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[00:05:44] <dahlia> https://www.khronos.org/registry/gles/specs/2.0/es_full_spec_2.0.25.pdf section 2.9.1 seems to suggest that I could have attributes from several VBOs in a single draw call?
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[00:06:36] <derhass> dahlia: sure
[00:06:45] <dahlia> :D
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[00:11:21] <slime> yep, each buffer will get picked up by glVertexAttribPointer when you call that
[00:11:55] <dahlia> I never knew that, I kinda thought binding wiped all that stuff
[00:12:15] <dahlia> that would make what I'm trying to do a *lot* easier
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[00:17:28] * derhass spots dau
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[05:37:36] <funfunctor> Hi
[05:38:12] <funfunctor> I have this method that can get called any time a frame arrives. I thought I could call glfwMakeContextCurrent() multiple times? What is the usual way of dealing with this threading case?
[05:40:31] <Stragus> Do you have multiple contexts? Why is this a threading case? Multiple threads are calling that method?
[05:40:45] <funfunctor> Here is the method I am referring to: https://github.com/HalfdanJ/ViljensTriumf2/blob/master/libs/Blackmagic%20DeckLink%20SDK%209.6.4/Linux/Samples/LoopThroughWithOpenGLCompositing/OpenGLComposite.cpp#L345 obviously I have it rewritten in a little more modern way but its essentially the same
[05:41:07] <funfunctor> Stragus: I believe its just the one thread that calls that method
[05:41:26] <funfunctor> A instance is created and the class with the method is passed to it..
[05:41:33] <funfunctor> 1sec, i'll find the line
[05:41:56] <Stragus> Just make sure the thread that created the GL context is also the one doing all the GL calls
[05:42:00] <funfunctor> here https://github.com/HalfdanJ/ViljensTriumf2/blob/master/libs/Blackmagic%20DeckLink%20SDK%209.6.4/Linux/Samples/LoopThroughWithOpenGLCompositing/OpenGLComposite.cpp#L166
[05:43:40] <funfunctor> Stragus: is this technically wrong then on this line? https://github.com/HalfdanJ/ViljensTriumf2/blob/master/libs/Blackmagic%20DeckLink%20SDK%209.6.4/Linux/Samples/LoopThroughWithOpenGLCompositing/OpenGLComposite.cpp#L355
[05:44:50] <Stragus> What's the thread calling VideoFrameArrived()?
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[05:46:25] <Stragus> You can migrate the context to another thread by MakeCurrent() but it's often not a cheap call, depending on the drivers
[05:46:51] <Stragus> And historically, some Windows drivers have been buggy with that...
[05:47:03] <funfunctor> I am not 100% VideoFrameArrived() is called internally inside their library
[05:47:38] <funfunctor> yea the GL looks a little poor
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[05:48:38] <Stragus> It would be wise to figure out where that callback is coming from
[05:48:53] <Stragus> Can't believe they wouldn't document what thread is making that call...
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[05:54:09] <slime> am i correct in thinking the compute shader parallel reduce code here https://github.com/wolfgangfengel/GPU-Pro-6/blob/master/06_Compute/01_Compute-Based%20Tiled%20Culling/ComputeBasedTiledCulling/Shaders/Source/ParallelReduction.hlsl#L115 and here http://www.nvidia.com/content/gtc-2010/pdfs/2260_gtc2010.pdf assumes a warp/wavefront size of >= 32 and won't work properly on intel GPUs, since their warp sizes are smaller?
[05:54:56] <Stragus> funfunctor: And that glEnable( GL_TEXTURE_2D ) is a legacy deprecated thing
[05:55:23] <funfunctor> Stragus: yep I dropped that
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[05:55:34] <slime> (since the code does no barriers with the LDS reads and writes inside that block)
[05:56:08] <Stragus> slime: Looks like it's missing __syncthreads()
[05:56:21] <Stragus> (Well, the GLSL equivalent)
[05:57:03] <slime> well, it has them, but not in places where it assumes the code runs in lockstep, i think
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[06:00:44] <funfunctor> Stragus: this is all the SDK doc has to say https://paste.fedoraproject.org/431233/74344024/
[06:00:47] <funfunctor> nothing about threads
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[06:01:29] <chrisf> slime: nitpicking: intel gen can (and sometimes must) use a 32-wide dispatch for compute
[06:02:02] <slime> can i assume that shader code will work properly on intel GPUs though?
