Just a few more visibility tweaks and clean ups.
This commit is contained in:
@@ -218,7 +218,7 @@ ssgBranch * SGSkyDome::build( ) {
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// force a repaint of the sky colors with ugly defaults
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// force a repaint of the sky colors with ugly defaults
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sgVec3 fog_color;
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sgVec3 fog_color;
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sgSetVec3( fog_color, 1.0, 1.0, 1.0 );
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sgSetVec3( fog_color, 1.0, 1.0, 1.0 );
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repaint( color, fog_color, 0.0 );
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repaint( color, fog_color, 0.0, 5000.0 );
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// build the ssg scene graph sub tree for the sky and connected
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// build the ssg scene graph sub tree for the sky and connected
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// into the provide scene graph branch
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// into the provide scene graph branch
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@@ -271,7 +271,8 @@ ssgBranch * SGSkyDome::build( ) {
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// 0 degrees = high noon
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// 0 degrees = high noon
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// 90 degrees = sun rise/set
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// 90 degrees = sun rise/set
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// 180 degrees = darkest midnight
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// 180 degrees = darkest midnight
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bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
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bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
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double vis )
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{
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{
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double diff;
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double diff;
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sgVec3 outer_param, outer_amt, outer_diff;
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sgVec3 outer_param, outer_amt, outer_diff;
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@@ -312,11 +313,28 @@ bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
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// First, recalulate the basic colors
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// First, recalulate the basic colors
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//
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//
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sgVec4 center_color;
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sgVec4 upper_color[12];
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sgVec4 upper_color[12];
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sgVec4 middle_color[12];
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sgVec4 middle_color[12];
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sgVec4 lower_color[12];
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sgVec4 lower_color[12];
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sgVec4 bottom_color[12];
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sgVec4 bottom_color[12];
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double vis_factor;
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if ( vis < 3000.0 ) {
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vis_factor = (vis - 1000.0) / 2000.0;
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if ( vis_factor < 0.0 ) {
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vis_factor = 0.0;
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}
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} else {
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vis_factor = 1.0;
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}
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for ( j = 0; j < 3; j++ ) {
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diff = sky_color[j] - fog_color[j];
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center_color[j] = sky_color[j] - diff * ( 1.0 - vis_factor );
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}
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for ( i = 0; i < 6; i++ ) {
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for ( i = 0; i < 6; i++ ) {
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for ( j = 0; j < 3; j++ ) {
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for ( j = 0; j < 3; j++ ) {
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diff = sky_color[j] - fog_color[j];
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diff = sky_color[j] - fog_color[j];
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@@ -324,8 +342,9 @@ bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
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// printf("sky = %.2f fog = %.2f diff = %.2f\n",
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// printf("sky = %.2f fog = %.2f diff = %.2f\n",
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// l->sky_color[j], l->fog_color[j], diff);
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// l->sky_color[j], l->fog_color[j], diff);
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upper_color[i][j] = sky_color[j] - diff * 0.3;
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upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
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middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
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middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
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+ middle_amt[j];
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lower_color[i][j] = fog_color[j] + outer_amt[j];
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lower_color[i][j] = fog_color[j] + outer_amt[j];
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if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
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if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
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@@ -364,8 +383,9 @@ bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
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// printf("sky = %.2f fog = %.2f diff = %.2f\n",
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// printf("sky = %.2f fog = %.2f diff = %.2f\n",
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// sky_color[j], fog_color[j], diff);
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// sky_color[j], fog_color[j], diff);
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upper_color[i][j] = sky_color[j] - diff * 0.3;
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upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
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middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
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middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
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+ middle_amt[j];
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lower_color[i][j] = fog_color[j] + outer_amt[j];
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lower_color[i][j] = fog_color[j] + outer_amt[j];
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if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
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if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
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@@ -410,7 +430,7 @@ bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
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slot = center_disk_cl->get( counter++ );
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slot = center_disk_cl->get( counter++ );
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// sgVec4 red;
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// sgVec4 red;
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// sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
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// sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
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sgCopyVec4( slot, sky_color );
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sgCopyVec4( slot, center_color );
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for ( i = 11; i >= 0; i-- ) {
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for ( i = 11; i >= 0; i-- ) {
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slot = center_disk_cl->get( counter++ );
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slot = center_disk_cl->get( counter++ );
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sgCopyVec4( slot, upper_color[i] );
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sgCopyVec4( slot, upper_color[i] );
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@@ -69,7 +69,8 @@ public:
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// 0 degrees = high noon
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// 0 degrees = high noon
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// 90 degrees = sun rise/set
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// 90 degrees = sun rise/set
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// 180 degrees = darkest midnight
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// 180 degrees = darkest midnight
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bool repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle );
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bool repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle,
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double vis );
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// reposition the sky at the specified origin and orientation
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// reposition the sky at the specified origin and orientation
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// lon specifies a rotation about the Z axis
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// lon specifies a rotation about the Z axis
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@@ -44,6 +44,8 @@ SGSky::SGSky( void ) {
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puff_progression = 0;
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puff_progression = 0;
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ramp_up = 0.15;
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ramp_up = 0.15;
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ramp_down = 0.15;
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ramp_down = 0.15;
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// ramp_up = 4.0;
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// ramp_down = 4.0;
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}
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}
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@@ -129,7 +131,7 @@ bool SGSky::repaint( sgVec4 sky_color, sgVec4 fog_color,
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{
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{
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if ( effective_visibility > 1000.0 ) {
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if ( effective_visibility > 1000.0 ) {
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enable();
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enable();
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dome->repaint( sky_color, fog_color, sun_angle );
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dome->repaint( sky_color, fog_color, sun_angle, effective_visibility );
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oursun->repaint( sun_angle );
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oursun->repaint( sun_angle );
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moon->repaint( moon_angle );
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moon->repaint( moon_angle );
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planets->repaint( sun_angle, nplanets, planet_data );
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planets->repaint( sun_angle, nplanets, planet_data );
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@@ -185,7 +187,7 @@ void SGSky::preDraw() {
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// draw translucent clouds ... do this after you've drawn all the
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// draw translucent clouds ... do this after you've drawn all the
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// oapaque elements of your scene.
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// oapaque elements of your scene.
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void SGSky::postDraw( float alt ) {
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void SGSky::postDraw( float alt ) {
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float slop = 4.0; // if we are closer than this to a cloud layer,
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float slop = 5.0; // if we are closer than this to a cloud layer,
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// don't draw clouds
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// don't draw clouds
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int in_cloud = -1; // cloud we are in
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int in_cloud = -1; // cloud we are in
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@@ -78,10 +78,10 @@ private:
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// near cloud visibility state variables
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// near cloud visibility state variables
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bool in_puff;
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bool in_puff;
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double puff_length;
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double puff_length; // in seconds
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double puff_progression;
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double puff_progression; // in seconds
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double ramp_up;
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double ramp_up; // in seconds
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double ramp_down;
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double ramp_down; // in seconds
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public:
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public:
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