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265 lines
6.9 KiB
265 lines
6.9 KiB
import {
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Color,
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Matrix4,
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Mesh,
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PerspectiveCamera,
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Plane,
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ShaderMaterial,
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UniformsUtils,
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Vector3,
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Vector4,
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WebGLRenderTarget,
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HalfFloatType
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} from 'three';
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class Reflector extends Mesh {
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constructor( geometry, options = {} ) {
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super( geometry );
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this.isReflector = true;
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this.type = 'Reflector';
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this.camera = new PerspectiveCamera();
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const scope = this;
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const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
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const textureWidth = options.textureWidth || 512;
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const textureHeight = options.textureHeight || 512;
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const clipBias = options.clipBias || 0;
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const shader = options.shader || Reflector.ReflectorShader;
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const multisample = ( options.multisample !== undefined ) ? options.multisample : 4;
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//
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const reflectorPlane = new Plane();
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const normal = new Vector3();
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const reflectorWorldPosition = new Vector3();
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const cameraWorldPosition = new Vector3();
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const rotationMatrix = new Matrix4();
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const lookAtPosition = new Vector3( 0, 0, - 1 );
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const clipPlane = new Vector4();
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const view = new Vector3();
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const target = new Vector3();
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const q = new Vector4();
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const textureMatrix = new Matrix4();
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const virtualCamera = this.camera;
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const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } );
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const material = new ShaderMaterial( {
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name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
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uniforms: UniformsUtils.clone( shader.uniforms ),
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fragmentShader: shader.fragmentShader,
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vertexShader: shader.vertexShader
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} );
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material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
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material.uniforms[ 'color' ].value = color;
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material.uniforms[ 'textureMatrix' ].value = textureMatrix;
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this.material = material;
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this.onBeforeRender = function ( renderer, scene, camera ) {
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reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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rotationMatrix.extractRotation( scope.matrixWorld );
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normal.set( 0, 0, 1 );
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normal.applyMatrix4( rotationMatrix );
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view.subVectors( reflectorWorldPosition, cameraWorldPosition );
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// Avoid rendering when reflector is facing away
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if ( view.dot( normal ) > 0 ) return;
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view.reflect( normal ).negate();
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view.add( reflectorWorldPosition );
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rotationMatrix.extractRotation( camera.matrixWorld );
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lookAtPosition.set( 0, 0, - 1 );
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lookAtPosition.applyMatrix4( rotationMatrix );
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lookAtPosition.add( cameraWorldPosition );
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target.subVectors( reflectorWorldPosition, lookAtPosition );
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target.reflect( normal ).negate();
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target.add( reflectorWorldPosition );
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virtualCamera.position.copy( view );
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virtualCamera.up.set( 0, 1, 0 );
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virtualCamera.up.applyMatrix4( rotationMatrix );
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virtualCamera.up.reflect( normal );
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virtualCamera.lookAt( target );
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virtualCamera.far = camera.far; // Used in WebGLBackground
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virtualCamera.updateMatrixWorld();
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virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
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// Update the texture matrix
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textureMatrix.set(
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0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0
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);
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textureMatrix.multiply( virtualCamera.projectionMatrix );
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textureMatrix.multiply( virtualCamera.matrixWorldInverse );
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textureMatrix.multiply( scope.matrixWorld );
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// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
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reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
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clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
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const projectionMatrix = virtualCamera.projectionMatrix;
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q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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q.z = - 1.0;
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q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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// Calculate the scaled plane vector
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clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
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// Replacing the third row of the projection matrix
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projectionMatrix.elements[ 2 ] = clipPlane.x;
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projectionMatrix.elements[ 6 ] = clipPlane.y;
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projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
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projectionMatrix.elements[ 14 ] = clipPlane.w;
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// Render
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scope.visible = false;
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const currentRenderTarget = renderer.getRenderTarget();
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const currentXrEnabled = renderer.xr.enabled;
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const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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renderer.xr.enabled = false; // Avoid camera modification
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renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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renderer.setRenderTarget( renderTarget );
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renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
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if ( renderer.autoClear === false ) renderer.clear();
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renderer.render( scene, virtualCamera );
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renderer.xr.enabled = currentXrEnabled;
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renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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renderer.setRenderTarget( currentRenderTarget );
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// Restore viewport
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const viewport = camera.viewport;
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if ( viewport !== undefined ) {
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renderer.state.viewport( viewport );
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}
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scope.visible = true;
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};
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this.getRenderTarget = function () {
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return renderTarget;
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};
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this.dispose = function () {
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renderTarget.dispose();
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scope.material.dispose();
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};
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}
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}
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Reflector.ReflectorShader = {
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name: 'ReflectorShader',
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uniforms: {
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'color': {
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value: null
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},
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'tDiffuse': {
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value: null
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},
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'textureMatrix': {
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value: null
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}
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},
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vertexShader: /* glsl */`
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uniform mat4 textureMatrix;
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varying vec4 vUv;
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#include <common>
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#include <logdepthbuf_pars_vertex>
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void main() {
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vUv = textureMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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#include <logdepthbuf_vertex>
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}`,
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fragmentShader: /* glsl */`
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uniform vec3 color;
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uniform sampler2D tDiffuse;
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varying vec4 vUv;
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#include <logdepthbuf_pars_fragment>
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float blendOverlay( float base, float blend ) {
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return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
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}
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vec3 blendOverlay( vec3 base, vec3 blend ) {
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return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
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}
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void main() {
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#include <logdepthbuf_fragment>
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vec4 base = texture2DProj( tDiffuse, vUv );
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gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
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#include <tonemapping_fragment>
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#include <colorspace_fragment>
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}`
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};
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export { Reflector };
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