Merge pull request #84529 from lawnjelly/gles2_gl_fragcolor
[3.x] GLES2 & GLES3 - Use `gl_FragColor` temporary
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30b81a4bd9
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@ -126,6 +126,13 @@ uniform float camera_z_far;
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uniform float camera_z_near;
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void main() {
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// Instead of writing directly to gl_FragColor,
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// we use an intermediate, and only write
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// to gl_FragColor ONCE at the end of the shader.
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// This is because some hardware can have huge
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// slowdown if you modify gl_FragColor multiple times.
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vec4 frag_color;
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#ifdef GLOW_GAUSSIAN_HORIZONTAL
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vec2 pix_size = pixel_size;
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pix_size *= 0.5; //reading from larger buffer, so use more samples
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@ -164,7 +171,7 @@ void main() {
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#endif //USE_GLOW_HIGH_QUALITY
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color *= glow_strength;
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gl_FragColor = color;
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frag_color = color;
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#endif //GLOW_GAUSSIAN_HORIZONTAL
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#ifdef GLOW_GAUSSIAN_VERTICAL
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@ -174,7 +181,7 @@ void main() {
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color += texture2DLod(source_color, uv_interp + vec2(0.0, -1.0) * pixel_size, lod) * 0.233062;
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color += texture2DLod(source_color, uv_interp + vec2(0.0, -2.0) * pixel_size, lod) * 0.122581;
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color *= glow_strength;
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gl_FragColor = color;
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frag_color = color;
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#endif
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#ifndef USE_GLES_OVER_GL
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@ -280,7 +287,7 @@ void main() {
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color_accum /= k_accum;
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}
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gl_FragColor = color_accum; ///k_accum;
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frag_color = color_accum; ///k_accum;
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#endif
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@ -329,16 +336,17 @@ void main() {
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}
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color_accum.a = max(color_accum.a, sqrt(max_accum));
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gl_FragColor = color_accum;
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frag_color = color_accum;
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#endif
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#ifdef GLOW_FIRST_PASS
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float luminance = max(gl_FragColor.r, max(gl_FragColor.g, gl_FragColor.b));
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float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
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float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom);
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gl_FragColor = min(gl_FragColor * feedback, vec4(luminance_cap));
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frag_color = min(frag_color * feedback, vec4(luminance_cap));
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#endif
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gl_FragColor = frag_color;
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}
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@ -2380,11 +2380,18 @@ FRAGMENT_SHADER_CODE
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#endif // !USE_SHADOW_TO_OPACITY
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// Instead of writing directly to gl_FragColor,
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// we use an intermediate, and only write
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// to gl_FragColor ONCE at the end of the shader.
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// This is because some hardware can have huge
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// slowdown if you modify gl_FragColor multiple times.
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vec4 frag_color;
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#ifndef RENDER_DEPTH
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#ifdef SHADELESS
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gl_FragColor = vec4(albedo, alpha);
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frag_color = vec4(albedo, alpha);
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#else
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ambient_light *= albedo;
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@ -2399,13 +2406,13 @@ FRAGMENT_SHADER_CODE
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diffuse_light *= 1.0 - metallic;
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ambient_light *= 1.0 - metallic;
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gl_FragColor = vec4(ambient_light + diffuse_light + specular_light, alpha);
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frag_color = vec4(ambient_light + diffuse_light + specular_light, alpha);
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//add emission if in base pass
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#ifdef BASE_PASS
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gl_FragColor.rgb += emission;
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frag_color.rgb += emission;
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#endif
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// gl_FragColor = vec4(normal, 1.0);
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// frag_color = vec4(normal, 1.0);
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//apply fog
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#if defined(FOG_DEPTH_ENABLED) || defined(FOG_HEIGHT_ENABLED)
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@ -2413,9 +2420,9 @@ FRAGMENT_SHADER_CODE
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#if defined(USE_VERTEX_LIGHTING)
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#if defined(BASE_PASS)
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gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_interp.rgb, fog_interp.a);
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frag_color.rgb = mix(frag_color.rgb, fog_interp.rgb, fog_interp.a);
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#else
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gl_FragColor.rgb *= (1.0 - fog_interp.a);
