resource::{AsBindGroup, ShaderRef};
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use bevy::render::render_resource::{AsBindGroup, ShaderRef};
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use bevy::pbr::{ExtendedMaterial, MaterialExtension, OpaqueRendererMethod};
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pub struct ShadingPlugin;
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pub struct ShadingPlugin;
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impl Plugin for ShadingPlugin {
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impl Plugin for ShadingPlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_plugins(MaterialPlugin::<JupitersRing>::default());
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app.add_plugins(MaterialPlugin::<JupitersRing>::default());
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app.add_plugins(MaterialPlugin::<AsteroidSurface>::default());
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app.add_plugins(MaterialPlugin::<ExtendedMaterial<StandardMaterial, AsteroidSurface, >>::default());
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}
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}
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}
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}
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@ -28,13 +29,38 @@ impl Material for JupitersRing {
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}
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}
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#[derive(Asset, TypePath, AsBindGroup, Debug, Clone)]
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#[derive(Asset, Reflect, AsBindGroup, Debug, Clone)]
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pub struct AsteroidSurface {
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pub struct AsteroidSurface {
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#[uniform(100)]
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quantize_steps: u32
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}
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}
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impl Material for AsteroidSurface {
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impl MaterialExtension for AsteroidSurface {
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fn fragment_shader() -> ShaderRef {
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fn fragment_shader() -> ShaderRef {
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"shaders/material_asteroid.wgsl".into()
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"shaders/material_asteroid.wgsl".into()
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}
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}
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fn deferred_fragment_shader() -> ShaderRef {
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"shaders/material_asteroid.wgsl".into()
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}
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}
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}
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impl AsteroidSurface {
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pub fn material() -> ExtendedMaterial<StandardMaterial, AsteroidSurface> {
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ExtendedMaterial {
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base: StandardMaterial {
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base_color: Color::rgb(0.29, 0.255, 0.208),
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perceptual_roughness: 1.0,
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opaque_render_method: OpaqueRendererMethod::Auto,
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..default()
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},
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extension: Self::default(),
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}
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}
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}
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impl Default for AsteroidSurface {
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fn default() -> Self {
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Self {
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quantize_steps: 3,
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}
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}
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}
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