[06:03:32] <chrisf> i havent read the whole thing closely, but i doubt it.
[06:03:44] <Stragus> funfunctor: Personally, I wouldn't take any chance and make that callback wake up the main thread
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[06:17:46] <chrisf> slime: that reduction looks flaky.
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[06:18:36] <chrisf> slime: within a single dispatch you'd not want to go to SLM anyway, find your favorite lane shuffling extension
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[06:26:05] <slime> chrisf: if only those were more ubiquitous, heh
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[06:41:00] <funfunctor> Stragus: how do you mean wake up the main thread?
[06:43:10] <funfunctor> Stragus: I don't have source code to the SDK, its a proprietary dlopen()'ed library with wrangled symbols
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[07:08:15] <chrisf> slime: lean on your IHV until they add it ;)
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[07:48:41] <t4nk762> Hi there. If you're familiar with Google's photosphere viewer, You can see the texture for the sphere appearing in via tiles. I'm a beginner with OpenGL and i have tried to create my own photosphere viewer, however I cannot replicate the texture quality that Google achieves... I cannot fit the entire texture into memory so I'm forced to downsize it
[07:49:16] <t4nk762> I'm trying to figure out what they're doing, does anyone here have any insight or can point me into the right direction?
[07:50:33] <btipling> I have some terrible bug in my code any kind of z changes in my lookat function break everything
[07:50:45] <btipling> anything other than 0, 0, 1 just blows up
[07:50:55] <btipling> it looks right
[07:50:57] <btipling> the code is right
[07:51:01] <btipling> the perspective projection is right
[07:51:06] <btipling> I just dunno
[07:51:06] <Bloodust> but you want to make it look left? hue
[07:51:22] <btipling> oh rotations are all fucked up too
[07:51:28] <btipling> but even without trying to rotate
[07:52:16] <Bloodust> so for lookat you specify 1) eye position 2) what youre looking at and 3) which way is up
[07:52:26] <Bloodust> changing 2nd breaks everything?
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[07:52:35] <btipling> oh I think I found the problem
[07:52:41] <btipling> oh shit
[07:52:51] <btipling> my camera is after perspective
[07:53:14] <Bloodust> PV instead of VP?
[07:53:41] <btipling> yeah
[07:53:49] <btipling> oops
[07:53:55] <btipling> oh my god
[07:54:01] <btipling> I hope this fixes it
[07:55:28] <btipling> that was it!
[07:55:32] <btipling> yayayay
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[08:01:35] <btipling> what a silly error
[08:01:55] <btipling> holy cow that's given me so many headaches for days it was just that
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[08:15:15] <btipling> https://youtu.be/mF8HKEgnpCk
[08:15:16] <btipling> :D
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[10:28:15] <mudlord> found code crime
[10:28:24] <mudlord> creating fbos every single fucking frame
[10:28:34] <afl_ext> shame
[10:28:41] <mudlord> yeah, its for a emulator
[10:28:49] <mudlord> they dont cache previous fbos used
[10:29:26] <mudlord> im....staggered
[10:29:34] <mudlord> deleting fbos on teardown and start
[10:29:36] <mudlord> ....every frame
[10:29:49] <mudlord> ...on a GLES codepath
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[10:30:26] <afl_ext> there was some quote i dont remember who made it was like this, you can make things work even if you have no idea what you are doing
[10:31:48] <mudlord> there is a nice meme pic for that
[10:31:54] <mudlord> some dog with chemistry set
[10:31:55] <mudlord> :D
[10:32:11] <afl_ext> http://thumbpress.com/wp-content/uploads/2013/05/I-Have-No-Idea-What-Im-Doing-1.jpg
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[10:32:29] <mudlord> i would use the pic, but Github lately has policies against "criticism" and "harrasment"
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[10:33:24] <mudlord> not sure if a nice doggie doing BADD chemistry counts as "harrasment" anymore
[10:33:25] <mudlord> :S
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[10:50:07] <kragnfroll> Hi guys ! I've a question about opengl context and shaders. I've an app using Qt and OpenSceneGraph. I can have multiple views, context ID seems to be correctly managed (each opened views have a different context ID, and context ID can be reuse if I close a view and open a new one).
