Pipeline
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parent
6784b10e3c
commit
efb9972203
146
src/main.rs
146
src/main.rs
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@ -17,6 +17,10 @@ struct Renderer {
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surface: wgpu::Surface,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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}
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impl Renderer {
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@ -57,6 +61,85 @@ impl Renderer {
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let mesh_pool = MeshPool::default();
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let camera_uniform = CameraUniform::new();
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let camera_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("Camera Bind Group Layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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label: Some("Camera Bind Group"),
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});
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&camera_bind_group_layout],
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push_constant_ranges: &[],
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});
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::LineList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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Self {
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size,
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surface,
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@ -64,6 +147,10 @@ impl Renderer {
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queue,
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config,
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mesh_pool,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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render_pipeline,
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}
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}
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@ -81,6 +168,39 @@ impl Renderer {
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camera: &impl Camera,
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meshes: &MeshCommands,
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) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let mut _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: true,
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},
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}],
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depth_stencil_attachment: None,
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});
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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@ -137,12 +257,38 @@ struct CameraUniform {
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vp: [[f32; 4]; 4],
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}
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impl CameraUniform {
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pub fn new() -> Self {
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Self {
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vp: glam::Mat4::IDENTITY.to_cols_array_2d(),
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}
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}
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pub fn update(&mut self, camera: &impl Camera) {
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self.vp = camera.get_vp();
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 3],
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}
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impl Vertex {
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pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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}],
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}
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}
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}
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type Index = u32;
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struct MeshData {
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@ -0,0 +1,30 @@
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struct CameraUniform {
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vp: mat4x4<f32>;
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};
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[[group(0), binding(0)]]
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var<uniform> camera: CameraUniform;
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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};
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vs_main(
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vertex: VertexInput
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) -> VertexOutput {
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var out: VertexOutput;
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out.clip_position = camera.vp * vec4<f32>(vertex.position, 1.0);
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return out;
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}
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[[stage(fragment)]]
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fn fs_main(
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frag: VertexOutput,
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) -> [[location(0)]] vec4<f32> {
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return vec4<f32>(1.0);
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}
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