242 lines
7.0 KiB
Plaintext
242 lines
7.0 KiB
Plaintext
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Shader "Kamgam/UI Toolkit/URP/Blur Shader"
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{
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Properties
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{
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// MainTex is only used in ShaderGraph < 15
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_MainTex("Texture", 2D) = "white" {}
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_BlurOffset("Blur Offset", Vector) = (1.0, 1.0, 0)
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[KeywordEnum(Low, Medium, High)] _Samples("Sample Amount", Float) = 1
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}
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HLSLINCLUDE
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#if _SAMPLES_LOW
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#define SAMPLES 10
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#elif _SAMPLES_MEDIUM
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#define SAMPLES 30
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#else
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#define SAMPLES 100
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#endif
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// TODO: Actually the only difference is the default source name _MainTex > _BlitTexture, so we could just extract that and use it in both.
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#if UNITY_VERSION >= 202220
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// Version compare, see: https://forum.unity.com/threads/urp-version-defines.1218915/#post-9021178
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// Shader Graph >= 14.x
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// Based on the default Hidden/Universal Render Pipleline/Blit shader found under
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// packages/com.unity.render-pipelines.universal@x.y.z/Shaders/Utils/Blit.shader
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#pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION
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#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
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// Core.hlsl for XR dependencies
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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SAMPLER(sampler_BlitTexture);
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#if UNITY_VERSION <= 202320
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float4 _BlitTexture_TexelSize;
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#endif
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float4 _BlurOffset;
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half4 BlurHorizontal(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.texcoord;
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// See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/
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// For a 1024 x 1024 texture this will be 1 / 1024.
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float2 uv2px = _BlitTexture_TexelSize.xy;
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// star form, blur with a sample for every step
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half4 color;
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int sampleDiv = SAMPLES - 1;
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float weightSum = 0;
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for (float i = 0; i < SAMPLES; i++)
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{
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// Linear kernel weight interpolation
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float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5));
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weightSum += weight;
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// x
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color += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + float2((i / sampleDiv - 0.5) * _BlurOffset.x, 0.0) * uv2px) * weight;
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}
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color /= weightSum;
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color.a = 1;
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#ifdef _LINEAR_TO_SRGB_CONVERSION
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color = LinearToSRGB(color);
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#endif
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return color;
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}
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half4 BlurVertical(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.texcoord;
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// See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/
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// For a 1024 x 1024 texture this will be 1 / 1024.
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float2 uv2px = _BlitTexture_TexelSize.xy;
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// star form, blur with a sample for every step
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half4 color;
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int sampleDiv = SAMPLES - 1;
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float weightSum = 0;
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for (float i = 0; i < SAMPLES; i++)
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{
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// Linear kernel weight interpolation
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float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5));
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weightSum += weight;
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// y
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color += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + float2(0.0, (i / sampleDiv - 0.5) * _BlurOffset.y) * uv2px) * weight;
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}
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color /= weightSum;
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color.a = 1;
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#ifdef _LINEAR_TO_SRGB_CONVERSION
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color = LinearToSRGB(color);
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#endif
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return color;
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}
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#else
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// Shader Graph < 15
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// Based on the default Hidden/Universal Render Pipleline/Blit shader found under
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// packages/com.unity.render-pipelines.universal@x.y.z/Shaders/Utils/Blit.shader
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#pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION
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#pragma multi_compile _ _USE_DRAW_PROCEDURAL
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#pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Fullscreen.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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TEXTURE2D_X(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_TexelSize;
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float4 _BlurOffset;
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half4 BlurHorizontal(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.uv;
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// See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/
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// For a 1024 x 1024 texture this will be 1 / 1024.
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float2 uv2px = _MainTex_TexelSize.xy;
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// star form, blur with a sample for every step
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half4 color;
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int sampleDiv = SAMPLES - 1;
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float weightSum = 0;
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for (float i = 0; i < SAMPLES; i++)
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{
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// Linear kernel weight interpolation
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float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5));
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weightSum += weight;
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// x
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color += SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, uv + float2((i / sampleDiv - 0.5) * _BlurOffset.x, 0.0) * uv2px) * weight;
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}
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color /= weightSum;
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color.a = 1;
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#ifdef _LINEAR_TO_SRGB_CONVERSION
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color = LinearToSRGB(color);
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#endif
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return color;
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}
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half4 BlurVertical(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.uv;
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// See: https://forum.unity.com/threads/_maintex_texelsize-whats-the-meaning.110278/
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// For a 1024 x 1024 texture this will be 1 / 1024.
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float2 uv2px = _MainTex_TexelSize.xy;
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// star form, blur with a sample for every step
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half4 color;
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int sampleDiv = SAMPLES - 1;
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float weightSum = 0;
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for (float i = 0; i < SAMPLES; i++)
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{
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// Linear kernel weight interpolation
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float weight = 0.5 + (0.5 - abs(i / sampleDiv - 0.5));
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weightSum += weight;
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// y
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color += SAMPLE_TEXTURE2D_X(_MainTex, sampler_MainTex, uv + float2(0.0, (i / sampleDiv - 0.5) * _BlurOffset.y) * uv2px) * weight;
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}
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color /= weightSum;
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color.a = 1;
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#ifdef _LINEAR_TO_SRGB_CONVERSION
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color = LinearToSRGB(color);
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#endif
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return color;
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}
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#endif
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ENDHLSL
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
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LOD 100
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ZTest Always
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ZWrite Off
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Cull Off
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Pass
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{
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Name "Blur Horizontal"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment BlurHorizontal
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ENDHLSL
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}
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Pass
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{
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Name "Blur Vertical"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment BlurVertical
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ENDHLSL
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}
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}
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}
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