mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Shader cleanup and use KSP's Blinn Phong BRDF
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parent
0444b33613
commit
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@ -1,4 +1,4 @@
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Shader "ConformalDecals/Feature/BumpedVert"
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Shader "ConformalDecals/Feature/Bumped"
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{
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Properties
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{
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@ -25,11 +25,12 @@ Shader "ConformalDecals/Feature/BumpedVert"
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#pragma vertex vert_forward_base
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#pragma fragment frag_forward_base
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#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
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#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#include "LightingKSP.cginc"
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#include "DecalsCommon.cginc"
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sampler2D _Decal;
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@ -1,70 +0,0 @@
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Shader "ConformalDecals/Feature/Bumped"
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{
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Properties
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{
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_Decal ("Decal Texture", 2D) = "gray" {}
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_DecalBumpMap("Decal Normal Map", 2D) = "bump" {}
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_Opacity("_Opacity", Range(0,1) ) = 1
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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ZWrite Off
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ZTest LEqual
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma surface surf Lambert alpha vertex:vert
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#pragma target 4.0
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float4x4 _ProjectionMatrix;
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float3 _DecalNormal;
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float3 _DecalBiNormal;
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sampler2D _Decal;
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sampler2D _DecalBumpMap;
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float _Cutoff;
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float _Opacity;
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struct Input
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{
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float4 pos_decal : TEXCOORD0;
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float3 normal : NORMAL;
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};
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void vert (inout appdata_full v, out Input o) {
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o.pos_decal = mul (_ProjectionMatrix, v.vertex);
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o.normal = v.normal;
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float3 localTangent = normalize(cross(v.normal, _DecalBiNormal));
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}
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void surf (Input IN, inout SurfaceOutput o)
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{
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fixed4 projUV = UNITY_PROJ_COORD(IN.pos_decal);
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// since I cant easily affect the clamping mode in KSP, do it here
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clip(projUV.xyz);
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clip(1-projUV.xyz);
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// clip backsides
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clip(dot(_DecalNormal, IN.normal));
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float4 color = tex2D(_Decal, projUV);
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float3 normal = UnpackNormal(tex2D(_DecalBumpMap, projUV));
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clip (color.a - _Cutoff);
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o.Albedo = color.rgb;
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o.Normal = normal;
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o.Alpha = color.a * _Opacity;
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}
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ENDCG
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}
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}
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@ -6,7 +6,7 @@ struct DecalSurfaceInput
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float4 uv_decal;
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#ifdef DECAL_BASE_NORMAL
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float2 uv_base;
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#endif
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#endif //DECAL_BASE_NORMAL
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float3 normal;
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float3 viewDir;
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};
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@ -17,7 +17,7 @@ struct appdata_decal
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float3 normal : NORMAL;
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#ifdef DECAL_BASE_NORMAL
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float4 texcoord : TEXCOORD0;
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#endif
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#endif //DECAL_BASE_NORMAL
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};
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struct v2f
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@ -27,13 +27,11 @@ struct v2f
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float4 uv_decal : TEXCOORD0;
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#ifdef DECAL_BASE_NORMAL
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float2 uv_base : TEXCOORD1;
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#endif
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#endif //DECAL_BASE_NORMAL
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float4 tSpace0 : TEXCOORD2;
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float4 tSpace1 : TEXCOORD3;
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float4 tSpace2 : TEXCOORD4;
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#if UNITY_SHOULD_SAMPLE_SH
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half3 sh : TEXCOORD5; // SH
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#endif
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fixed3 vlight : TEXCOORD5;
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UNITY_SHADOW_COORDS(6)
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};
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@ -57,7 +55,7 @@ v2f vert_forward_base(appdata_decal v)
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#ifdef DECAL_BASE_NORMAL
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o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap);
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#endif
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#endif //DECAL_BASE_NORMAL
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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@ -69,17 +67,21 @@ v2f vert_forward_base(appdata_decal v)
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o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
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o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
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#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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o.sh = 0;
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// Approximated illumination from non-important point lights
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#ifdef VERTEXLIGHT_ON
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o.sh += Shade4PointLights (
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unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
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unity_4LightAtten0, worldPos, worldNormal);
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#endif
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o.sh = ShadeSHPerVertex (worldNormal, o.sh);
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#endif
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// SH/ambient light
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#if UNITY_SHOULD_SAMPLE_SH
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float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
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o.vlight = shlight;
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#else
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o.vlight = 0.0;
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#endif // UNITY_SHOULD_SAMPLE_SH
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// vertex light
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#ifdef VERTEXLIGHT_ON
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o.vlight += Shade4PointLights (
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unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
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unity_4LightAtten0, worldPos, worldNormal );
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#endif // VERTEXLIGHT_ON
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UNITY_TRANSFER_LIGHTING(o, 0.0); // pass shadow and, possibly, light cookie coordinates to pixel shader
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@ -95,7 +97,6 @@ fixed4 frag_forward_base(v2f IN) : SV_Target
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UNITY_EXTRACT_TBN(IN);
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float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
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float3 worldTan = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
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#ifndef USING_DIRECTIONAL_LIGHT
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@ -134,34 +135,11 @@ fixed4 frag_forward_base(v2f IN) : SV_Target
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worldN = normalize(worldN);
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o.Normal = worldN;
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// Setup lighting environment
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UnityGI gi;
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UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
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gi.indirect.diffuse = 0;
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gi.indirect.specular = 0;
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gi.light.color = _LightColor0.rgb;
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gi.light.dir = lightDir;
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// Call GI (lightmaps/SH/reflections) lighting function
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UnityGIInput giInput;
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UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
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giInput.light = gi.light;
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giInput.worldPos = worldPos;
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giInput.worldViewDir = worldViewDir;
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giInput.atten = atten;
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giInput.lightmapUV = 0.0;
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#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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giInput.ambient = IN.sh;
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#else
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giInput.ambient.rgb = 0.0;
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#endif
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LightingBlinnPhong_GI(o, giInput, gi);
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//KSP lighting function
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//c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten);
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c += LightingBlinnPhong(o, worldViewDir, gi);
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c += LightingBlinnPhongSmooth(o, lightDir, viewDir, atten);
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c.rgb += o.Emission;
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c.rgb += o.Albedo * IN.vlight;
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return c;
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}
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