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frag_color.rgb *= (1.0 - fog_interp.a);
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#endif // BASE_PASS
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#else //pixel based fog
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@ -2436,7 +2443,7 @@ FRAGMENT_SHADER_CODE
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fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a;
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if (fog_transmit_enabled) {
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vec3 total_light = gl_FragColor.rgb;
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vec3 total_light = frag_color.rgb;
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float transmit = pow(fog_z, fog_transmit_curve);
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fog_color = mix(max(total_light, fog_color), fog_color, transmit);
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}
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@ -2451,9 +2458,9 @@ FRAGMENT_SHADER_CODE
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#endif
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#if defined(BASE_PASS)
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gl_FragColor.rgb = mix(gl_FragColor.rgb, fog_color, fog_amount);
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frag_color.rgb = mix(frag_color.rgb, fog_color, fog_amount);
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#else
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gl_FragColor.rgb *= (1.0 - fog_amount);
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frag_color.rgb *= (1.0 - fog_amount);
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#endif // BASE_PASS
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#endif //use vertex lit
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@ -2464,7 +2471,7 @@ FRAGMENT_SHADER_CODE
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#ifdef OUTPUT_LINEAR
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// sRGB -> linear
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gl_FragColor.rgb = mix(pow((gl_FragColor.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), gl_FragColor.rgb * (1.0 / 12.92), vec3(lessThan(gl_FragColor.rgb, vec3(0.04045))));
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frag_color.rgb = mix(pow((frag_color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), frag_color.rgb * (1.0 / 12.92), vec3(lessThan(frag_color.rgb, vec3(0.04045))));
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#endif
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#else // not RENDER_DEPTH
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@ -2474,8 +2481,10 @@ FRAGMENT_SHADER_CODE
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highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
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highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
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comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
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gl_FragColor = comp;
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frag_color = comp;
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#endif
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#endif
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gl_FragColor = frag_color;
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}
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@ -376,9 +376,9 @@ void main() {
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color.rgb = apply_color_correction(color.rgb, color_correction);
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#endif
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gl_FragColor = color;
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#ifdef DISABLE_ALPHA
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gl_FragColor.a = 1.0;
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color.a = 1.0;
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#endif
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gl_FragColor = color;
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}
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@ -41,7 +41,8 @@ uniform sampler2D source_ssao; //texunit:1
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uniform float lod;
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uniform vec2 pixel_size;
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layout(location = 0) out vec4 frag_color;
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layout(location = 0) out vec4 frag_color_final;
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vec4 frag_color;
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#ifdef SSAO_MERGE
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@ -315,4 +316,5 @@ void main() {
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frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
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#endif
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frag_color_final = frag_color;
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}
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@ -911,7 +911,8 @@ uniform highp sampler2D screen_texture; // texunit:-8
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#endif
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layout(location = 0) out vec4 frag_color;
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layout(location = 0) out vec4 frag_color_final;
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vec4 frag_color;
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#ifdef USE_MULTIPLE_RENDER_TARGETS //ubershader-skip
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@ -2447,6 +2448,12 @@ FRAGMENT_SHADER_CODE
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#endif //ubershader-runtime
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#endif //SHADELESS //ubershader-runtime
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// Write to the final output once and only once.
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// Use a temporary in the rest of the shader.
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// This is for drivers that have a performance drop
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// when the output is read during the shader.
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frag_color_final = frag_color;
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#endif //USE_MULTIPLE_RENDER_TARGETS //ubershader-runtime
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#endif //RENDER_DEPTH //ubershader-runtime
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@ -507,9 +507,9 @@ void main() {
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color.rgb += screen_space_dither(gl_FragCoord.xy);
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#endif
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frag_color = color;
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#ifdef DISABLE_ALPHA
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frag_color.a = 1.0;
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color.a = 1.0;
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#endif
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frag_color = color;
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}
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