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209 行
8.0 KiB
209 行
8.0 KiB
using UnityEngine;
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using System.Collections;
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// This is in fact just the Water script from Pro Standard Assets,
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// just with refraction stuff removed.
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[ExecuteInEditMode] // Make mirror live-update even when not in play mode
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public class PlanarReflection : MonoBehaviour
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{
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public int m_TextureSize = 256;
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public float m_ClipPlaneOffset = 0.07f;
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public LayerMask m_ReflectLayers = -1;
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private Camera _refCamera;
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private RenderTexture m_ReflectionTexture = null;
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private int m_OldReflectionTextureSize = 0;
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private static bool s_InsideRendering = false;
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// This is called when it's known that the object will be rendered by some
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// camera. We render reflections and do other updates here.
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// Because the script executes in edit mode, reflections for the scene view
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// camera will just work!
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public void OnWillRenderObject()
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{
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var rend = GetComponent<Renderer>();
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if (!enabled || !rend || !rend.enabled)
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return;
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Camera cam = Camera.current;
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if (!cam)
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cam = Camera.main;
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if (!cam)
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return;
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// Safeguard from recursive reflections.
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if (s_InsideRendering)
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return;
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s_InsideRendering = true;
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//Camera reflectionCamera;
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if(!_refCamera)
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CreateMirrorObjects(cam, out _refCamera);
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// find out the reflection plane: position and normal in world space
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Vector3 pos = transform.position;
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Vector3 normal = transform.up;
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UpdateCameraModes(cam, _refCamera);
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// Render reflection
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// Reflect camera around reflection plane
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float d = -Vector3.Dot(normal, pos) - m_ClipPlaneOffset;
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Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
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Matrix4x4 reflection = Matrix4x4.identity;
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reflection *= Matrix4x4.Scale(new Vector3(1, -1, 1));
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//CalculateReflectionMatrix(ref reflection, reflectionPlane);
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Vector3 oldpos = cam.transform.position - new Vector3(0, transform.position.y * 2, 0);
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Vector3 newpos = ReflectPosition(oldpos); //reflection.MultiplyPoint(oldpos);
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_refCamera.transform.forward = Vector3.Scale(cam.transform.forward, new Vector3(1, -1, 1));
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//_refCamera.transform.Rotate(_refCamera.transform.forward, 360f-cam.transform.localEulerAngles.z, Space.Self);
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//_refCamera.worldToCameraMatrix = cam.worldToCameraMatrix;// * reflection;
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// Setup oblique projection matrix so that near plane is our reflection
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// plane. This way we clip everything below/above it for free.
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Vector4 clipPlane = CameraSpacePlane(_refCamera, pos, normal, 1.0f);
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//Matrix4x4 projection = cam.projectionMatrix;
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Matrix4x4 projection = cam.CalculateObliqueMatrix(clipPlane);
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_refCamera.projectionMatrix = projection;
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_refCamera.cullingMask = ~(1 << 4) & m_ReflectLayers.value; // never render water layer
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//GL.invertCulling = true;
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_refCamera.transform.position = newpos;
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//Vector3 euler = cam.transform.eulerAngles;
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//_refCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z);
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//_refCamera.Render();
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//_refCamera.transform.position = oldpos;
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//GL.invertCulling = false;
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Shader.SetGlobalTexture("_PlanarReflectionTexture", m_ReflectionTexture);
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s_InsideRendering = false;
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}
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// Cleanup all the objects we possibly have created
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void OnDisable()
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{
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if(_refCamera)
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{
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_refCamera.targetTexture = null;
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DestroyImmediate(_refCamera.gameObject);
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}
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if (m_ReflectionTexture)
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{
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DestroyImmediate(m_ReflectionTexture);
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}
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//m_ReflectionCameras.Clear();
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}
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private void UpdateCameraModes(Camera src, Camera dest)
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{
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if (dest == null)
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return;
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// set camera to clear the same way as current camera
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dest.clearFlags = src.clearFlags;
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dest.backgroundColor = src.backgroundColor;
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// update other values to match current camera.
