209 lines
7.2 KiB
GLSL
209 lines
7.2 KiB
GLSL
#if TAA_SMOOTHING == 2
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float blendMinimum = 0.3;
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float blendVariable = 0.3;
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float blendConstant = 0.6;
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float regularEdge = 10.0;
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float extraEdgeMult = 2.0;
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float farEdgeDist = 128.0;
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#elif TAA_SMOOTHING == 3
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float blendMinimum = 0.35;
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float blendVariable = 0.2;
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float blendConstant = 0.7;
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float regularEdge = 6.0;
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float extraEdgeMult = 3.0;
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float farEdgeDist = 112.0;
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#elif TAA_SMOOTHING == 4
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float blendMinimum = 0.5;
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float blendVariable = 0.15;
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float blendConstant = 0.75;
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float regularEdge = 4.0;
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float extraEdgeMult = 3.5;
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float farEdgeDist = 96.0;
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#endif
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#if TAA_MOVEMENT_IMPROVEMENT_FILTER == 1
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//Catmull-Rom sampling from Filmic SMAA presentation
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vec3 textureCatmullRom(sampler2D colortex, vec2 texcoord, vec2 view) {
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vec2 position = texcoord * view;
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vec2 centerPosition = floor(position - 0.5) + 0.5;
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vec2 f = position - centerPosition;
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vec2 f2 = f * f;
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vec2 f3 = f * f2;
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float c = 0.7;
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vec2 w0 = -c * f3 + 2.0 * c * f2 - c * f;
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vec2 w1 = (2.0 - c) * f3 - (3.0 - c) * f2 + 1.0;
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vec2 w2 = -(2.0 - c) * f3 + (3.0 - 2.0 * c) * f2 + c * f;
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vec2 w3 = c * f3 - c * f2;
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vec2 w12 = w1 + w2;
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vec2 tc12 = (centerPosition + w2 / w12) / view;
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vec2 tc0 = (centerPosition - 1.0) / view;
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vec2 tc3 = (centerPosition + 2.0) / view;
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vec4 color = vec4(texture2DLod(colortex, vec2(tc12.x, tc0.y ), 0).rgb, 1.0) * (w12.x * w0.y ) +
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vec4(texture2DLod(colortex, vec2(tc0.x, tc12.y), 0).rgb, 1.0) * (w0.x * w12.y) +
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vec4(texture2DLod(colortex, vec2(tc12.x, tc12.y), 0).rgb, 1.0) * (w12.x * w12.y) +
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vec4(texture2DLod(colortex, vec2(tc3.x, tc12.y), 0).rgb, 1.0) * (w3.x * w12.y) +
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vec4(texture2DLod(colortex, vec2(tc12.x, tc3.y ), 0).rgb, 1.0) * (w12.x * w3.y );
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return color.rgb / color.a;
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}
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#endif
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// Previous frame reprojection from Chocapic13
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vec2 Reprojection(vec4 viewPos1) {
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vec4 pos = gbufferModelViewInverse * viewPos1;
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vec4 previousPosition = pos + vec4(cameraPosition - previousCameraPosition, 0.0);
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previousPosition = gbufferPreviousModelView * previousPosition;
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previousPosition = gbufferPreviousProjection * previousPosition;
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return previousPosition.xy / previousPosition.w * 0.5 + 0.5;
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}
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vec3 ClipAABB(vec3 q, vec3 aabb_min, vec3 aabb_max){
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vec3 p_clip = 0.5 * (aabb_max + aabb_min);
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vec3 e_clip = 0.5 * (aabb_max - aabb_min) + 0.00000001;
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vec3 v_clip = q - vec3(p_clip);
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vec3 v_unit = v_clip.xyz / e_clip;
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vec3 a_unit = abs(v_unit);
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float ma_unit = max(a_unit.x, max(a_unit.y, a_unit.z));
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if (ma_unit > 1.0)
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return vec3(p_clip) + v_clip / ma_unit;
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else
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return q;
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}
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ivec2 neighbourhoodOffsets[8] = ivec2[8](
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ivec2( 1, 1),
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ivec2( 1,-1),
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ivec2(-1, 1),
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ivec2(-1,-1),
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ivec2( 1, 0),
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ivec2( 0, 1),
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ivec2(-1, 0),
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ivec2( 0,-1)
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);
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void NeighbourhoodClamping(vec3 color, inout vec3 tempColor, float z0, float z1, inout float edge) {
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vec3 minclr = color; vec3 maxclr = minclr;
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int cc = 2;
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ivec2 texelCoordM1 = clamp(texelCoord, ivec2(cc), ivec2(view) - cc); // Fixes screen edges
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for (int i = 0; i < 8; i++) {
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ivec2 texelCoordM2 = texelCoordM1 + neighbourhoodOffsets[i];
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float z0CheckLinear = GetLinearDepth(texelFetch(depthtex0, texelCoordM2, 0).r);
