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Vulkan: Generate indices in clipping.
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@ -119,106 +119,88 @@ bool GenerateGeometryShader(const GShaderID &id, char *buffer, const ShaderLangu
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if (!gstate_c.Supports(GPU_SUPPORTS_CLIP_DISTANCE)) {
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// Clipping against one half-space cuts a triangle (17/27), culls (7/27), or creates two triangles (3/27).
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p.C(" int emitted = 0;\n");
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p.C(" int indices[4];\n");
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p.C(" float factors[4];\n");
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p.C(" int ind = 0;\n");
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// Pass 1 - clip against first half-space.
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p.C(" for (int i = 0; i < 3; i++) {\n");
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// First, emit this vertex if it doesn't need clipping
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// First, use this vertex if it doesn't need clipping.
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p.C(" if (clip0[i] >= 0.0) {\n");
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// But before we emit that, is this the second triangle? We'll need extra verts.
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p.C(" if (emitted == 3) {\n");
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p.C(" EndPrimitive();\n");
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// In this case, it can only be +/-/+, we must emit vert 0 and then mix(1, 2) again first.
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p.C(" gl_Position = gl_in[0].gl_Position;\n");
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for (size_t i = 0; i < varyings.size(); i++) {
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VaryingDef &in = varyings[i];
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VaryingDef &out = outVaryings[i];
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p.F(" %s = %s[0];\n", outVaryings[i].name, varyings[i].name);
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}
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p.C(" EmitVertex();\n");
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p.C(" emitted++;\n");
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// Next, it can only be the interpolated between 1 and 2 (before this one, direct 2.)
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p.C(" float t = clip0[1] / (clip0[1] - clip0[2]);\n");
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p.C(" gl_Position = mix(gl_in[1].gl_Position, gl_in[2].gl_Position, t);\n");
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for (size_t i = 0; i < varyings.size(); i++) {
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VaryingDef &in = varyings[i];
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VaryingDef &out = outVaryings[i];
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p.F(" %s = mix(%s[1], %s[2], t);\n", outVaryings[i].name, varyings[i].name, varyings[i].name);
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}
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p.C(" EmitVertex();\n");
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p.C(" emitted++;\n");
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p.C(" }\n");
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// Now emit the regular vertex itself.
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p.C(" gl_Position = gl_in[i].gl_Position;\n");
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for (size_t i = 0; i < varyings.size(); i++) {
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VaryingDef &in = varyings[i];
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VaryingDef &out = outVaryings[i];
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p.F(" %s = %s[i];\n", outVaryings[i].name, varyings[i].name);
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}
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p.C(" EmitVertex();\n");
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p.C(" emitted++;\n");
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p.C(" indices[ind] = i;\n");
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p.C(" factors[ind] = 0.0;\n");
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p.C(" ind++;\n");
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p.C(" }\n");
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// Next, we generate an interpolated vertex if signs differ.
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p.C(" int inext = i == 2 ? 0 : i + 1;\n");
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p.C(" if (clip0[i] * clip0[inext] < 0.0) {\n");
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// There are two cases here: +/+/- and -/+/+.
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p.C(" if (emitted == 3 && clip0[i] < 0.0) {\n");
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p.C(" EndPrimitive();\n");
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// In this case, it can only be +/-/+, we must emit vert 0 and then mix(1, 2) again first.
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p.C(" gl_Position = gl_in[0].gl_Position;\n");
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for (size_t i = 0; i < varyings.size(); i++) {
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VaryingDef &in = varyings[i];
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VaryingDef &out = outVaryings[i];
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p.F(" %s = %s[0];\n", outVaryings[i].name, varyings[i].name);
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}
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p.C(" EmitVertex();\n");
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p.C(" emitted++;\n");
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// Next, it can only be the interpolated between 1 and 2 (before this one, direct 2.)
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p.C(" float t = 1.0 - (clip0[2] / (clip0[2] - clip0[1]));\n");
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p.C(" gl_Position = mix(gl_in[1].gl_Position, gl_in[2].gl_Position, t);\n");
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for (size_t i = 0; i < varyings.size(); i++) {
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VaryingDef &in = varyings[i];
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VaryingDef &out = outVaryings[i];
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p.F(" %s = mix(%s[1], %s[2], t);\n", outVaryings[i].name, varyings[i].name, varyings[i].name);
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}
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p.C(" EmitVertex();\n");
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p.C(" emitted++;\n");
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p.C(" } else if (emitted == 3) {\n");
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p.C(" EndPrimitive();\n");
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// Now we emit mix(0, 1) first, then vert 2 again.
