This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
415 lines
12 KiB
C
415 lines
12 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "kernel/geom/geom.h"
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#include "kernel/kernel_camera.h"
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#include "kernel/kernel_montecarlo.h"
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CCL_NAMESPACE_BEGIN
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/* Texture Coordinate Node */
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ccl_device_noinline int svm_node_tex_coord(
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const KernelGlobals *kg, ShaderData *sd, int path_flag, float *stack, uint4 node, int offset)
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{
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float3 data;
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uint type = node.y;
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uint out_offset = node.z;
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switch (type) {
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case NODE_TEXCO_OBJECT: {
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data = sd->P;
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if (node.w == 0) {
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if (sd->object != OBJECT_NONE) {
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object_inverse_position_transform(kg, sd, &data);
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}
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}
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else {
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Transform tfm;
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tfm.x = read_node_float(kg, &offset);
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tfm.y = read_node_float(kg, &offset);
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tfm.z = read_node_float(kg, &offset);
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data = transform_point(&tfm, data);
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}
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break;
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}
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case NODE_TEXCO_NORMAL: {
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data = sd->N;
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object_inverse_normal_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if (sd->object != OBJECT_NONE)
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data = transform_point(&tfm, sd->P);
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else
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data = transform_point(&tfm, sd->P + camera_position(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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if ((path_flag & PATH_RAY_CAMERA) && sd->object == OBJECT_NONE &&
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kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
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data = camera_world_to_ndc(kg, sd, sd->ray_P);
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else
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data = camera_world_to_ndc(kg, sd, sd->P);
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data.z = 0.0f;
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if (sd->object != OBJECT_NONE)
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data = 2.0f * dot(sd->N, sd->I) * sd->N - sd->I;
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else
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data = sd->I;
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break;
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}
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case NODE_TEXCO_DUPLI_GENERATED: {
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data = object_dupli_generated(kg, sd->object);
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break;
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}
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case NODE_TEXCO_DUPLI_UV: {
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data = object_dupli_uv(kg, sd->object);
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break;
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}
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case NODE_TEXCO_VOLUME_GENERATED: {
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data = sd->P;
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#ifdef __VOLUME__
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if (sd->object != OBJECT_NONE)
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data = volume_normalized_position(kg, sd, data);
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#endif
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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return offset;
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}
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ccl_device_noinline int svm_node_tex_coord_bump_dx(
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const KernelGlobals *kg, ShaderData *sd, int path_flag, float *stack, uint4 node, int offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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uint type = node.y;
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uint out_offset = node.z;
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switch (type) {
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case NODE_TEXCO_OBJECT: {
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data = sd->P + sd->dP.dx;
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if (node.w == 0) {
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if (sd->object != OBJECT_NONE) {
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object_inverse_position_transform(kg, sd, &data);
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}
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}
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else {
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Transform tfm;
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tfm.x = read_node_float(kg, &offset);
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tfm.y = read_node_float(kg, &offset);
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tfm.z = read_node_float(kg, &offset);
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data = transform_point(&tfm, data);
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}
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break;
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}
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case NODE_TEXCO_NORMAL: {
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data = sd->N;
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object_inverse_normal_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if (sd->object != OBJECT_NONE)
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data = transform_point(&tfm, sd->P + sd->dP.dx);
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else
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data = transform_point(&tfm, sd->P + sd->dP.dx + camera_position(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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if ((path_flag & PATH_RAY_CAMERA) && sd->object == OBJECT_NONE &&
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kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
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data = camera_world_to_ndc(kg, sd, sd->ray_P + make_float3(sd->ray_dP, 0.0f, 0.0f));
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else
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data = camera_world_to_ndc(kg, sd, sd->P + sd->dP.dx);
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data.z = 0.0f;
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if (sd->object != OBJECT_NONE)
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data = 2.0f * dot(sd->N, sd->I) * sd->N - sd->I;
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else
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data = sd->I;
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break;