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// even if we are supplying custom camera&projection matrices,
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// some of values are used elsewhere (e.g. skybox uses far plane)
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dest.farClipPlane = src.farClipPlane;
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dest.nearClipPlane = src.nearClipPlane;
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dest.orthographic = src.orthographic;
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dest.fieldOfView = src.fieldOfView;
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dest.allowHDR = src.allowHDR;
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dest.aspect = src.aspect;
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dest.orthographicSize = src.orthographicSize;
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}
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// On-demand create any objects we need
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private void CreateMirrorObjects(Camera currentCamera, out Camera reflectionCamera)
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{
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reflectionCamera = null;
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// Reflection render texture
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if (!m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize)
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{
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if (m_ReflectionTexture)
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DestroyImmediate(m_ReflectionTexture);
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m_ReflectionTexture = new RenderTexture(m_TextureSize, m_TextureSize / 2, 16, RenderTextureFormat.ARGBHalf);
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m_ReflectionTexture.useMipMap = true;
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m_ReflectionTexture.autoGenerateMips = true;
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m_ReflectionTexture.name = "_PlanarReflection" + GetInstanceID();
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m_ReflectionTexture.isPowerOfTwo = true;
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m_ReflectionTexture.hideFlags = HideFlags.DontSave;
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m_OldReflectionTextureSize = m_TextureSize;
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}
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// Camera for reflection
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//reflectionCamera = Camera.current;// as Camera;
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if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
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{
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GameObject go = new GameObject("Planar Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox));
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reflectionCamera = go.GetComponent<Camera>();
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//reflectionCamera.enabled = false;
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reflectionCamera.transform.position = transform.position;
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reflectionCamera.transform.rotation = transform.rotation;
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reflectionCamera.targetTexture = m_ReflectionTexture;
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reflectionCamera.allowMSAA = false;
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//reflectionCamera.clearFlags = CameraClearFlags.Depth;
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go.hideFlags = HideFlags.HideAndDontSave;
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}
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}
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// Extended sign: returns -1, 0 or 1 based on sign of a
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private static float sgn(float a)
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{
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if (a > 0.0f) return 1.0f;
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if (a < 0.0f) return -1.0f;
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return 0.0f;
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}
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// Given position/normal of the plane, calculates plane in camera space.
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private Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
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{
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Vector3 offsetPos = pos + normal * m_ClipPlaneOffset;
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Matrix4x4 m = cam.worldToCameraMatrix;
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Vector3 cpos = m.MultiplyPoint(offsetPos);
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Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign;
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return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
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}
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// Calculates reflection matrix around the given plane
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private static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane)
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{
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reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]);
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reflectionMat.m01 = (-2F * plane[0] * plane[1]);
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reflectionMat.m02 = (-2F * plane[0] * plane[2]);
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reflectionMat.m03 = (-2F * plane[3] * plane[0]);
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reflectionMat.m10 = (-2F * plane[1] * plane[0]);
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reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
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reflectionMat.m12 = (-2F * plane[1] * plane[2]);
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reflectionMat.m13 = (-2F * plane[3] * plane[1]);
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reflectionMat.m20 = (-2F * plane[2] * plane[0]);
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reflectionMat.m21 = (-2F * plane[2] * plane[1]);
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reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
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reflectionMat.m23 = (-2F * plane[3] * plane[2]);
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reflectionMat.m30 = 0F;
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reflectionMat.m31 = 0F;
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reflectionMat.m32 = 0F;
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reflectionMat.m33 = 1F;
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}
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private static Vector3 ReflectPosition(Vector3 pos)
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{
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Vector3 newPos = new Vector3(pos.x, -pos.y, pos.z);
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return newPos;
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}
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}
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