226 lines
7.8 KiB
C#
226 lines
7.8 KiB
C#
/*******************************************************************************************
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*
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* raylib [shaders] example - depth rendering
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 6.0, last time updated with raylib 6.0
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*
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* Example contributed by Luís Almeida (@luis605) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Luís Almeida (@luis605)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class DepthRendering : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Shaders / Depth Rendering";
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public string Title => "raylib [shaders] example - depth rendering";
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public bool CursorDisabled => true;
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private Camera3D camera;
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private RenderTexture2D target;
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private Shader depthShader;
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private int depthLoc;
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private Model cube;
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private Model floor;
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public void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(4.0f, 1.0f, 5.0f);
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.Perspective;
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// Load render texture with a depth texture attached
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target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Load depth shader and get depth texture shader location
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depthShader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/depth_render.fs");
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depthLoc = GetShaderLocation(depthShader, "depthTexture");
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var flipTextureLoc = GetShaderLocation(depthShader, "flipY");
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Raylib.SetShaderValue(depthShader, flipTextureLoc, 1, ShaderUniformDataType.Int); // Flip Y texture
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// Load scene models
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cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Free);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target);
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ClearBackground(Color.White);
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BeginMode3D(camera);
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DrawModel(cube, new Vector3(0.0f, 0.0f, 0.0f), 3.0f, Color.Yellow);
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DrawModel(floor, new Vector3(10.0f, 0.0f, 2.0f), 2.0f, Color.Red);
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EndMode3D();
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EndTextureMode();
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// Draw into screen (main framebuffer)
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginShaderMode(depthShader);
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SetShaderValueTexture(depthShader, depthLoc, target.Depth);
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DrawTexture(target.Depth, 0, 0, Color.White);
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EndShaderMode();
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DrawRectangle(10, 10, 320, 93, Fade(Color.SkyBlue, 0.5f));
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DrawRectangleLines(10, 10, 320, 93, Color.Blue);
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DrawText("Camera Controls:", 20, 20, 10, Color.Black);
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DrawText("- WASD to move", 40, 40, 10, Color.DarkGray);
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DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, Color.DarkGray);
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DrawText("- Z to zoom to (0, 0, 0)", 40, 80, 10, Color.DarkGray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadModel(cube); // Unload model
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UnloadModel(floor); // Unload model
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UnloadRenderTextureDepthTex(target);
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UnloadShader(depthShader); // Unload shader
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}
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// Load custom render texture, create a writable depth texture buffer
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private static unsafe RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
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{
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RenderTexture2D target = new();
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// Load an empty framebuffer
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target.Id = Rlgl.LoadFramebuffer();
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if (target.Id > 0)
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{
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Rlgl.EnableFramebuffer(target.Id);
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// Create color texture (default to RGBA)
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target.Texture.Id = Rlgl.LoadTexture(
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null,
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width,
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height,
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PixelFormat.UncompressedR8G8B8A8,
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1
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);
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target.Texture.Width = width;
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target.Texture.Height = height;
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target.Texture.Format = PixelFormat.UncompressedR8G8B8A8;
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target.Texture.Mipmaps = 1;
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// Create depth texture buffer (instead of raylib default renderbuffer)
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target.Depth.Id = Rlgl.LoadTextureDepth(width, height, false);
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target.Depth.Width = width;
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target.Depth.Height = height;
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target.Depth.Format = PixelFormat.CompressedPvrtRgba; // DEPTH_COMPONENT_24BIT: Not defined in raylib
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target.Depth.Mipmaps = 1;
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// Attach color texture and depth texture to FBO
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Rlgl.FramebufferAttach(
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target.Id,
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target.Texture.Id,
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FramebufferAttachType.ColorChannel0,
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FramebufferAttachTextureType.Texture2D,
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0
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);
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Rlgl.FramebufferAttach(
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target.Id,
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target.Depth.Id,
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FramebufferAttachType.Depth,
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FramebufferAttachTextureType.Texture2D,
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0
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);
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// Check if fbo is complete with attachments (valid)
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if (Rlgl.FramebufferComplete(target.Id) != 0)
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{
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TraceLog(TraceLogLevel.Info, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
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}
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Rlgl.DisableFramebuffer();
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}
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else
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{
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TraceLog(TraceLogLevel.Warning, "FBO: Framebuffer object can not be created");
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}
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return target;
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}
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// Unload render texture from GPU memory (VRAM)
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private static void UnloadRenderTextureDepthTex(RenderTexture2D target)
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{
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if (target.Id > 0)
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{
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// Color texture attached to FBO is deleted
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Rlgl.UnloadTexture(target.Texture.Id);
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Rlgl.UnloadTexture(target.Depth.Id);
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// NOTE: Depth texture is automatically
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// queried and deleted before deleting framebuffer
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Rlgl.UnloadFramebuffer(target.Id);
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}
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth rendering");
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new DepthRendering();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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