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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "utils.h"
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#include <algorithm>
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#include <vector>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <array>
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#include <stack>
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#include "Sphere.h"
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#include "Torus.h"
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#define numVAOs 1
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#define numVBOs 8
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GLuint renderingProgram;
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GLuint vao[numVAOs];
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GLuint vbo[numVBOs];
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glm::vec3 camera;
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GLuint mvLoc,projLoc;
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int width, height;
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float aspect;
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glm::mat4 mMat, pMat, vMat, mvMat;
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std::stack<glm::mat4>transforms;
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GLuint pyrTex;
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Sphere sphere(48);
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Torus torus(0.5,0.2,48);
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void setupVertices(void) {
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glGenVertexArrays(1, vao);
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glBindVertexArray(vao[0]);
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glGenBuffers(numVBOs, vbo);
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std::vector<int>indices=sphere.getIndices();
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std::vector<glm::vec3>vertices=sphere.getVertices();
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std::vector<glm::vec2>uvs=sphere.getTexCoords();
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std::vector<glm::vec3>normals=sphere.getNormals();
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std::vector<float>pvalues;
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std::vector<float>tvalues;
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std::vector<float>nvalues;
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for(int i=0;i<sphere.getNumVertices();i++){
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pvalues.push_back(vertices[i].x);
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pvalues.push_back(vertices[i].y);
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pvalues.push_back(vertices[i].z);
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tvalues.push_back(uvs[i].s);
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tvalues.push_back(uvs[i].t);
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nvalues.push_back(normals[i].x);
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nvalues.push_back(normals[i].y);
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nvalues.push_back(normals[i].z);
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}
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
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glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
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glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
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glBufferData(GL_ARRAY_BUFFER, nvalues.size()*sizeof(float), nvalues.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[3]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(float), indices.data(), GL_STATIC_DRAW);
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indices=torus.getIndices();
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vertices=torus.getVertices();
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uvs=torus.getTexCoords();
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normals=torus.getNormals();
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pvalues.clear();
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tvalues.clear();
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nvalues.clear();
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for(int i=0;i<torus.getNumVertices();i++){
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pvalues.push_back(vertices[i].x);
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pvalues.push_back(vertices[i].y);
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pvalues.push_back(vertices[i].z);
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tvalues.push_back(uvs[i].s);
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tvalues.push_back(uvs[i].t);
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nvalues.push_back(normals[i].x);
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nvalues.push_back(normals[i].y);
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nvalues.push_back(normals[i].z);
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}
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glBindBuffer(GL_ARRAY_BUFFER, vbo[4]);
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glBufferData(GL_ARRAY_BUFFER, pvalues.size()*sizeof(float), pvalues.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[5]);
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glBufferData(GL_ARRAY_BUFFER, tvalues.size()*sizeof(float), tvalues.data(),GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo[6]);
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glBufferData(GL_ARRAY_BUFFER, nvalues.size()*sizeof(float), nvalues.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[7]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(float), indices.data(), GL_STATIC_DRAW);
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}
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void setupTextures(){
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pyrTex=utils::loadTexture("earth.jpg");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,pyrTex);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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void init(GLFWwindow* window) {
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renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl");
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camera={0.0f,0.0f,-10.0f};
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setupVertices();
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setupTextures();
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}
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void DrawSphere(){
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[0]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[1]);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[2]);
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glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,vbo[3]);
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glDrawElements(GL_TRIANGLES,sphere.getNumIndices(),GL_UNSIGNED_INT,0);
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}
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void DrawTorus(){
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glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat));
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glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat));
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glBindBuffer(GL_ARRAY_BUFFER,vbo[4]);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[5]);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ARRAY_BUFFER,vbo[6]);
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glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,0,0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,vbo[7]);
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glDrawElements(GL_TRIANGLES,torus.getNumIndices(),GL_UNSIGNED_INT,0);
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}
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double lastTime=0;
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void display(GLFWwindow* window, double currentTime) {
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double elapsedTime=currentTime-lastTime;
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lastTime=currentTime;
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glClear(GL_DEPTH_BUFFER_BIT);
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glClearColor(0.2,0,0.2,1);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(renderingProgram);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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mvLoc=glGetUniformLocation(renderingProgram,"mv_matrix");
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projLoc=glGetUniformLocation(renderingProgram,"proj_matrix");
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glfwGetFramebufferSize(window,&width,&height);
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aspect=(float)width/(float)height;
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pMat=glm::perspective(utils::degToRad(60),aspect,0.1f,1000.f);
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vMat=glm::translate(glm::mat4(1.0f),glm::vec3{camera.x,camera.y,camera.z});
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mMat=glm::translate(glm::mat4(1.0f),{0.f,0.f,0.f});
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mMat=glm::rotate(mMat,float(currentTime/4),{0.f,1.f,0.4f});
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mMat=glm::scale(mMat,{5,5,5});
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mvMat=vMat*mMat;
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DrawTorus();
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}
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int main(void) {
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if (!glfwInit()) { exit(EXIT_FAILURE); }
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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GLFWwindow* window = glfwCreateWindow(1920, 1080, "Texture Mapping!", NULL, NULL);
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glfwSetWindowPos(window,1400,180);
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glfwMakeContextCurrent(window);
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if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
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glfwSwapInterval(1);
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init(window);
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while (!glfwWindowShouldClose(window)) {
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display(window,glfwGetTime());
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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