[10:50:15] <kragnfroll> My problem is that my shaders only works once per context ID. I mean if I load shader1 on view1, it's ok. Then if I close view1 and open view2, and if view1 contextID is the same as view2 context ID, then shader1 won't work, no shiny effects :(. But I can load shader2 on view2 and it's ok !
[10:50:25] <kragnfroll> does anyone have any idea about it ?
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[10:52:26] <Stragus> Are you sharing between your multiple contexts? Not sure how that's done with Qt
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[10:53:12] <kragnfroll> I'm not sharing anythings
[10:53:42] <Stragus> That would be the problem. Contexts have to be created with a special platform-specific call to share resources
[10:53:50] <Stragus> In that case, you would have to ask Qt
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[10:56:48] <kragnfroll> hmm maybe I misunderstood. What do you mean by "sharing" ?
[10:57:25] <kragnfroll> By the way I only have problems with shaders, texture and model are correctly displayed.
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[10:58:22] <Stragus> It's a special argument/step during context creation
[10:58:36] <Stragus> You aren't creating contexts yourself, Qt is, therefore you have to ask Qt to do it
[10:59:08] <Stragus> Oh? That sounds like a different problem then
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[12:25:23] <atitest> Hi all
[12:25:29] <atitest> i am trying to build piglit
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[12:26:27] <atitest> but i am getting I am getting compilation error EGLDeviceEXT not there
[12:26:42] <atitest> what i need to install in my ubuntu 14.04 mahine
[12:26:46] <atitest> *machine
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[12:29:12] <atitest> Any one here ?
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[12:29:38] <flavi0> atitest: be patient, there are quite some people here yea.
[12:30:10] *** atitest is now known as RahulAN
[12:30:30] <RahulAN> flavi0, Yes sure :)
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[12:31:26] <flavi0> (changing your nick after posing a question is also not really smart, people might conclude atitest has left already)
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[12:32:34] <RahulAN> Sorry flavi0 ...
[12:32:58] <flavi0> just trying to give advice on how to get help, i don't have a problem with it :)
[12:34:02] <RahulAN> flavi0, thanks .. :) this is also a help :)
[12:36:32] <flavi0> general question can I even use OpenGL ES api on regular linux desktop machines?
[12:36:54] <flavi0> so do the drivers/gl libs support it? I know I can request a GLES context with glfw for example.
[12:38:54] <flavi0> would be nice for testing on a dev machine if i want to move my code to an embedded device at some point, for example.
[12:41:28] <flavi0> oh this is not even a GLES api call, didn't know EGL was a thing. woops.
[12:41:41] <flavi0> RahulAN: which distro are you on?
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[12:45:22] <flavi0> (the gles question actually still stands)
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[12:50:32] <flavi0> RahulAN: try installing mesa-devel package, it should supply eglext.h which I guess you'll need to include
[12:50:49] <RahulAN> flavi0, I am using ubunt 14.04
[12:51:00] <RahulAN> I have catalyst driver
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[14:53:17] <Xeek> Good Morning
[14:53:27] <Codex_> morning
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[16:59:37] <xerpi> hi, any idea why I'm getting "error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, and 3.00 ES" when glxinfo reports OpenGL 3.3 (Core Profile) and GLSL 3.30?
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[16:59:57] <xerpi> looks like it's using an older profile, I'm using freeglut and GLEW btw
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[17:04:20] <xerpi> the weird thing is that if I use Qt it works, looks like it's a freeglut or glew problem?
