mirror of
https://github.com/processing/processing4.git
synced 2026-05-01 08:25:52 +02:00
Updted shader examples
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@@ -19,8 +19,8 @@ public void setup() {
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noStroke();
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fill(204);
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badPrint = (PShader)loadShader("BadPrintVert.glsl", "BadPrintFrag.glsl", PShader.LIT);
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shader(badPrint, PShader.LIT);
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badPrint = loadShader(PShader.LIT, "BadPrintFrag.glsl", "BadPrintVert.glsl");
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shader(badPrint);
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sphereDetail(60);
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@@ -44,7 +44,7 @@ public void draw() {
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background(0);
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if (enabled) {
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shader(badPrint, PShader.LIT);
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shader(badPrint);
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badPrint.set("Scale", scaleR, scaleG, scaleB);
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badPrint.set("Offset", offsetR, offsetG, offsetB);
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@@ -3,7 +3,7 @@ boolean applyFilter = true;
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void setup() {
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size(400, 400, P3D);
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blur = (PShader)loadShader("blur.glsl");
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blur = loadShader(PShader.TEXTURED, "blur.glsl");
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noStroke();
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}
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@@ -12,8 +12,8 @@ void setup() {
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size(400, 400, P2D);
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img = loadImage("berlin-1.jpg");
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edges = (PShader)loadShader("edges.glsl", PShader.TEXTURED);
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shader(edges, PShader.TEXTURED);
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edges = loadShader(PShader.TEXTURED, "edges.glsl");
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shader(edges);
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customShader = true;
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}
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@@ -26,7 +26,7 @@ public void mousePressed() {
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resetShader(PShader.TEXTURED);
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customShader = false;
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} else {
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shader(edges, PShader.TEXTURED);
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shader(edges);
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customShader = true;
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}
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}
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@@ -2,7 +2,7 @@ PShader edges;
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void setup() {
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size(400, 400, P2D);
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edges = (PShader)loadShader("edges.glsl");
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edges = loadShader(PShader.TEXTURED, "edges.glsl");
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}
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void draw() {
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@@ -18,8 +18,8 @@ void setup() {
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canvas = createGraphics(width, height, P2D);
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canvas.noSmooth();
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fxaa = (PShader)loadShader("fxaa.glsl", PShader.TEXTURED);
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shader(fxaa, PShader.TEXTURED);
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fxaa = loadShader(PShader.TEXTURED, "fxaa.glsl");
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shader(fxaa);
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usingShader = true;
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canvas.beginDraw();
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@@ -56,7 +56,7 @@ public void mousePressed() {
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resetShader(PShader.TEXTURED);
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usingShader = false;
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} else {
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shader(fxaa, PShader.TEXTURED);
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shader(fxaa);
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usingShader = true;
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}
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updateMessage();
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@@ -87,6 +87,6 @@ void drawMessage() {
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fill(0);
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text(message, width - msgLen, height - 5);
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if (usingShader) {
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shader(fxaa, PShader.TEXTURED);
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shader(fxaa);
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}
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}
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}
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@@ -8,9 +8,9 @@ void setup() {
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size(400, 400, P3D);
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canvas = createGraphics(400, 400, P3D);
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fisheye = (PShader)loadShader("FishEye.glsl", PShader.TEXTURED);
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fisheye = loadShader(PShader.TEXTURED, "FishEye.glsl");
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fisheye.set("aperture", 180.0);
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shader(fisheye, PShader.TEXTURED);
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shader(fisheye);
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}
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void draw() {
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@@ -13,12 +13,12 @@ void setup() {
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size(800, 800, P3D);
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canvas = createGraphics(800, 800, P3D);
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fisheye = (PShader)loadShader("FishEye.glsl", PShader.TEXTURED);
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fisheye = loadShader(PShader.TEXTURED, "FishEye.glsl");
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fisheye.set("aperture", 180.0);
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shader(fisheye, PShader.TEXTURED);
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shader(fisheye);
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usingFishEye = true;
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glossy = (PShader)loadShader("GlossyVert.glsl", "GlossyFrag.glsl", PShader.LIT);
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glossy = loadShader(PShader.LIT, "GlossyFrag.glsl", "GlossyVert.glsl");
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glossy.set("AmbientColour", 0, 0, 0);
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glossy.set("DiffuseColour", 0.9, 0.2, 0.2);
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glossy.set("SpecularColour", 1.0, 1.0, 1.0);
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@@ -27,7 +27,7 @@ void setup() {
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glossy.set("SpecularIntensity", 0.7);
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glossy.set("Roughness", 0.7);
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glossy.set("Sharpness", 0.0);
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canvas.shader(glossy, PShader.LIT);
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canvas.shader(glossy);
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ball = createShape(SPHERE, 50);
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//ball.fill(200, 50, 50);
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@@ -64,7 +64,7 @@ public void mousePressed() {
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resetShader(PShader.TEXTURED);
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usingFishEye = false;
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} else {
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shader(fisheye, PShader.TEXTURED);
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shader(fisheye);
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usingFishEye = true;
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}
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}
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}
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@@ -22,7 +22,7 @@ void setup() {
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// Get the default shader that Processing uses to
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// render flat geometry (w/out textures and lights).
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flatShader = (PShader)getShader(PShader.FLAT);
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flatShader = getShader(PShader.FLAT);
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vertices = new float[12];
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vertData = PGL.allocateDirectFloatBuffer(12);
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@@ -40,7 +40,7 @@ void draw() {
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updateGeometry();
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pgl = pg.beginPGL();
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pgl = pg.beginGL();
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flatShader.bind();
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vertLoc = pgl.glGetAttribLocation(flatShader.glProgram, "inVertex");
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@@ -58,7 +58,7 @@ void draw() {
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pgl.glDisableVertexAttribArray(colorLoc);
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flatShader.unbind();
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pg.endPGL();
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pg.endGL();
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}
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void updateGeometry() {
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@@ -99,4 +99,4 @@ void updateGeometry() {
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colorData.rewind();
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colorData.put(colors);
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colorData.position(0);
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}
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}
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@@ -8,7 +8,7 @@ PGraphics pass1, pass2;
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void setup() {
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size(200, 200, P2D);
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blur = (PShader)loadShader("blur.glsl", PShader.TEXTURED);
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blur = loadShader(PShader.TEXTURED, "blur.glsl");
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blur.set("blurSize", 9);
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blur.set("sigma", 5.0f);
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@@ -16,11 +16,11 @@ void setup() {
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pass1 = createGraphics(width, height, P2D);
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pass1.noSmooth();
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pass1.shader(blur, PShader.TEXTURED);
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pass1.shader(blur);
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pass2 = createGraphics(width, height, P2D);
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pass2.noSmooth();
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pass2.shader(blur, PShader.TEXTURED);
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pass2.shader(blur);
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}
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void draw() {
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@@ -59,4 +59,4 @@ void keyPressed() {
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blur.set("blurSize", 5);
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blur.set("sigma", 1.0);
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}
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}
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}
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@@ -11,8 +11,8 @@ public void setup() {
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noStroke();
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fill(204);
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toon = (PShader)loadShader("ToonVert.glsl", "ToonFrag.glsl", PShader.LIT);
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shader(toon, PShader.LIT);
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toon = loadShader(PShader.LIT, "ToonFrag.glsl", "ToonVert.glsl");
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shader(toon);
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customShader = true;
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}
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@@ -33,7 +33,7 @@ public void mousePressed() {
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customShader = false;
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}
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else {
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shader(toon, PShader.LIT);
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shader(toon);
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customShader = true;
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}
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}
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