mirror of
https://github.com/ZDoom/gzdoom.git
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219 lines
5.9 KiB
Text
219 lines
5.9 KiB
Text
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attribute vec4 aPosition;
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attribute vec2 aTexCoord;
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attribute vec4 aColor;
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varying vec4 vTexCoord;
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varying vec4 vColor;
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#ifndef SIMPLE // we do not need these for simple shaders
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attribute vec4 aVertex2;
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attribute vec4 aNormal;
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attribute vec4 aNormal2;
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#if __VERSION__ >= 300
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attribute vec4 aBoneWeight;
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attribute uvec4 aBoneSelector;
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#endif
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varying vec4 pixelpos;
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varying vec3 glowdist;
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varying vec3 gradientdist;
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varying vec4 vWorldNormal;
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varying vec4 vEyeNormal;
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#endif
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#ifdef NO_CLIPDISTANCE_SUPPORT
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varying vec4 ClipDistanceA;
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varying vec4 ClipDistanceB;
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#endif
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struct BonesResult
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{
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vec3 Normal;
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vec4 Position;
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};
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BonesResult ApplyBones();
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void main()
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{
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float ClipDistance0, ClipDistance1, ClipDistance2, ClipDistance3, ClipDistance4;
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vec2 parmTexCoord;
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vec4 parmPosition;
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BonesResult bones = ApplyBones();
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parmTexCoord = aTexCoord;
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parmPosition = bones.Position;
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#ifndef SIMPLE
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vec4 worldcoord = ModelMatrix * mix(parmPosition, aVertex2, uInterpolationFactor);
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#else
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vec4 worldcoord = ModelMatrix * parmPosition;
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#endif
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vec4 eyeCoordPos = ViewMatrix * worldcoord;
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#ifdef HAS_UNIFORM_VERTEX_DATA
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if ((useVertexData & 1) == 0)
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vColor = uVertexColor;
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else
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vColor = aColor;
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#else
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vColor = aColor;
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#endif
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#ifndef SIMPLE
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pixelpos.xyz = worldcoord.xyz;
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pixelpos.w = -eyeCoordPos.z/eyeCoordPos.w;
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if (uGlowTopColor.a > 0.0 || uGlowBottomColor.a > 0.0)
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{
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float topatpoint = (uGlowTopPlane.w + uGlowTopPlane.x * worldcoord.x + uGlowTopPlane.y * worldcoord.z) * uGlowTopPlane.z;
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float bottomatpoint = (uGlowBottomPlane.w + uGlowBottomPlane.x * worldcoord.x + uGlowBottomPlane.y * worldcoord.z) * uGlowBottomPlane.z;
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glowdist.x = topatpoint - worldcoord.y;
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glowdist.y = worldcoord.y - bottomatpoint;
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glowdist.z = clamp(glowdist.x / (topatpoint - bottomatpoint), 0.0, 1.0);
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}
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if (uObjectColor2.a != 0.0)
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{
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float topatpoint = (uGradientTopPlane.w + uGradientTopPlane.x * worldcoord.x + uGradientTopPlane.y * worldcoord.z) * uGradientTopPlane.z;
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float bottomatpoint = (uGradientBottomPlane.w + uGradientBottomPlane.x * worldcoord.x + uGradientBottomPlane.y * worldcoord.z) * uGradientBottomPlane.z;
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gradientdist.x = topatpoint - worldcoord.y;
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gradientdist.y = worldcoord.y - bottomatpoint;
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gradientdist.z = clamp(gradientdist.x / (topatpoint - bottomatpoint), 0.0, 1.0);
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}
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if (uSplitBottomPlane.z != 0.0)
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{
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ClipDistance3 = ((uSplitTopPlane.w + uSplitTopPlane.x * worldcoord.x + uSplitTopPlane.y * worldcoord.z) * uSplitTopPlane.z) - worldcoord.y;
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ClipDistance4 = worldcoord.y - ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
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}
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vWorldNormal = NormalModelMatrix * vec4(normalize(bones.Normal), 1.0);
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vEyeNormal = NormalViewMatrix * vWorldNormal;
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#endif
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#ifdef SPHEREMAP
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vec3 u = normalize(eyeCoordPos.xyz);
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vec4 n = normalize(NormalViewMatrix * vec4(parmTexCoord.x, 0.0, parmTexCoord.y, 0.0));
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vec3 r = reflect(u, n.xyz);
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float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
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vec2 sst = vec2(r.x/m + 0.5, r.y/m + 0.5);
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vTexCoord.xy = sst;
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#else
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vTexCoord = TextureMatrix * vec4(parmTexCoord, 0.0, 1.0);
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#endif
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if (uClipHeightDirection != 0.0) // clip planes used for reflective flats
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{
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ClipDistance0 = (worldcoord.y - uClipHeight) * uClipHeightDirection;
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}
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else if (uClipLine.x > -1000000.0) // and for line portals - this will never be active at the same time as the reflective planes clipping so it can use the same hardware clip plane.