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float z1CheckLinear = GetLinearDepth(texelFetch(depthtex1, texelCoordM2, 0).r);
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float z0Linear = GetLinearDepth(z0);
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float z1Linear = GetLinearDepth(z1);
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if (max(abs(z0CheckLinear - z0Linear), abs(z1CheckLinear - z1Linear)) > 0.09) {
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edge = regularEdge;
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float approxClosestDist = min(z0CheckLinear, z0Linear) * far;
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if (approxClosestDist < farEdgeDist)
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if (int(texelFetch(colortex6, texelCoordM2, 0).g * 255.1) == 253) // Reduced Edge TAA
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edge *= extraEdgeMult;
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}
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vec3 clr = texelFetch(colortex3, texelCoordM2, 0).rgb;
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minclr = min(minclr, clr); maxclr = max(maxclr, clr);
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}
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tempColor = ClipAABB(tempColor, minclr, maxclr);
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}
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void DoTAA(inout vec3 color, inout vec3 temp, float z1) {
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int materialMask = int(texelFetch(colortex6, texelCoord, 0).g * 255.1);
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vec4 screenPos1 = vec4(texCoord, z1, 1.0);
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vec4 viewPos1 = gbufferProjectionInverse * (screenPos1 * 2.0 - 1.0);
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viewPos1 /= viewPos1.w;
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float lViewPos1 = length(viewPos1);
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#ifdef ENTITY_TAA_NOISY_CLOUD_FIX
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float cloudLinearDepth = texture2D(colortex5, texCoord).a;
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if (pow2(cloudLinearDepth) * renderDistance < min(lViewPos1, renderDistance)) {
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// Material in question is obstructed by the cloud volume
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materialMask = 0;
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}
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#endif
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if (
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abs(materialMask - 149.5) < 50.0 // Entity Reflection Handling (see common.glsl for details)
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|| materialMask == 254 // No SSAO, No TAA, Reduce Reflection
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) {
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return;
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}
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/*if (materialMask == 254) { // No SSAO, No TAA, Reduce Reflection
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#ifndef CUSTOM_PBR
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if (z1 <= 0.56) return; // The edge pixel trick doesn't look nice on hand
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#endif
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int i = 0;
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while (i < 4) {
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int mms = int(texelFetch(colortex6, texelCoord + neighbourhoodOffsets[i], 0).g * 255.1);
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if (mms != materialMask) break;
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i++;
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} // Checking edge-pixels prevents flickering
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if (i == 4) return;
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}*/
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float z0 = texelFetch(depthtex0, texelCoord, 0).r;
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vec2 prvCoord = texCoord;
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if (z1 > 0.56) prvCoord = Reprojection(viewPos1);
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#if TAA_MOVEMENT_IMPROVEMENT_FILTER == 1
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vec3 tempColor = textureCatmullRom(colortex2, prvCoord, view);
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#else
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vec3 tempColor = texture2D(colortex2, prvCoord).rgb;
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#endif
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if (tempColor == vec3(0.0) || any(isnan(tempColor))) { // Fixes the first frame and nans
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temp = color;
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return;
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}
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float edge = 0.0;
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NeighbourhoodClamping(color, tempColor, z0, z1, edge);
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if (materialMask == 253) // Reduced Edge TAA
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edge *= extraEdgeMult;
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#ifdef DISTANT_HORIZONS
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if (z0 == 1.0) {
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blendMinimum = 0.75;
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blendVariable = 0.05;
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blendConstant = 0.9;
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edge = 1.0;
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}
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#endif
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vec2 velocity = (texCoord - prvCoord.xy) * view;
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float blendFactor = float(prvCoord.x > 0.0 && prvCoord.x < 1.0 &&
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prvCoord.y > 0.0 && prvCoord.y < 1.0);
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float velocityFactor = dot(velocity, velocity) * 10.0;
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blendFactor *= max(exp(-velocityFactor) * blendVariable + blendConstant - min(length(cameraPosition - previousCameraPosition), 0.05) * edge, blendMinimum);
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#ifdef RAIN_ATMOSPHERE
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blendFactor *= 1.0 - isLightningActive();
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#endif
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#ifdef MIRROR_DIMENSION
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blendFactor = 0.0;
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#endif
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color = mix(color, tempColor, blendFactor);
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temp = color;
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//if (edge > 0.05) color.rgb = vec3(1.0, 0.0, 1.0);
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}
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