feat: Add GLSL effects toggle and enhance shader for CRT-like post-processing
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
5
.vscode/settings.json
vendored
5
.vscode/settings.json
vendored
@@ -1,3 +1,6 @@
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{
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"cmake.ignoreCMakeListsMissing": true
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"cmake.ignoreCMakeListsMissing": true,
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"chat.tools.terminal.autoApprove": {
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"flutter": true
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}
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}
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@@ -35,6 +35,7 @@ class _GameScreenState extends State<GameScreen> {
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late final WolfEngine _engine;
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RendererMode _rendererMode = RendererMode.hardware;
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AsciiTheme _asciiTheme = AsciiThemes.blocks;
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bool _glslEffectsEnabled = false;
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@override
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void initState() {
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@@ -109,7 +110,7 @@ class _GameScreenState extends State<GameScreen> {
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top: 16,
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right: 16,
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child: Text(
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'<${widget.wolf3d.input.rendererToggleKeyLabel}> ${_rendererMode.name}${_rendererMode == RendererMode.ascii ? ' <${widget.wolf3d.input.asciiThemeCycleKeyLabel}> ${_asciiTheme.name}' : ''} <${widget.wolf3d.input.fpsToggleKeyLabel}> FPS ${_engine.showFpsCounter ? 'On' : 'Off'}',
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'<${widget.wolf3d.input.rendererToggleKeyLabel}> ${_rendererMode.name}${_activeModeOverlayHint()} <${widget.wolf3d.input.fpsToggleKeyLabel}> FPS ${_engine.showFpsCounter ? 'On' : 'Off'}',
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style: TextStyle(
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color: Colors.white.withValues(alpha: 0.5),
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),
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@@ -142,6 +143,7 @@ class _GameScreenState extends State<GameScreen> {
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case RendererMode.hardware:
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return WolfGlslRenderer(
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engine: _engine,
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effectsEnabled: _glslEffectsEnabled,
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onKeyEvent: _handleRendererKeyEvent,
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onUnavailable: _onGlslUnavailable,
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);
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@@ -164,9 +166,23 @@ class _GameScreenState extends State<GameScreen> {
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}
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if (event.logicalKey == widget.wolf3d.input.asciiThemeCycleKey) {
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if (_rendererMode == RendererMode.ascii) {
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setState(_cycleAsciiTheme);
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} else if (_rendererMode == RendererMode.hardware) {
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setState(_toggleGlslEffects);
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}
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}
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}
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String _activeModeOverlayHint() {
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if (_rendererMode == RendererMode.ascii) {
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return ' <${widget.wolf3d.input.asciiThemeCycleKeyLabel}> ${_asciiTheme.name}';
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}
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if (_rendererMode == RendererMode.hardware) {
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return ' <${widget.wolf3d.input.asciiThemeCycleKeyLabel}> Effects ${_glslEffectsEnabled ? 'on' : 'off'}';
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}
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return '';
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}
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void _cycleRendererMode() {
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switch (_rendererMode) {
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@@ -198,4 +214,8 @@ class _GameScreenState extends State<GameScreen> {
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void _cycleAsciiTheme() {
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_asciiTheme = AsciiThemes.nextOf(_asciiTheme);
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}
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void _toggleGlslEffects() {
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_glslEffectsEnabled = !_glslEffectsEnabled;
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}
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}
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@@ -11,12 +11,16 @@ import 'package:wolf_3d_renderer/wolf_3d_asset_painter.dart';
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/// Displays software-rendered frames through a GLSL post-processing pass.
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class WolfGlslRenderer extends BaseWolfRenderer {
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/// Whether CRT-like post effects are enabled in the shader pass.
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final bool effectsEnabled;
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/// Callback when shader loading fails and software fallback should be used.
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final VoidCallback? onUnavailable;
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/// Creates a GLSL renderer bound to [engine].
