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@@ -10,156 +10,41 @@
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namespace GLShader {
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-GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader,
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- const char* fragment_shader, const std::vector<const char*>& feedback_vars,
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- bool separable_program) {
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- // Create the shaders
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- GLuint vertex_shader_id = vertex_shader ? glCreateShader(GL_VERTEX_SHADER) : 0;
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- GLuint geometry_shader_id = geometry_shader ? glCreateShader(GL_GEOMETRY_SHADER) : 0;
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- GLuint fragment_shader_id = fragment_shader ? glCreateShader(GL_FRAGMENT_SHADER) : 0;
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+GLuint LoadShader(const char* source, GLenum type) {
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+ const char* debug_type;
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+ switch (type) {
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+ case GL_VERTEX_SHADER:
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+ debug_type = "vertex";
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+ break;
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+ case GL_GEOMETRY_SHADER:
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+ debug_type = "geometry";
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+ break;
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+ case GL_FRAGMENT_SHADER:
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+ debug_type = "fragment";
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+ break;
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+ default:
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+ UNREACHABLE();
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+ }
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+ GLuint shader_id = glCreateShader(type);
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+ glShaderSource(shader_id, 1, &source, nullptr);
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+ NGLOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
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+ glCompileShader(shader_id);
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GLint result = GL_FALSE;
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- int info_log_length;
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-
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- if (vertex_shader) {
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- // Compile Vertex Shader
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- LOG_DEBUG(Render_OpenGL, "Compiling vertex shader...");
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-
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- glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr);
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- glCompileShader(vertex_shader_id);
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-
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- // Check Vertex Shader
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- glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
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- glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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-
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- if (info_log_length > 1) {
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- std::vector<char> vertex_shader_error(info_log_length);
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- glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
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- if (result == GL_TRUE) {
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- LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
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- } else {
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- LOG_CRITICAL(Render_OpenGL, "Error compiling vertex shader:\n%s",
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- &vertex_shader_error[0]);
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- }
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- }
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- }
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-
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- if (geometry_shader) {
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- // Compile Geometry Shader
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- LOG_DEBUG(Render_OpenGL, "Compiling geometry shader...");
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-
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- glShaderSource(geometry_shader_id, 1, &geometry_shader, nullptr);
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- glCompileShader(geometry_shader_id);
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-
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- // Check Geometry Shader
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- glGetShaderiv(geometry_shader_id, GL_COMPILE_STATUS, &result);
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- glGetShaderiv(geometry_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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-
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- if (info_log_length > 1) {
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- std::vector<char> geometry_shader_error(info_log_length);
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- glGetShaderInfoLog(geometry_shader_id, info_log_length, nullptr,
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- &geometry_shader_error[0]);
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- if (result == GL_TRUE) {
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- LOG_DEBUG(Render_OpenGL, "%s", &geometry_shader_error[0]);
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- } else {
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- LOG_CRITICAL(Render_OpenGL, "Error compiling geometry shader:\n%s",
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- &geometry_shader_error[0]);
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- }
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- }
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- }
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-
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- if (fragment_shader) {
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- // Compile Fragment Shader
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- LOG_DEBUG(Render_OpenGL, "Compiling fragment shader...");
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-
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- glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr);
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- glCompileShader(fragment_shader_id);
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-
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- // Check Fragment Shader
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- glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
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- glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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-
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- if (info_log_length > 1) {
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- std::vector<char> fragment_shader_error(info_log_length);
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- glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr,
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- &fragment_shader_error[0]);
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- if (result == GL_TRUE) {
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- LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
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- } else {
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- LOG_CRITICAL(Render_OpenGL, "Error compiling fragment shader:\n%s",
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- &fragment_shader_error[0]);
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- }
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- }
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- }
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-
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- // Link the program
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- LOG_DEBUG(Render_OpenGL, "Linking program...");
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-
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- GLuint program_id = glCreateProgram();
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- if (vertex_shader) {
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- glAttachShader(program_id, vertex_shader_id);
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- }
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- if (geometry_shader) {
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- glAttachShader(program_id, geometry_shader_id);
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- }
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- if (fragment_shader) {
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- glAttachShader(program_id, fragment_shader_id);
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- }
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-
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- if (!feedback_vars.empty()) {
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- auto varyings = feedback_vars;
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- glTransformFeedbackVaryings(program_id, static_cast<GLsizei>(feedback_vars.size()),
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- &varyings[0], GL_INTERLEAVED_ATTRIBS);
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- }
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-
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- if (separable_program) {
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- glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE);
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- }
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-
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- glLinkProgram(program_id);
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-
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- // Check the program
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- glGetProgramiv(program_id, GL_LINK_STATUS, &result);
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- glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
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+ GLint info_log_length;
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+ glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
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+ glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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if (info_log_length > 1) {
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- std::vector<char> program_error(info_log_length);
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- glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
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+ std::string shader_error(info_log_length, ' ');
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+ glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]);
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if (result == GL_TRUE) {
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- LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
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+ NGLOG_DEBUG(Render_OpenGL, "{}", shader_error);
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} else {
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- LOG_CRITICAL(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]);
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+ NGLOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type, shader_error);
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}
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}
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-
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- // If the program linking failed at least one of the shaders was probably bad
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- if (result == GL_FALSE) {
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- if (vertex_shader) {
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- LOG_CRITICAL(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
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- }
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- if (geometry_shader) {
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- LOG_CRITICAL(Render_OpenGL, "Geometry shader:\n%s", geometry_shader);
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- }
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- if (fragment_shader) {
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- LOG_CRITICAL(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
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- }
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- }
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- ASSERT_MSG(result == GL_TRUE, "Shader not linked");
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-
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- if (vertex_shader) {
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- glDetachShader(program_id, vertex_shader_id);
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- glDeleteShader(vertex_shader_id);
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- }
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- if (geometry_shader) {
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- glDetachShader(program_id, geometry_shader_id);
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- glDeleteShader(geometry_shader_id);
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- }
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- if (fragment_shader) {
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- glDetachShader(program_id, fragment_shader_id);
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- glDeleteShader(fragment_shader_id);
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- }
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-
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- return program_id;
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+ return shader_id;
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}
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} // namespace GLShader
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