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{
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ClipDistance0 = -( (worldcoord.z - uClipLine.y) * uClipLine.z + (uClipLine.x - worldcoord.x) * uClipLine.w ) + 1.0/32768.0; // allow a tiny bit of imprecisions for colinear linedefs.
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}
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else
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{
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ClipDistance0 = 1.0;
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}
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// clip planes used for translucency splitting
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ClipDistance1 = worldcoord.y - uClipSplit.x;
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ClipDistance2 = uClipSplit.y - worldcoord.y;
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if (uSplitTopPlane == vec4(0.0))
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{
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ClipDistance3 = 1.0;
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ClipDistance4 = 1.0;
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}
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ClipDistanceA = vec4(ClipDistance0, ClipDistance1, ClipDistance2, ClipDistance3);
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ClipDistanceB = vec4(ClipDistance4, 0.0, 0.0, 0.0);
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gl_Position = ProjectionMatrix * eyeCoordPos;
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}
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#if !defined(SIMPLE)
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vec3 GetAttrNormal()
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{
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#ifdef HAS_UNIFORM_VERTEX_DATA
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if ((useVertexData & 2) == 0)
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return uVertexNormal.xyz;
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else
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return mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor);
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#else
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return mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor);
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#endif
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}
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#if __VERSION__ >= 300
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void AddWeightedBone(uint boneIndex, float weight, inout vec4 position, inout vec3 normal)
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{
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if (weight != 0.0)
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{
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mat4 transform = bones[uBoneIndexBase + int(boneIndex)];
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mat3 rotation = mat3(transform);
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position += (transform * aPosition) * weight;
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normal += (rotation * aNormal.xyz) * weight;
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}
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}
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BonesResult ApplyBones()
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{
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BonesResult result;
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if (uBoneIndexBase >= 0 && aBoneWeight != vec4(0.0))
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{
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result.Position = vec4(0.0);
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result.Normal = vec3(0.0);
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// We use low precision input for our bone weights. Rescale so the sum still is 1.0
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float totalWeight = aBoneWeight.x + aBoneWeight.y + aBoneWeight.z + aBoneWeight.w;
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float weightMultiplier = 1.0 / totalWeight;
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vec4 boneWeight = aBoneWeight * weightMultiplier;
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AddWeightedBone(aBoneSelector.x, boneWeight.x, result.Position, result.Normal);
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AddWeightedBone(aBoneSelector.y, boneWeight.y, result.Position, result.Normal);
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AddWeightedBone(aBoneSelector.z, boneWeight.z, result.Position, result.Normal);
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AddWeightedBone(aBoneSelector.w, boneWeight.w, result.Position, result.Normal);
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result.Position.w = 1.0; // For numerical stability
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}
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else
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{
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result.Position = aPosition;
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result.Normal = GetAttrNormal();
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}
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return result;
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}
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#else
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BonesResult ApplyBones()
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{
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BonesResult result;
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result.Position = aPosition;
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result.Normal = GetAttrNormal();
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return result;
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}
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#endif
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#else // SIMPLE
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BonesResult ApplyBones()
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{
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BonesResult result;
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result.Position = aPosition;
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return result;
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}
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#endif
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