Consolidated all shader loading inside its own util.
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3f8fd07eb3
commit
d493d60fe5
@ -3,9 +3,9 @@ out vec4 color;
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void main(void)
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{
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color=vec4(
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(gl_FragCoord.x - 300) / 5.f,
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(gl_FragCoord.x) / 600.f,
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0.0,
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5 - (gl_FragCoord.x - 300) / 5.f,
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1-(gl_FragCoord.x) / 600.f,
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1.0
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);
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}
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@ -1,85 +1,45 @@
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "utils.h"
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#include "ShaderError.h"
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#define numVAOs 1
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GLuint renderingProgram;
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GLuint vao[numVAOs];
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GLuint createShaderProgram(){
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GLint vertCompiled;
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GLint fragCompiled;
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GLint linked;
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// catch errors while compiling shaders
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GLuint vShader=glCreateShader(GL_VERTEX_SHADER);
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GLuint fShader=glCreateShader(GL_FRAGMENT_SHADER);
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std::string vertShaderStr=utils::readShaderSource("vertShader.glsl");
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std::string fragShaderStr=utils::readShaderSource("fragShader.glsl");
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const char*vertShaderSrc=vertShaderStr.c_str();
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const char*fragShaderSrc=fragShaderStr.c_str();
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glShaderSource(vShader,1,&vertShaderSrc,NULL);
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glShaderSource(fShader,1,&fragShaderSrc,NULL);
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glCompileShader(vShader);
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ErrorCheck::checkOpenGLError();
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glGetShaderiv(vShader,GL_COMPILE_STATUS,&vertCompiled);
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if(vertCompiled!=1){
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std::cout<<"Vertex Compilation Failed!"<<std::endl;
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ErrorCheck::printShaderLog(vShader);
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throw;
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}
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glCompileShader(fShader);
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ErrorCheck::checkOpenGLError();
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glGetShaderiv(fShader,GL_COMPILE_STATUS,&fragCompiled);
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if(fragCompiled!=1){
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std::cout<<"Fragment Compilation Failed!"<<std::endl;
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ErrorCheck::printShaderLog(fShader);
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throw;
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}
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//catch errors while linking shaders
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GLuint vfProgram=glCreateProgram();
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glAttachShader(vfProgram,vShader);
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glAttachShader(vfProgram,fShader);
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glLinkProgram(vfProgram);
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ErrorCheck::checkOpenGLError();
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glGetProgramiv(vfProgram,GL_LINK_STATUS,&linked);
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if(linked!=1){
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std::cout<<"Linking Failed!"<<std::endl;
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ErrorCheck::printProgramLog(vfProgram);
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}
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return vfProgram;
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}
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void init(GLFWwindow* window) {
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renderingProgram=createShaderProgram();
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renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl");
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glGenVertexArrays(numVAOs,vao);
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glBindVertexArray(vao[0]);
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}
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float x=0;
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float inc=0.01;
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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(0,0,0.2,1);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(renderingProgram);
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glPointSize(30);
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glDrawArrays(GL_POINTS,0,1);
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x+=inc;//*elapsedTime;
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if(x>1||x<-1){inc*=-1;}
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GLuint offsetLoc=glGetUniformLocation(renderingProgram,"offset");
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glProgramUniform1f(renderingProgram,offsetLoc,x);
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glDrawArrays(GL_TRIANGLES,0,3);
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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(600, 600, "My First OpenGL Program!", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(600, 600, "Hello Triangle!", NULL, NULL);
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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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@ -2,9 +2,10 @@
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#include <string>
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#include <fstream>
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#include <GL/glew.h>
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#include "ShaderError.h"
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namespace utils{
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inline std::string readShaderSource(const char *filePath){
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class utils{
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inline static std::string readShaderSource(const char *filePath){
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std::string content;
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std::ifstream fileStream(filePath, std::ios::in);
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std::string line = "";
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@ -19,4 +20,55 @@ namespace utils{
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fileStream.close();
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return content;
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}
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}
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inline static void CompileShader(GLuint shader,std::string type){
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GLint compiled;
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glCompileShader(shader);
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ErrorCheck::checkOpenGLError();
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glGetShaderiv(shader,GL_COMPILE_STATUS,&compiled);
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if(compiled!=1){
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std::cout<<type<<" Compilation Failed!"<<std::endl;
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ErrorCheck::printShaderLog(shader);
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throw;
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}
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}
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inline static void CreateShader(GLuint type,std::string shaderName,const char*source,GLuint vfProgram){
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if(source!=nullptr){
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GLuint vShader=glCreateShader(type);
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std::string shaderFile=readShaderSource(source);
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const char*vertShaderSrc=shaderFile.c_str();
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glShaderSource(vShader,1,&vertShaderSrc,NULL);
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CompileShader(vShader,shaderName);
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glAttachShader(vfProgram,vShader);
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}
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};
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public:
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inline static GLuint createShaderProgram(const char*vertex,const char*fragment){
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return createShaderProgram(vertex,nullptr,nullptr,nullptr,fragment);
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}
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inline static GLuint createShaderProgram(const char*vertex,const char*geometry,const char*fragment){
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return createShaderProgram(vertex,nullptr,nullptr,geometry,fragment);
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}
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inline static GLuint createShaderProgram(const char*vertex,const char*tesselationCS,const char*tesselationES,const char*fragment){
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return createShaderProgram(vertex,tesselationCS,tesselationES,nullptr,fragment);
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}
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inline static GLuint createShaderProgram(const char*vertex,const char*tesselationCS,const char*tesselationES,const char*geometry,const char*fragment){
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GLuint vfProgram=glCreateProgram();
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CreateShader(GL_VERTEX_SHADER,"Vertex",vertex,vfProgram);
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CreateShader(GL_FRAGMENT_SHADER,"Fragment",fragment,vfProgram);
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CreateShader(GL_TESS_CONTROL_SHADER,"Tesselation Control",tesselationCS,vfProgram);
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CreateShader(GL_TESS_EVALUATION_SHADER,"Tesselation Evaluation",tesselationES,vfProgram);
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CreateShader(GL_GEOMETRY_SHADER,"Geometry",geometry,vfProgram);
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GLint linked;
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glLinkProgram(vfProgram);
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ErrorCheck::checkOpenGLError();
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glGetProgramiv(vfProgram,GL_LINK_STATUS,&linked);
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if(linked!=1){
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std::cout<<"Linking Failed!"<<std::endl;
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ErrorCheck::printProgramLog(vfProgram);
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}
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return vfProgram;
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}
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};
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@ -1,5 +1,16 @@
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#version 430
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uniform float offset;
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void main(void)
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{
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gl_Position=vec4(0.0,0.0,0.0,1.0);
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switch(gl_VertexID){
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case 0:{
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gl_Position=vec4(-0.5+offset,-0.5,0.0,1.0);
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}break;
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case 1:{
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gl_Position=vec4(0.5+offset,-0.5,0.0,1.0);
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}break;
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case 2:{
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gl_Position=vec4(0.0+offset,0.25,0.0,1.0);
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}break;
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}
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}
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