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Fix sky rendering with multiview in OpenGL
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2b710bc336
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@ -731,6 +731,11 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
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}
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}
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if (p_render_data->view_count > 1) {
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glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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if (!sky->radiance) {
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_invalidate_sky(sky);
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_update_dirty_skys();
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@ -738,7 +743,7 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
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}
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}
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void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier) {
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void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y) {
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GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
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ERR_FAIL_COND(p_env.is_null());
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@ -748,6 +753,11 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
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GLES3::SkyMaterialData *material_data = nullptr;
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RID sky_material;
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uint64_t spec_constants = p_use_multiview ? SkyShaderGLES3::USE_MULTIVIEW : 0;
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if (p_flip_y) {
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spec_constants |= SkyShaderGLES3::USE_INVERTED_Y;
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}
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RS::EnvironmentBG background = environment_get_background(p_env);
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if (sky) {
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@ -792,16 +802,21 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
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sky_transform.invert();
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sky_transform = sky_transform * p_transform.basis;
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bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
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bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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if (!success) {
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return;
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}
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
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if (p_use_multiview) {
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glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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glBindVertexArray(sky_globals.screen_triangle_array);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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@ -1975,7 +1990,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED;
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scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
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_draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier);
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_draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier, p_camera_data->view_count > 1, flip_y);
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}
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RENDER_TIMESTAMP("Render 3D Transparent Pass");
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@ -83,6 +83,7 @@ enum SkyUniformLocation {
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SKY_EMPTY, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION.
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SKY_MATERIAL_UNIFORM_LOCATION,
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SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
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SKY_MULTIVIEW_UNIFORM_LOCATION,
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};
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struct RenderDataGLES3 {
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@ -570,7 +571,7 @@ protected:
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void _update_dirty_skys();
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void _update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier);
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void _filter_sky_radiance(Sky *p_sky, int p_base_layer);
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void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier);
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void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y);
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void _free_sky_data(Sky *p_sky);
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public:
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@ -10,6 +10,9 @@ mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PA
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#[specializations]
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USE_MULTIVIEW = false
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USE_INVERTED_Y = true
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#[vertex]
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layout(location = 0) in vec2 vertex_attrib;
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@ -19,7 +22,11 @@ out vec2 uv_interp;
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void main() {
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uv_interp = vertex_attrib;
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#ifdef USE_INVERTED_Y
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gl_Position = vec4(uv_interp, 1.0, 1.0);
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#else
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gl_Position = vec4(uv_interp.x, uv_interp.y * -1.0, 1.0, 1.0);
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#endif
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}
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/* clang-format off */
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@ -37,6 +44,9 @@ uniform samplerCube radiance; //texunit:-1
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#ifdef USE_CUBEMAP_PASS
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uniform samplerCube half_res; //texunit:-2
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uniform samplerCube quarter_res; //texunit:-3
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#elif defined(USE_MULTIVIEW)
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uniform sampler2DArray half_res; //texunit:-2
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uniform sampler2DArray quarter_res; //texunit:-3
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#else
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uniform sampler2D half_res; //texunit:-2
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uniform sampler2D quarter_res; //texunit:-3
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@ -102,6 +112,15 @@ uniform float fog_density;
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uniform float z_far;
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uniform uint directional_light_count;
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#ifdef USE_MULTIVIEW
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layout(std140) uniform MultiviewData { // ubo:5
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highp mat4 projection_matrix_view[MAX_VIEWS];
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highp mat4 inv_projection_matrix_view[MAX_VIEWS];
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highp vec4 eye_offset[MAX_VIEWS];
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}
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multiview_data;
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#endif
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layout(location = 0) out vec4 frag_color;
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#ifdef USE_DEBANDING
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@ -115,9 +134,20 @@ vec3 interleaved_gradient_noise(vec2 pos) {
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void main() {
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vec3 cube_normal;
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#ifdef USE_MULTIVIEW
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// In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject.
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vec4 unproject = vec4(uv_interp.x, uv_interp.y, 1.0, 1.0);
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vec4 unprojected = multiview_data.inv_projection_matrix_view[ViewIndex] * unproject;
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cube_normal = unprojected.xyz / unprojected.w;
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cube_normal += multiview_data.eye_offset[ViewIndex].xyz;
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#else
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cube_normal.z = -1.0;
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cube_normal.x = (uv_interp.x + projection.x) / projection.y;
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cube_normal.y = (-uv_interp.y - projection.z) / projection.w;
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#endif
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#ifndef USE_INVERTED_Y
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cube_normal.y *= -1.0;
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#endif
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cube_normal = mat3(orientation) * cube_normal;
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cube_normal = normalize(cube_normal);
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@ -146,11 +176,19 @@ void main() {
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#endif
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#else
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#ifdef USES_HALF_RES_COLOR
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#ifdef USE_MULTIVIEW
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half_res_color = textureLod(sampler2DArray(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0);
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#else
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half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
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#endif
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#endif
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#ifdef USES_QUARTER_RES_COLOR
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#ifdef USE_MULTIVIEW
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quarter_res_color = textureLod(sampler2DArray(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0);
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#else
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quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
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#endif
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#endif
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#endif
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{
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