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blah
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3835100101
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4
Makefile
4
Makefile
@ -4,7 +4,7 @@ TARGET = ssnes
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DEFINES =
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OBJ = ssnes.o
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libsnes = -lsnes
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libsnes = libsnes.a
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LIBS = -lsamplerate $(libsnes)
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@ -46,7 +46,7 @@ ifeq ($(BUILD_FILTER), 1)
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OBJ += hqflt/snes_ntsc/snes_ntsc.o
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endif
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CFLAGS = -Wall -O3 -march=native -std=gnu99 -Wno-unused-variable -I. $(DEFINES)
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CFLAGS = -Wall -O3 -std=gnu99 -Wno-unused-variable -I. $(DEFINES) -fprofile-use
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all: $(TARGET)
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12
config.h
12
config.h
@ -41,7 +41,7 @@
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// Chooses which video and audio subsystem to use. Remember to update config.mk if you change these.
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#define VIDEO_DRIVER VIDEO_GL
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#define AUDIO_DRIVER AUDIO_ALSA
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#define AUDIO_DRIVER AUDIO_RSOUND
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////////////////
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@ -54,14 +54,14 @@ static const float yscale = 3.0; // Real y res = 224 * yscale
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// Fullscreen
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static bool fullscreen = false; // To start in Fullscreen or not
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static const unsigned fullscreen_x = 1280;
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static const unsigned fullscreen_y = 720;
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static const unsigned fullscreen_x = 1920;
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static const unsigned fullscreen_y = 1200;
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// Video VSYNC (recommended)
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static const bool vsync = true;
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// Smooths picture
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static const bool video_smooth = true;
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static const bool video_smooth = false;
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// Path to custom Cg shader. If using custom shaders, it is recommended to disable video_smooth.
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#ifdef HAVE_CG
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@ -93,7 +93,7 @@ static const bool force_aspect = true;
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static const bool audio_enable = true;
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// Output samplerate
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static const unsigned out_rate = 48000;
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static const unsigned out_rate = 96000;
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// Input samplerate from libSNES.
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// Lower this (slightly) if you are experiencing frequent audio dropouts while vsync is enabled.
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@ -103,7 +103,7 @@ static const unsigned in_rate = 31950;
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static const char* audio_device = NULL;
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// Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
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static const int out_latency = 64;
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static const int out_latency = 32;
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// Will sync audio. (recommended)
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static const bool audio_sync = true;
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@ -3,9 +3,9 @@ BUILD_OPENGL = 1
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BUILD_CG = 1
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BUILD_FILTER = 0
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BUILD_RSOUND = 0
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BUILD_RSOUND = 1
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BUILD_OSS = 0
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BUILD_ALSA = 1
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BUILD_ALSA = 0
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BUILD_ROAR = 0
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BUILD_AL = 0
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@ -1,21 +1,62 @@
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/* Default Vertex shader */
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void main_vertex
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struct input
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{
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float2 video_size;
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float2 texture_size;
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float2 output_size;
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};
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struct VERTEX_OUTPUT
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float2 texCoord : TEXCOORD0;
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float4 t1 : TEXCOORD1;
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float4 t2 : TEXCOORD2;
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float4 t3 : TEXCOORD3;
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float4 t4 : TEXCOORD4;
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};
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struct VERTEX_INPUT
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float2 CT : TEXCOORD0;
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float4 t1 : TEXCOORD1;
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float4 t2 : TEXCOORD2;
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float4 t3 : TEXCOORD3;
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float4 t4 : TEXCOORD4;
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};
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VERTEX_OUTPUT main_vertex
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(
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float4 position : POSITION,
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float4 color : COLOR,
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float2 texCoord : TEXCOORD0,
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uniform float4x4 modelViewProj,
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out float4 oPosition : POSITION,