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}
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case NODE_TEXCO_DUPLI_GENERATED: {
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data = object_dupli_generated(kg, sd->object);
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break;
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}
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case NODE_TEXCO_DUPLI_UV: {
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data = object_dupli_uv(kg, sd->object);
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break;
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}
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case NODE_TEXCO_VOLUME_GENERATED: {
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data = sd->P + sd->dP.dx;
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# ifdef __VOLUME__
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if (sd->object != OBJECT_NONE)
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data = volume_normalized_position(kg, sd, data);
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# endif
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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return offset;
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#else
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return svm_node_tex_coord(kg, sd, path_flag, stack, node, offset);
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#endif
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}
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ccl_device_noinline int svm_node_tex_coord_bump_dy(
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const KernelGlobals *kg, ShaderData *sd, int path_flag, float *stack, uint4 node, int offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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uint type = node.y;
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uint out_offset = node.z;
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switch (type) {
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case NODE_TEXCO_OBJECT: {
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data = sd->P + sd->dP.dy;
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if (node.w == 0) {
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if (sd->object != OBJECT_NONE) {
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object_inverse_position_transform(kg, sd, &data);
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}
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}
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else {
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Transform tfm;
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tfm.x = read_node_float(kg, &offset);
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tfm.y = read_node_float(kg, &offset);
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tfm.z = read_node_float(kg, &offset);
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data = transform_point(&tfm, data);
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}
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break;
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}
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case NODE_TEXCO_NORMAL: {
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data = sd->N;
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object_inverse_normal_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if (sd->object != OBJECT_NONE)
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data = transform_point(&tfm, sd->P + sd->dP.dy);
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else
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data = transform_point(&tfm, sd->P + sd->dP.dy + camera_position(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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if ((path_flag & PATH_RAY_CAMERA) && sd->object == OBJECT_NONE &&
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kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
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data = camera_world_to_ndc(kg, sd, sd->ray_P + make_float3(0.0f, sd->ray_dP, 0.0f));
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else
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data = camera_world_to_ndc(kg, sd, sd->P + sd->dP.dy);
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data.z = 0.0f;
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if (sd->object != OBJECT_NONE)
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data = 2.0f * dot(sd->N, sd->I) * sd->N - sd->I;
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else
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data = sd->I;
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break;
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}
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case NODE_TEXCO_DUPLI_GENERATED: {
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data = object_dupli_generated(kg, sd->object);
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break;
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}
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case NODE_TEXCO_DUPLI_UV: {
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data = object_dupli_uv(kg, sd->object);
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break;
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}
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case NODE_TEXCO_VOLUME_GENERATED: {
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data = sd->P + sd->dP.dy;
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# ifdef __VOLUME__
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if (sd->object != OBJECT_NONE)
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data = volume_normalized_position(kg, sd, data);
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# endif
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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return offset;
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#else
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return svm_node_tex_coord(kg, sd, path_flag, stack, node, offset);
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#endif
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}
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ccl_device_noinline void svm_node_normal_map(const KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint4 node)
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{
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uint color_offset, strength_offset, normal_offset, space;
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svm_unpack_node_uchar4(node.y, &color_offset, &strength_offset, &normal_offset, &space);
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float3 color = stack_load_float3(stack, color_offset);
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color = 2.0f * make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f);
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bool is_backfacing = (sd->flag & SD_BACKFACING) != 0;
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float3 N;
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if (space == NODE_NORMAL_MAP_TANGENT) {
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/* tangent space */
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if (sd->object == OBJECT_NONE || (sd->type & PRIMITIVE_ALL_TRIANGLE) == 0) {
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/* Fallback to unperturbed normal. */
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stack_store_float3(stack, normal_offset, sd->N);
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return;
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}
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/* first try to get tangent attribute */
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const AttributeDescriptor attr = find_attribute(kg, sd, node.z);
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const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w);
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if (attr.offset == ATTR_STD_NOT_FOUND || attr_sign.offset == ATTR_STD_NOT_FOUND) {
