Added samples for ray queries and callable ray tracing shaders
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08be260685
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22 changed files with 1391 additions and 33 deletions
37
data/shaders/glsl/rayquery/scene.frag
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data/shaders/glsl/rayquery/scene.frag
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_ray_query : enable
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layout (binding = 2, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) in vec3 inWorldPos;
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layout (location = 0) out vec4 outFragColor;
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#define ambient 0.1
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void main()
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{
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = normalize(-reflect(L, N));
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vec3 diffuse = max(dot(N, L), ambient) * inColor;
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outFragColor = vec4(diffuse, 1.0);
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, inWorldPos, 0.01, L, 1000.0);
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// Start the ray traversal, rayQueryProceedEXT returns false if the traversal is complete
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while (rayQueryProceedEXT(rayQuery)) { }
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// If the intersection has hit a triangle, the fragment is shadowed
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if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT ) {
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outFragColor *= 0.1;
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}
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}
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data/shaders/glsl/rayquery/scene.frag.spv
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data/shaders/glsl/rayquery/scene.frag.spv
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33
data/shaders/glsl/rayquery/scene.vert
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data/shaders/glsl/rayquery/scene.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec3 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out vec3 outWorldPos;
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void main()
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{
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outColor = inColor;
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outNormal = inNormal;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outWorldPos = vec3(ubo.model * vec4(inPos, 1.0));
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outNormal = mat3(ubo.model) * inNormal;
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outLightVec = normalize(ubo.lightPos - inPos);
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outViewVec = -pos.xyz;
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}
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data/shaders/glsl/rayquery/scene.vert.spv
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data/shaders/glsl/rayquery/scene.vert.spv
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11
data/shaders/glsl/raytracingcallable/callable1.rcall
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data/shaders/glsl/raytracingcallable/callable1.rcall
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#version 460 core
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#extension GL_EXT_ray_tracing : enable
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layout(location = 0) callableDataInEXT vec3 outColor;
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void main()
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{
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// Generate a checker board pattern
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vec2 pos = vec2(gl_LaunchIDEXT / 8);
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outColor = vec3(mod(pos.x + mod(pos.y, 2.0), 2.0));
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}
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data/shaders/glsl/raytracingcallable/callable1.rcall.spv
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data/shaders/glsl/raytracingcallable/callable1.rcall.spv
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data/shaders/glsl/raytracingcallable/callable2.rcall
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data/shaders/glsl/raytracingcallable/callable2.rcall
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#version 460 core
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#extension GL_EXT_ray_tracing : enable
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layout(location = 0) callableDataInEXT vec3 outColor;
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void main()
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{
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outColor = vec3(0.0, 1.0, 0.0);
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}
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data/shaders/glsl/raytracingcallable/callable2.rcall.spv
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data/shaders/glsl/raytracingcallable/callable2.rcall.spv
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data/shaders/glsl/raytracingcallable/callable3.rcall
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data/shaders/glsl/raytracingcallable/callable3.rcall
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#version 460 core
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#extension GL_EXT_ray_tracing : enable
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layout(location = 0) callableDataInEXT vec3 outColor;
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void main()
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{
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// Generate a line pattern
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vec2 pos = vec2(gl_LaunchIDEXT / 8);
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outColor = vec3(mod(pos.y, 2.0));
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// outColor = vec3(0.0, 0.0, 1.0);
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}
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data/shaders/glsl/raytracingcallable/callable3.rcall.spv
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data/shaders/glsl/raytracingcallable/callable3.rcall.spv
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data/shaders/glsl/raytracingcallable/closesthit.rchit
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data/shaders/glsl/raytracingcallable/closesthit.rchit
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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layout(location = 0) callableDataEXT vec3 outColor;
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hitAttributeEXT vec3 attribs;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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void main()
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{
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// Execute the callable shader indexed by the current geometry being hit
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// For our sample this means that the first callable shader in the SBT is invoked for the first triangle, the second callable shader for the second triangle, etc.
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executeCallableEXT(gl_GeometryIndexEXT, 0);
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hitValue = outColor;
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}
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data/shaders/glsl/raytracingcallable/closesthit.rchit.spv
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data/shaders/glsl/raytracingcallable/closesthit.rchit.spv
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data/shaders/glsl/raytracingcallable/miss.rmiss
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data/shaders/glsl/raytracingcallable/miss.rmiss
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#version 460
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#extension GL_EXT_ray_tracing : require
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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void main()
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{
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hitValue = vec3(0.0, 0.0, 0.2);
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}
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data/shaders/glsl/raytracingcallable/miss.rmiss.spv
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data/shaders/glsl/raytracingcallable/miss.rmiss.spv
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data/shaders/glsl/raytracingcallable/raygen.rgen
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data/shaders/glsl/raytracingcallable/raygen.rgen
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#version 460
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#extension GL_EXT_ray_tracing : require
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 1, set = 0, rgba8) uniform image2D image;
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layout(binding = 2, set = 0) uniform CameraProperties
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{
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mat4 viewInverse;
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mat4 projInverse;
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} cam;
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layout(location = 0) rayPayloadEXT vec3 hitValue;
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void main()
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{
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const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
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const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeEXT.xy);
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vec2 d = inUV * 2.0 - 1.0;
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vec4 origin = cam.viewInverse * vec4(0,0,0,1);
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vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ;
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vec4 direction = cam.viewInverse*vec4(normalize(target.xyz / target.w), 0) ;
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uint rayFlags = gl_RayFlagsOpaqueEXT;
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uint cullMask = 0xff;
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float tmin = 0.001;
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float tmax = 10000.0;
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traceRayEXT(topLevelAS, rayFlags, cullMask, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
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}
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data/shaders/glsl/raytracingcallable/raygen.rgen.spv
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data/shaders/glsl/raytracingcallable/raygen.rgen.spv
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data/shaders/glsl/raytracingcallable/shadow.rmiss
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data/shaders/glsl/raytracingcallable/shadow.rmiss
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#version 460
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#extension GL_EXT_ray_tracing : require
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layout(location = 2) rayPayloadInEXT bool shadowed;
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void main()
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{
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shadowed = false;
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}
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data/shaders/glsl/raytracingcallable/shadow.rmiss.spv
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data/shaders/glsl/raytracingcallable/shadow.rmiss.spv
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