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const WolfGlslRenderer({
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required super.engine,
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this.effectsEnabled = false,
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super.onKeyEvent,
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this.onUnavailable,
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super.key,
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@@ -113,6 +117,8 @@ class _WolfGlslRendererState extends BaseWolfRendererState<WolfGlslRenderer> {
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painter: _GlslFramePainter(
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frame: _renderedFrame!,
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shader: _shader!,
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effectsEnabled: widget.effectsEnabled,
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elapsedSeconds: widget.engine.timeAliveMs / 1000.0,
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),
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child: const SizedBox.expand(),
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),
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@@ -152,10 +158,14 @@ class _WolfGlslRendererState extends BaseWolfRendererState<WolfGlslRenderer> {
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class _GlslFramePainter extends CustomPainter {
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final ui.Image frame;
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final ui.FragmentShader shader;
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final bool effectsEnabled;
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final double elapsedSeconds;
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_GlslFramePainter({
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required this.frame,
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required this.shader,
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required this.effectsEnabled,
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required this.elapsedSeconds,
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});
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@override
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@@ -167,6 +177,8 @@ class _GlslFramePainter extends CustomPainter {
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..setFloat(1, size.height)
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..setFloat(2, texelX)
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..setFloat(3, texelY)
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..setFloat(4, effectsEnabled ? 1.0 : 0.0)
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..setFloat(5, elapsedSeconds)
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..setImageSampler(0, frame);
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final Paint paint = Paint()
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@@ -178,6 +190,9 @@ class _GlslFramePainter extends CustomPainter {
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@override
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bool shouldRepaint(covariant _GlslFramePainter oldDelegate) {
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return oldDelegate.frame != frame || oldDelegate.shader != shader;
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return oldDelegate.frame != frame ||
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oldDelegate.shader != shader ||
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oldDelegate.effectsEnabled != effectsEnabled ||
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oldDelegate.elapsedSeconds != elapsedSeconds;
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}
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}
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@@ -4,6 +4,10 @@
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uniform vec2 uResolution;
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// One source-texel step in UV space: (1/width, 1/height).
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uniform vec2 uTexel;
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// 1.0 enables CRT post-process effects, 0.0 keeps only base AA.
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uniform float uEffectsEnabled;
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// Engine time in seconds used to animate scanline travel.
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uniform float uTime;
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// Source frame produced by the software renderer.
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uniform sampler2D uTexture;
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@@ -17,6 +21,30 @@ float luma(vec3 color) {
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void main() {
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// Convert fragment coordinates to normalized UV coordinates.
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vec2 uv = FlutterFragCoord().xy / uResolution;
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if (uEffectsEnabled > 0.5) {
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// Barrel-like warp to emulate curved CRT glass.
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vec2 centered = uv * 2.0 - 1.0;
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float radius2 = dot(centered, centered);
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centered *= 1.0 + radius2 * 0.045;
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uv = centered * 0.5 + 0.5;
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// Fill outside warped bounds with a subtle gray plastic TV bezel.
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if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
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vec2 clampedUv = clamp(uv, 0.0, 1.0);
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vec2 edgeDelta = abs(uv - clampedUv);
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float overflow = max(edgeDelta.x, edgeDelta.y);
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float verticalShade = 0.96 + 0.06 * (1.0 - (FlutterFragCoord().y / uResolution.y));
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float depthShade = 1.0 - smoothstep(0.0, 0.06, overflow) * 0.18;
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float grain = sin(FlutterFragCoord().x * 0.21 + FlutterFragCoord().y * 0.11) * 0.01;
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vec3 bezelColor = vec3(0.46, 0.46, 0.44) * verticalShade * depthShade + vec3(grain);
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fragColor = vec4(bezelColor, 1.0);
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return;
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}
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}
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// Read the base color from the source frame.
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vec4 centerSample = texture(uTexture, uv);
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@@ -47,5 +75,24 @@ void main() {
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vec3 aaColor = mix(centerSample.rgb, neighborhoodAvg, edgeAmount * 0.45);
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// Preserve source alpha and output the anti-aliased color.
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fragColor = vec4(aaColor, centerSample.a);
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vec3 outColor = aaColor;
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if (uEffectsEnabled > 0.5) {
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// Horizontal scanline modulation.
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float scanlineBand = 0.88 + 0.12 * sin(uv.y * uResolution.y * 3.14159265);
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// Slow bright line crawling down the screen.
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float sweepPos = fract(uTime * 0.08);
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float sweepBand = 1.0 + 0.16 * exp(-pow((uv.y - sweepPos) * 120.0, 2.0));
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// Slight center brightening and edge falloff (CRT phosphor + lens feel).
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vec2 centeredUv = uv * 2.0 - 1.0;
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float vignette = smoothstep(1.15, 0.25, length(centeredUv));
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float centerLift = 1.0 + 0.08 * (1.0 - length(centeredUv));
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outColor *= scanlineBand * sweepBand * centerLift;
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outColor *= mix(0.62, 1.0, vignette);
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}
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fragColor = vec4(outColor, centerSample.a);
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}
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