Added chaperone profiles Added separate supersampling sliders for applications/compositor Added asynchronous reprojection on/off switch Merged in Microphone Control Overlay Added Push-to-Talk profiles Updated to OpenVR 1.0.3 Requires at least SteamVR beta 1477423729.
218 lines
8.0 KiB
QML
218 lines
8.0 KiB
QML
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the Qt Graphical Effects module.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.0
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import QtGraphicalEffects.private 1.0
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/*!
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\qmltype Displace
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\inqmlmodule QtGraphicalEffects
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\since QtGraphicalEffects 1.0
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\inherits QtQuick2::Item
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\ingroup qtgraphicaleffects-distortion
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\brief Moves the pixels of the source item according to the given
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displacement map.
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\table
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\header
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\li Source
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\li DisplacementSource
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\li Effect applied
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\row
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\li \image Original_bug.png
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\li \image Displace_map.png
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\li \image Displace_bug.png
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\endtable
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\section1 Example
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The following example shows how to apply the effect.
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\snippet Displace-example.qml example
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*/
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Item {
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id: rootItem
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/*!
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This property defines the source item for the pixels that are going to
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be displaced according to the data from
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\l{Displace::displacementSource}{displacementSource}.
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\note It is not supported to let the effect include itself, for
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instance by setting source to the effect's parent.
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*/
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property variant source
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/*!
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This property defines the item that is going to be used as the
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displacement map. The displacementSource item gets rendered into the
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intermediate pixel buffer. The red and green component values from the
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result determine the displacement of the pixels from the source item.
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The format for the displacement map is similar to the tangent space
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normal maps, which can be created with most 3D-modeling tools. Many
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image processing tools include the support for generating normal maps.
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Alternatively, the displacement map for this effect can also be a QML
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element which is colored appropriately. Like any QML element, it can be
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animated. It is recommended that the size of the diplacement map matches
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the size of the \l{Displace::source}{source}.
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The displace data is interpreted in the RGBA format. For every pixel:
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the red channel stores the x-axis displacement, and the green channel
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stores the y-axis displacement. Blue and alpha channels are ignored for
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this effect.
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Assuming that red channel value 1.0 is fully red (0.0 having no red at
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all), this effect considers pixel component value 0.5 to cause no
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displacement at all. Values above 0.5 shift pixels to the left, values
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below 0.5 do the shift to the right. In a similar way, green channel
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values above 0.5 displace the pixels upwards, and values below 0.5 shift
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the pixels downwards. The actual amount of displacement in pixels
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depends on the \l displacement property.
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*/
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property variant displacementSource
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/*!
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This property defines the scale for the displacement. The bigger scale,
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the bigger the displacement of the pixels. The value set to 0.0 causes
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no displacement.
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The value ranges from -1.0 (inverted maximum shift, according to
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displacementSource) to 1.0 (maximum shift, according to
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displacementSource). By default, the property is set to \c 0.0 (no
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displacement).
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\table
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\header
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\li Output examples with different displacement values
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\li
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\li
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\row
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\li \image Displace_displacement1.png
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\li \image Displace_displacement2.png
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\li \image Displace_displacement3.png
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\row
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\li \b { displacement: -0.2 }
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\li \b { displacement: 0.0 }
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\li \b { displacement: 0.2 }
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\endtable
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*/
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property real displacement: 0.0
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/*!
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This property allows the effect output pixels to be cached in order to
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improve the rendering performance.
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Every time the source or effect properties are changed, the pixels in
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the cache must be updated. Memory consumption is increased, because an
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extra buffer of memory is required for storing the effect output.
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It is recommended to disable the cache when the source or the effect
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properties are animated.
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By default, the property is set to \c false.
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*/
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property bool cached: false
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SourceProxy {
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id: sourceProxy
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input: rootItem.source
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}
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SourceProxy {
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id: displacementSourceProxy
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input: rootItem.displacementSource
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}
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ShaderEffectSource {
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id: cacheItem
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anchors.fill: parent
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visible: rootItem.cached
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smooth: true
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sourceItem: shaderItem
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live: true
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hideSource: visible
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}
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ShaderEffect {
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id: shaderItem
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property variant source: sourceProxy.output
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property variant displacementSource: displacementSourceProxy.output
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property real displacement: rootItem.displacement
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property real xPixel: 1.0/width
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property real yPixel: 1.0/height
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anchors.fill: parent
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fragmentShader: "
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varying highp vec2 qt_TexCoord0;
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uniform highp float qt_Opacity;
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uniform lowp sampler2D source;
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uniform lowp sampler2D displacementSource;
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uniform highp float displacement;
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uniform highp float xPixel;
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uniform highp float yPixel;
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highp float linearstep(highp float e0, highp float e1, highp float x) {
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return clamp((x - e0) / (e1 - e0), 0.0, 1.0);
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}
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void main() {
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lowp vec4 offset = texture2D(displacementSource, qt_TexCoord0);
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offset.xy -= vec2(0.5, 0.5);
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offset.xy = offset.xy * step(vec2(1.0/256.0), abs(offset.xy));
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highp vec2 tx = qt_TexCoord0 + (vec2(-offset.x, offset.y) * displacement);
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lowp float e1 = linearstep(0.0, xPixel, tx.x);
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lowp float e2 = linearstep(0.0, yPixel, tx.y);
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lowp float e3 = 1.0 - linearstep(1.0, 1.0 + xPixel, tx.x);
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lowp float e4 = 1.0 - linearstep(1.0, 1.0 + yPixel, tx.y);
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lowp vec4 sample = texture2D(source, tx);
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sample.rgb *= e1 * e2 * e3 * e4;
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gl_FragColor = sample * qt_Opacity * offset.a;
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}
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"
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}
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}
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