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/* Fallback to unperturbed normal. */
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stack_store_float3(stack, normal_offset, sd->N);
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return;
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}
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/* get _unnormalized_ interpolated normal and tangent */
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float3 tangent = primitive_surface_attribute_float3(kg, sd, attr, NULL, NULL);
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float sign = primitive_surface_attribute_float(kg, sd, attr_sign, NULL, NULL);
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float3 normal;
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if (sd->shader & SHADER_SMOOTH_NORMAL) {
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normal = triangle_smooth_normal_unnormalized(kg, sd, sd->Ng, sd->prim, sd->u, sd->v);
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}
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else {
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normal = sd->Ng;
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/* the normal is already inverted, which is too soon for the math here */
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if (is_backfacing) {
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normal = -normal;
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}
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object_inverse_normal_transform(kg, sd, &normal);
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}
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/* apply normal map */
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float3 B = sign * cross(normal, tangent);
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N = safe_normalize(color.x * tangent + color.y * B + color.z * normal);
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/* transform to world space */
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object_normal_transform(kg, sd, &N);
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}
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else {
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/* strange blender convention */
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if (space == NODE_NORMAL_MAP_BLENDER_OBJECT || space == NODE_NORMAL_MAP_BLENDER_WORLD) {
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color.y = -color.y;
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color.z = -color.z;
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}
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/* object, world space */
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N = color;
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if (space == NODE_NORMAL_MAP_OBJECT || space == NODE_NORMAL_MAP_BLENDER_OBJECT)
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object_normal_transform(kg, sd, &N);
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else
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N = safe_normalize(N);
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}
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/* invert normal for backfacing polygons */
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if (is_backfacing) {
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N = -N;
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}
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float strength = stack_load_float(stack, strength_offset);
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if (strength != 1.0f) {
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strength = max(strength, 0.0f);
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N = safe_normalize(sd->N + (N - sd->N) * strength);
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}
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N = ensure_valid_reflection(sd->Ng, sd->I, N);
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if (is_zero(N)) {
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N = sd->N;
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}
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stack_store_float3(stack, normal_offset, N);
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}
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ccl_device_noinline void svm_node_tangent(const KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint4 node)
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{
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uint tangent_offset, direction_type, axis;
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svm_unpack_node_uchar3(node.y, &tangent_offset, &direction_type, &axis);
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float3 tangent;
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float3 attribute_value;
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const AttributeDescriptor desc = find_attribute(kg, sd, node.z);
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if (desc.offset != ATTR_STD_NOT_FOUND) {
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if (desc.type == NODE_ATTR_FLOAT2) {
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float2 value = primitive_surface_attribute_float2(kg, sd, desc, NULL, NULL);
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attribute_value.x = value.x;
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attribute_value.y = value.y;
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attribute_value.z = 0.0f;
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}
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else {
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attribute_value = primitive_surface_attribute_float3(kg, sd, desc, NULL, NULL);
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}
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}
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if (direction_type == NODE_TANGENT_UVMAP) {
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/* UV map */
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if (desc.offset == ATTR_STD_NOT_FOUND) {
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stack_store_float3(stack, tangent_offset, zero_float3());
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return;
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}
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else {
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tangent = attribute_value;
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}
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}
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else {
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/* radial */
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float3 generated;
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if (desc.offset == ATTR_STD_NOT_FOUND)
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generated = sd->P;
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else
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generated = attribute_value;
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if (axis == NODE_TANGENT_AXIS_X)
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tangent = make_float3(0.0f, -(generated.z - 0.5f), (generated.y - 0.5f));
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else if (axis == NODE_TANGENT_AXIS_Y)
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tangent = make_float3(-(generated.z - 0.5f), 0.0f, (generated.x - 0.5f));
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else
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tangent = make_float3(-(generated.y - 0.5f), (generated.x - 0.5f), 0.0f);
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}
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object_normal_transform(kg, sd, &tangent);
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tangent = cross(sd->N, normalize(cross(tangent, sd->N)));
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stack_store_float3(stack, tangent_offset, tangent);
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}
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CCL_NAMESPACE_END
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