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out float4 oColor : COLOR,
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out float2 otexCoord : TEXCOORD
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uniform input IN
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)
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{
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oPosition = mul(modelViewProj, position);
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oColor = color;
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otexCoord = texCoord;
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VERTEX_OUTPUT OUT;
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OUT.position = mul(modelViewProj, position);
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OUT.color = color;
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OUT.texCoord = texCoord;
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float2 ps = float2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y);
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float dx = ps.x;
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float dy = ps.y;
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OUT.texCoord = texCoord;
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OUT.t1.xy = texCoord + float2(-dx, 0);
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OUT.t2.xy = texCoord + float2( dx, 0);
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OUT.t3.xy = texCoord + float2( 2 * dx, 0);
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OUT.t4.xy = texCoord + float2( 0, dy);
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OUT.t1.zw = texCoord + float2(-dx,-dy);
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OUT.t2.zw = texCoord + float2(-dx, dy);
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OUT.t3.zw = texCoord + float2( 2 * dx, dy);
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OUT.t4.zw = texCoord + float2( dx, dy);
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return OUT;
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}
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#define TEX2D(c) tex2D(decal,(c))
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@ -29,12 +70,6 @@ struct output
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float4 color : COLOR;
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};
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struct input
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{
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float2 video_size;
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float2 texture_size;
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float2 output_size;
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};
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float2 barrelDistortion(float2 coord)
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{
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@ -43,7 +78,7 @@ float2 barrelDistortion(float2 coord)
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return coord + cc * (dist + distortion * dist * dist) * distortion;
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}
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output main_fragment(float2 texCoord : TEXCOORD0, uniform sampler2D decal : TEXUNIT0, uniform input IN)
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output main_fragment(in VERTEX_INPUT VAR, uniform sampler2D decal : TEXUNIT0, uniform input IN)
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{
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output OUT;
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@ -51,10 +86,11 @@ output main_fragment(float2 texCoord : TEXCOORD0, uniform sampler2D decal : TEXU
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float2 rubyOutputSize = IN.output_size;
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float2 rubyTextureSize = IN.texture_size;
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float2 xy = barrelDistortion(texCoord.xy);
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float2 one = 1.0/rubyTextureSize;
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xy = xy + float2(0.0 , -0.5 * (phase + (1-phase) * rubyInputSize.y/rubyOutputSize.y) * one.y);
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//float2 xy = barrelDistortion(texCoord.xy);
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//float2 one = 1.0/rubyTextureSize;
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//xy = xy + float2(0.0 , -0.5 * (phase + (1-phase) * rubyInputSize.y/rubyOutputSize.y) * one.y);
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float4 texels[8];
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/*
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texels[0] = TEX2D(xy + float2(-one.x,0.0));
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texels[1] = TEX2D(xy);
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texels[2] = TEX2D(xy + float2(one.x, 0.0));
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@ -63,9 +99,18 @@ output main_fragment(float2 texCoord : TEXCOORD0, uniform sampler2D decal : TEXU
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texels[5] = TEX2D(xy + float2(0.0, one.y));
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texels[6] = TEX2D(xy + one);
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texels[7] = TEX2D(xy + float2(2 * one.x, one.y));
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*/
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texels[0] = TEX2D(VAR.t1.xy);
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texels[1] = TEX2D(VAR.CT);
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texels[2] = TEX2D(VAR.t2.xy);
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texels[3] = TEX2D(VAR.t3.xy);
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texels[4] = TEX2D(VAR.t2.zw);
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texels[5] = TEX2D(VAR.t4.xy);
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texels[6] = TEX2D(VAR.t4.zw);
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texels[7] = TEX2D(VAR.t3.zw);
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float2 uv_ratio = frac(xy*rubyTextureSize);
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float2 uv_ratio = frac(VAR.CT * rubyTextureSize);
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float4 col, col2;
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@ -86,7 +131,7 @@ output main_fragment(float2 texCoord : TEXCOORD0, uniform sampler2D decal : TEXU
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weights2 = 0.51*exp(-pow(weights2*sqrt(2/wid),wid))/0.3/(0.6+0.2*wid);
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float4 mcol = 1.0;
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if ( fmod(xy.x*rubyOutputSize.x,2.0) < 1.0)
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if ( fmod(VAR.CT.x*rubyOutputSize.x,2.0) < 1.0)
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mcol.g = 0.7;
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else
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mcol.rb = 0.7;
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