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using System; |
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using System.Collections.Generic; |
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using System.Linq; |
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#if UNITY_EDITOR
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using UnityEditor; |
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#endif
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using UnityEngine.Graphing; |
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namespace UnityEngine.MaterialGraph |
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{ |
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[Title("Channels/Component Split")] |
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public class ComponentSplitNode : PropertyNode, IGeneratesBodyCode |
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{ |
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protected const string kInputSlotName = "Input"; |
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protected const string kOutputSlotRName = "R"; |
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protected const string kOutputSlotGName = "G"; |
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protected const string kOutputSlotBName = "B"; |
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protected const string kOutputSlotAName = "A"; |
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protected const string kOutputSlotRGBASlotName = "Output"; |
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public const int InputSlotId = 0; |
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public const int OutputSlotRId = 1; |
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public const int OutputSlotGId = 2; |
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public const int OutputSlotBId = 3; |
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public const int OutputSlotAId = 4; |
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public const int OutputSlotRGBAId = 5; |
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public ComponentSplitNode() |
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{ |
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name = "ComponentSplit"; |
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UpdateNodeAfterDeserialization(); |
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} |
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public sealed override void UpdateNodeAfterDeserialization() |
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{ |
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AddSlot(new MaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, SlotValueType.Vector4, Vector4.zero)); |
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AddSlot(new MaterialSlot(OutputSlotRId, kOutputSlotRName, kOutputSlotRName, SlotType.Output, SlotValueType.Vector1, Vector4.zero)); |
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AddSlot(new MaterialSlot(OutputSlotGId, kOutputSlotGName, kOutputSlotGName, SlotType.Output, SlotValueType.Vector1, Vector4.zero)); |
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AddSlot(new MaterialSlot(OutputSlotBId, kOutputSlotBName, kOutputSlotBName, SlotType.Output, SlotValueType.Vector1, Vector4.zero)); |
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AddSlot(new MaterialSlot(OutputSlotAId, kOutputSlotAName, kOutputSlotAName, SlotType.Output, SlotValueType.Vector1, Vector4.zero)); |
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AddSlot(new MaterialSlot(OutputSlotRGBAId, kOutputSlotRGBASlotName, kOutputSlotRGBASlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero)); |
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RemoveSlotsNameNotMatching(validSlots); |
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} |
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protected int[] validSlots |
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{ |
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get { return new[] { InputSlotId, OutputSlotRId, OutputSlotGId, OutputSlotBId, OutputSlotAId, OutputSlotRGBAId }; } |
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} |
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[SerializeField] |
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private Vector4 m_Value; |
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public Vector4 value |
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{ |
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get { return m_Value; } |
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set |
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{ |
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if (m_Value == value) |
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return; |
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m_Value = value; |
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if (onModified != null) |
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onModified(this, ModificationScope.Node); |
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} |
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} |
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public override PropertyType propertyType { get { return PropertyType.Vector4; } } |
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public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode) |
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{ |
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if (exposedState == ExposedState.Exposed) |
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visitor.AddShaderProperty(new VectorPropertyChunk(propertyName, description, m_Value, PropertyChunk.HideState.Visible)); |
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} |
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public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode) |
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{ |
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if (exposedState == ExposedState.Exposed || generationMode.IsPreview()) |
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visitor.AddShaderChunk(precision + "4 " + propertyName + ";", true); |
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} |
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) |
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{ |
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//if (exposedState == ExposedState.Exposed || generationMode.IsPreview())
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// return;
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var inputValue = GetSlotValue(InputSlotId, generationMode); |
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visitor.AddShaderChunk(precision + "4 " + propertyName + " = " + inputValue + ";", false); |
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//visitor.AddShaderChunk(precision + "4 " + propertyName + " = " + precision + "4 (" + m_Value.x + ", " + m_Value.y + ", " + m_Value.z + ", " + m_Value.w + ");", true);
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} |
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protected virtual MaterialSlot GetInputSlot() |
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{ |
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return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotName, SlotType.Input, SlotValueType.Dynamic, Vector4.zero); |
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} |
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protected virtual string GetInputSlotName() { return "Input"; } |
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public override PreviewProperty GetPreviewProperty() |
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{ |
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return new PreviewProperty |
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{ |
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m_Name = propertyName, |
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m_PropType = PropertyType.Vector4, |
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m_Vector4 = m_Value |
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}; |
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} |
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public override string GetVariableNameForSlot(int slotId) |
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{ |
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string slotOutput; |
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switch (slotId) |
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{ |
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case OutputSlotRId: |
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slotOutput = ".r"; |
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break; |
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case OutputSlotGId: |
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slotOutput = ".g"; |
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break; |
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case OutputSlotBId: |
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slotOutput = ".b"; |
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break; |
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case OutputSlotAId: |
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slotOutput = ".a"; |
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break; |
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default: |
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slotOutput = ""; |
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break; |
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} |
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return propertyName + slotOutput; |
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//return GetVariableNameForNode() + slotOutput;
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} |
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public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties) |
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{ |
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properties.Add(GetPreviewProperty()); |
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} |
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/* TEXTURE |
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// Node generations
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public virtual void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) |
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{ |
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var uvSlot = FindInputSlot<MaterialSlot>(UvSlotId); |
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if (uvSlot == null) |
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return; |
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var uvName = string.Format("{0}.xy", UVChannel.uv0.GetUVName()); |
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var edges = owner.GetEdges(uvSlot.slotReference).ToList(); |
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if (edges.Count > 0) |
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{ |
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var edge = edges[0]; |
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var fromNode = owner.GetNodeFromGuid<AbstractMaterialNode>(edge.outputSlot.nodeGuid); |
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uvName = ShaderGenerator.AdaptNodeOutput(fromNode, edge.outputSlot.slotId, ConcreteSlotValueType.Vector2, true); |
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} |
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string body = "tex2D (" + propertyName + ", " + uvName + ")"; |
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if (m_TextureType == TextureType.Bump) |
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body = precision + "4(UnpackNormal(" + body + "), 0)"; |
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visitor.AddShaderChunk(precision + "4 " + GetVariableNameForNode() + " = " + body + ";", true); |
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} |
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// Properties
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public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode) |
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{ |
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visitor.AddShaderProperty( |
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new TexturePropertyChunk( |
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propertyName, |
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description, |
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defaultTexture, m_TextureType, |
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PropertyChunk.HideState.Visible, |
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exposedState == ExposedState.Exposed ? |
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TexturePropertyChunk.ModifiableState.Modifiable |
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: TexturePropertyChunk.ModifiableState.NonModifiable)); |
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} |
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public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode) |
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{ |
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visitor.AddShaderChunk("sampler2D " + propertyName + ";", true); |
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} |
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public override PreviewProperty GetPreviewProperty() |
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{ |
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return new PreviewProperty |
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{ |
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m_Name = propertyName, |
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m_PropType = PropertyType.Texture2D, |
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m_Texture = defaultTexture |
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}; |
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} |
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public override PropertyType propertyType { get { return PropertyType.Texture2D; } } |
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public bool RequiresMeshUV(UVChannel channel) |
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{ |
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if (channel != UVChannel.uv0) |
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{ |
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return false; |
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} |
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var uvSlot = FindInputSlot<MaterialSlot>(UvSlotId); |
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if (uvSlot == null) |
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return true; |
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var edges = owner.GetEdges(uvSlot.slotReference).ToList(); |
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return edges.Count == 0; |
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}*/ |
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} |
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} |