2013-07-01 15:25:41 +02:00
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// Copyright 2013 Hajime Hoshi
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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2013-06-19 01:49:54 +02:00
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package opengl
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2013-06-15 10:07:14 +02:00
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// #cgo LDFLAGS: -framework OpenGL
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//
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// #include <OpenGL/gl.h>
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// #include <stdlib.h>
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import "C"
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import (
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"unsafe"
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)
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type shader struct {
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2013-06-19 16:51:41 +02:00
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id C.GLuint
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name string
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2013-06-15 10:07:14 +02:00
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source string
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}
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var (
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vertexShader = &shader{
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id: 0,
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name: "vertex_shader",
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source: `
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attribute /*highp*/ vec2 vertex;
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attribute /*highp*/ vec2 texture;
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uniform /*highp*/ mat4 projection_matrix;
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uniform /*highp*/ mat4 modelview_matrix;
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varying /*highp*/ vec2 tex_coord;
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void main(void) {
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tex_coord = texture;
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gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 0, 1);
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}
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`,
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}
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fragmentShader = &shader{
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id: 0,
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name: "fragment_shader",
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source: `
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uniform /*lowp*/ sampler2D texture;
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varying /*highp*/ vec2 tex_coord;
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void main(void) {
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gl_FragColor = texture2D(texture, tex_coord);
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}
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`,
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}
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colorMatrixShader = &shader{
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id: 0,
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name: "color_matrix_shader",
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source: `
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uniform /*highp*/ sampler2D texture;
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uniform /*lowp*/ mat4 color_matrix;
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uniform /*lowp*/ vec4 color_matrix_translation;
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varying /*highp*/ vec2 tex_coord;
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void main(void) {
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/*lowp*/ vec4 color = texture2D(texture, tex_coord);
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gl_FragColor = (color_matrix * color) + color_matrix_translation;
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}
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`,
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}
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)
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var (
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regularShaderProgram = C.GLuint(0)
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colorMatrixShaderProgram = C.GLuint(0)
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)
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func (s *shader) compile() {
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csource := (*C.GLchar)(C.CString(s.source))
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// TODO: defer?
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//defer C.free(unsafe.Pointer(csource))
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C.glShaderSource(s.id, 1, &csource, nil)
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C.glCompileShader(s.id)
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compiled := C.GLint(C.GL_FALSE)
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C.glGetShaderiv(s.id, C.GL_COMPILE_STATUS, &compiled)
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if compiled == C.GL_FALSE {
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s.showShaderLog()
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panic("shader compile failed: " + s.name)
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}
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}
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func (s *shader) showShaderLog() {
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logSize := C.GLint(0)
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C.glGetShaderiv(s.id, C.GL_INFO_LOG_LENGTH, &logSize)
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if logSize == 0 {
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return
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}
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length := C.GLsizei(0)
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buffer := make([]C.GLchar, logSize)
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C.glGetShaderInfoLog(s.id, C.GLsizei(logSize), &length, &buffer[0])
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message := string(C.GoBytes(unsafe.Pointer(&buffer[0]), C.int(length)))
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print("shader error (", s.name, "):\n", message)
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}
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func createProgram(shaders ...*shader) C.GLuint {
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program := C.glCreateProgram()
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for _, shader := range shaders {
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C.glAttachShader(program, shader.id)
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}
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C.glLinkProgram(program)
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linked := C.GLint(C.GL_FALSE)
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C.glGetProgramiv(program, C.GL_LINK_STATUS, &linked)
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if linked == C.GL_FALSE {
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panic("program error")
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}
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return program
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}
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func initializeShaders() {
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// TODO: when should this function be called?
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vertexShader.id = C.glCreateShader(C.GL_VERTEX_SHADER)
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if vertexShader.id == 0 {
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panic("creating shader failed")
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}
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fragmentShader.id = C.glCreateShader(C.GL_FRAGMENT_SHADER)
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if fragmentShader.id == 0 {
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panic("creating shader failed")
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}
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colorMatrixShader.id = C.glCreateShader(C.GL_FRAGMENT_SHADER)
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if colorMatrixShader.id == 0 {
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panic("creating shader failed")
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}
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vertexShader.compile()
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fragmentShader.compile()
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colorMatrixShader.compile()
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regularShaderProgram = createProgram(vertexShader, fragmentShader)
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colorMatrixShaderProgram = createProgram(vertexShader, colorMatrixShader)
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C.glDeleteShader(vertexShader.id)
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C.glDeleteShader(fragmentShader.id)
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C.glDeleteShader(colorMatrixShader.id)
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}
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const (
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qualifierVariableTypeAttribute = iota
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qualifierVariableTypeUniform
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)
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2013-06-19 02:22:54 +02:00
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var (
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shaderLocationCache = map[int]map[string]C.GLint{
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qualifierVariableTypeAttribute: map[string]C.GLint{},
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qualifierVariableTypeUniform: map[string]C.GLint{},
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}
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)
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2013-06-15 10:07:14 +02:00
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func getLocation(program C.GLuint, name string, qualifierVariableType int) C.GLint {
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if location, ok := shaderLocationCache[qualifierVariableType][name]; ok {
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return location
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}
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2013-06-15 10:07:14 +02:00
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locationName := C.CString(name)
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defer C.free(unsafe.Pointer(locationName))
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location := C.GLint(-1)
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switch qualifierVariableType {
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case qualifierVariableTypeAttribute:
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location = C.glGetAttribLocation(program, (*C.GLchar)(locationName))
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case qualifierVariableTypeUniform:
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location = C.glGetUniformLocation(program, (*C.GLchar)(locationName))
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default:
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panic("no reach")
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}
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if location == -1 {
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panic("glGetUniformLocation failed")
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}
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shaderLocationCache[qualifierVariableType][name] = location
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2013-06-15 10:07:14 +02:00
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return location
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}
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func getAttributeLocation(program C.GLuint, name string) C.GLint {
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return getLocation(program, name, qualifierVariableTypeAttribute)
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}
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func getUniformLocation(program C.GLuint, name string) C.GLint {
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return getLocation(program, name, qualifierVariableTypeUniform)
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}
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