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p.C(" float t = clip0[0] / (clip0[0] - clip0[1]);\n");
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p.C(" gl_Position = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, t);\n");
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for (size_t i = 0; i < varyings.size(); i++) {
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VaryingDef &in = varyings[i];
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VaryingDef &out = outVaryings[i];
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p.F(" %s = mix(%s[0], %s[1], t);\n", outVaryings[i].name, varyings[i].name, varyings[i].name);
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}
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p.C(" EmitVertex();\n");
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p.C(" emitted++;\n");
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// Then here's vert 2.
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p.C(" gl_Position = gl_in[2].gl_Position;\n");
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for (size_t i = 0; i < varyings.size(); i++) {
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VaryingDef &in = varyings[i];
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VaryingDef &out = outVaryings[i];
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p.F(" %s = %s[2];\n", outVaryings[i].name, varyings[i].name);
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}
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p.C(" EmitVertex();\n");
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p.C(" emitted++;\n");
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p.C(" }\n");
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// Finally, the actual interpolated vertex.
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p.C(" float t = clip0[i] < 0.0 ? clip0[i] / (clip0[i] - clip0[inext]) : 1.0 - (clip0[inext] / (clip0[inext] - clip0[i]));\n");
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p.C(" gl_Position = mix(gl_in[i].gl_Position, gl_in[inext].gl_Position, t);\n");
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p.C(" indices[ind] = i;\n");
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p.C(" factors[ind] = t;\n");
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p.C(" ind++;\n");
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p.C(" }\n");
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p.C(" }\n");
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p.C(" if (ind < 3) {\n");
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p.C(" return;\n");
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p.C(" }\n");
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// Alright, time to actually emit the first triangle.
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p.C(" for (int i = 0; i < 3; i++) {\n");
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p.C(" int idx = indices[i];\n");
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p.C(" float factor = factors[i];\n");
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p.C(" int next = idx == 2 ? 0 : idx + 1;\n");
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p.C(" gl_Position = mix(gl_in[idx].gl_Position, gl_in[next].gl_Position, factor);\n");
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for (size_t i = 0; i < varyings.size(); i++) {
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VaryingDef &in = varyings[i];
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VaryingDef &out = outVaryings[i];
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p.F(" %s = mix(%s[i], %s[inext], t);\n", outVaryings[i].name, varyings[i].name, varyings[i].name);
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p.F(" %s = mix(%s[idx], %s[next], factor);\n", outVaryings[i].name, varyings[i].name, varyings[i].name);
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}
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p.C(" EmitVertex();\n");
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p.C(" emitted++;\n");
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p.C(" }\n");
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p.C(" EmitVertex();\n");
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p.C(" }\n");
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// Did we end up with additional triangles? We'll do three points each for the rest.
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p.C(" for (int i = 3; i < ind; i++) {\n");
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p.C(" EndPrimitive();\n");
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// Point one, always index zero.
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p.C(" int idx = indices[0];\n");
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p.C(" float factor = factors[0];\n");
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p.C(" int next = idx == 2 ? 0 : idx + 1;\n");
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p.C(" gl_Position = mix(gl_in[idx].gl_Position, gl_in[next].gl_Position, factor);\n");
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for (size_t i = 0; i < varyings.size(); i++) {
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VaryingDef &in = varyings[i];
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VaryingDef &out = outVaryings[i];
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p.F(" %s = mix(%s[idx], %s[next], factor);\n", outVaryings[i].name, varyings[i].name, varyings[i].name);
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}
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p.C(" EmitVertex();\n");
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// After that, one less than i (basically a triangle fan.)
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p.C(" idx = indices[i - 1];\n");
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p.C(" factor = factors[i - 1];\n");
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p.C(" next = idx == 2 ? 0 : idx + 1;\n");
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p.C(" gl_Position = mix(gl_in[idx].gl_Position, gl_in[next].gl_Position, factor);\n");
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for (size_t i = 0; i < varyings.size(); i++) {
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VaryingDef &in = varyings[i];
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VaryingDef &out = outVaryings[i];
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p.F(" %s = mix(%s[idx], %s[next], factor);\n", outVaryings[i].name, varyings[i].name, varyings[i].name);
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}
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p.C(" EmitVertex();\n");
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// And the new vertex itself.
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p.C(" idx = indices[i];\n");
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p.C(" factor = factors[i];\n");
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p.C(" next = idx == 2 ? 0 : idx + 1;\n");
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p.C(" gl_Position = mix(gl_in[idx].gl_Position, gl_in[next].gl_Position, factor);\n");
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for (size_t i = 0; i < varyings.size(); i++) {
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VaryingDef &in = varyings[i];
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VaryingDef &out = outVaryings[i];
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p.F(" %s = mix(%s[idx], %s[next], factor);\n", outVaryings[i].name, varyings[i].name, varyings[i].name);
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}
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p.C(" EmitVertex();\n");
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p.C(" }\n");
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} else {
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const char *clipSuffix0 = compat.shaderLanguage == HLSL_D3D11 ? "" : "[0]";
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