[egui_glium] sRGBA: blend vertex colors in linear space
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1 changed files with 60 additions and 48 deletions
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@ -24,17 +24,30 @@ impl Painter {
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uniform vec2 u_screen_size;
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uniform vec2 u_tex_size;
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in vec2 a_pos;
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in vec4 a_color;
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in vec4 a_srgba;
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in vec2 a_tc;
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out vec4 v_color;
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out vec4 v_rgba;
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out vec2 v_tc;
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, cutoff);
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_color = a_color / 255.0;
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc / u_tex_size;
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}
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",
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@ -42,22 +55,13 @@ impl Painter {
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fragment: "
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#version 140
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uniform sampler2D u_sampler;
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in vec4 v_color;
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in vec4 v_rgba;
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in vec2 v_tc;
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out vec4 f_color;
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// glium expects linear output.
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(0.04045));
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vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
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vec3 lower = srgb / vec3(12.92);
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return mix(higher, lower, cutoff);
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}
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void main() {
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f_color = v_color;
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f_color.rgb = linear_from_srgb(f_color.rgb);
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f_color *= texture(u_sampler, v_tc).r;
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// glium expects linear rgba
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f_color = v_rgba * texture(u_sampler, v_tc).r;
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}
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"
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},
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@ -68,17 +72,30 @@ impl Painter {
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uniform vec2 u_screen_size;
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uniform vec2 u_tex_size;
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attribute vec2 a_pos;
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attribute vec4 a_color;
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attribute vec4 a_srgba;
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attribute vec2 a_tc;
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varying vec4 v_color;
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varying vec4 v_rgba;
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varying vec2 v_tc;
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, cutoff);
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_color = a_color / 255.0;
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc / u_tex_size;
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}
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",
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@ -86,21 +103,12 @@ impl Painter {
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fragment: "
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#version 110
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uniform sampler2D u_sampler;
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varying vec4 v_color;
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varying vec4 v_rgba;
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varying vec2 v_tc;
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// glium expects linear output.
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(0.04045));
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vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
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vec3 lower = srgb / vec3(12.92);
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return mix(higher, lower, cutoff);
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}
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void main() {
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gl_FragColor = v_color;
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gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
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gl_FragColor *= texture2D(u_sampler, v_tc).r;
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// glium expects linear rgba
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gl_FragColor = v_rgba * texture2D`(u_sampler, v_tc).r;
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}
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",
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},
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@ -111,17 +119,30 @@ impl Painter {
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uniform mediump vec2 u_screen_size;
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uniform mediump vec2 u_tex_size;
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attribute mediump vec2 a_pos;
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attribute mediump vec4 a_color;
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attribute mediump vec4 a_srgba;
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attribute mediump vec2 a_tc;
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varying mediump vec4 v_color;
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varying mediump vec4 v_rgba;
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varying mediump vec2 v_tc;
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, cutoff);
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_color = a_color / 255.0;
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc / u_tex_size;
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}
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",
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@ -129,21 +150,12 @@ impl Painter {
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fragment: "
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#version 100
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uniform sampler2D u_sampler;
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varying mediump vec4 v_color;
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varying mediump vec4 v_rgba;
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varying mediump vec2 v_tc;
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// glium expects linear output.
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(0.04045));
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vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
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vec3 lower = srgb / vec3(12.92);
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return mix(higher, lower, cutoff);
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}
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void main() {
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gl_FragColor = v_color;
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gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
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gl_FragColor *= texture2D(u_sampler, v_tc).r;
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// glium expects linear rgba
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gl_FragColor = v_rgba * texture2D(u_sampler, v_tc).r;
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}
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",
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},
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@ -212,17 +224,17 @@ impl Painter {
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#[derive(Copy, Clone)]
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struct Vertex {
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a_pos: [f32; 2],
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a_color: [u8; 4],
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a_srgba: [u8; 4],
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a_tc: [u16; 2],
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}
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implement_vertex!(Vertex, a_pos, a_color, a_tc);
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implement_vertex!(Vertex, a_pos, a_srgba, a_tc);
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let vertices: Vec<Vertex> = triangles
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.vertices
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.iter()
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.map(|v| Vertex {
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a_pos: [v.pos.x, v.pos.y],
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a_color: [v.color.r, v.color.g, v.color.b, v.color.a],
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a_srgba: [v.color.r, v.color.g, v.color.b, v.color.a],
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a_tc: [v.uv.0, v.uv.1],
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})
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.collect();
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