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[17:07:07] <xerpi> oh I see, 3.30 is only available as as core profile, if that makes sense
[17:07:57] <Yaniel> indeed as of 3.2 compatibility profile is optional
[17:08:11] <Yaniel> and for example mesa does not support it
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[17:09:59] <xerpi> so what if I want to use the 3.30 core profile? this is my glxinfo http://hastebin.com/noracubewu.vbs
[17:10:20] <xerpi> I've tried with #version 330 core but no luck
[17:11:08] <xerpi> I guess I'll have to use the NVIDIA proprietary driver instead of nouveau
[17:11:31] <ClaudiusMaximus> xerpi: you need to tell glut to create a core profile context. i don't know how (tend to use glfw here)
[17:12:35] <Yaniel> then you have to request 3.3 or newer core profile at context creation time
[17:12:36] <Yaniel> it's usually done with window hints
[17:12:37] <Yaniel> (set before creating the window)
[17:13:12] <xerpi> ClaudiusMaximus, makes sense, gonna search for that. (I'd really like to use GLFW, but my professor wants us to us GLUT)
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[17:22:55] <xerpi> glutInitContextVersion(3, 3); did the trick, thanks :)
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[18:43:16] <INSANU> hello guys, i wrote a raytracer and i got two problems that i dont know how to solve. My scene is composed of 4k spheres, now, 1) how can I improve my raytracing speed? The position of the spheres will not change, not even the light, there is now shadows, no refletions, only diffuse and specular are calculated. 2) How can I give the impression that my spheres are spinning?
[18:43:35] <Stragus> You need some form of space partitionning
[18:44:06] <Stragus> You can't see the spinning of a perfect sphere
[18:44:38] <Stragus> Unless it's spinning so fast that it emits gravitational waves strong enough to affect photons...
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[18:45:20] <INSANU> Stragus: you mean BSP tress?
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[18:45:32] <Stragus> That would be one way
[18:45:45] <INSANU> what do you recommend?
[18:46:22] <Stragus> Ideally, non-hierarchical spatial graphs, it's also darn complicated
[18:46:53] <Stragus> Just make a tree of some sort if performance isn't critical, you can either split space or objects
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[18:49:23] <INSANU> Stragus: thanks =)
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[21:37:37] <}> hey, is it possible for one vao to use two VBO's? i.e. binding vbo1 then calling glVertexAttribPointer, then binding vbo2 and calling glVertexAttribPointer again
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[21:37:57] <Xeek> Im prettysure I've done that on many occasions
[21:38:04] <}> great!
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[21:38:16] <}> thanks, time to go implement some cool stuff
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[22:45:32] <INSANU> can someone point me a good doc on how to build a bsp tree for a raytracing solution? =)
[22:47:04] <Stragus> Just recursively find the splitting plane that minimizes a cost function, as a product of "box" surface area and triangle count (or so)
[22:47:37] <Stragus> It's not as optimal as more holistic solutions, but it's a pretty good first step
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[22:51:21] <derhass> Stragus: you should implement backtracking
[22:53:41] <Stragus> A better solution is, after the initial spatial exploration, mapping the 3D space as a bunch of little boxes, merging most of the empty space in large sectors while converging toward a minimized cost function
[22:53:50] <Stragus> It's kind of complicated though, eh
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[23:06:15] <INSANU> Stragus: how should i handle if im not dealing with triangles? im rendering sphere directly
[23:06:50] <Stragus> Well, that should be even easier. Cost is equal to surface of "box" multplied by the sum of surface areas of all spheres
[23:07:31] <Stragus> The cost function is generally much more complex, but like I said, it's a good first step
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[23:10:26] <INSANU> thanks man
[23:10:26] <INSANU> =)
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[23:11:54] <dahlia> backtracking?
[23:13:44] <dahlia> KD-backtrack?
[23:14:06] <derhass> backtracking in general
[23:14:20] <dahlia> new concept to me :)
[23:14:47] <dahlia> unless you mean one step forward, many steps back. I'm used to that one
[23:14:55] <derhass> the problem is that you only search for the optimum split in the current level. but your choice might make later splits worse
[23:15:15] <}> accidentally generated mipmaps wrong and got a cool looking effect :-) http://i.imgur.com/NSSOXsy.jpg
[23:15:39] <}> you can "see" the mipmaps
[23:15:46] <foobaz> nice
[23:16:03] <dahlia> well the extent of my experience optimizing raytracing involves using an octree so I'm kind of a n00b
[23:16:49] <dahlia> that looks kinda like HAL falling into a vortex
[23:17:14] <Stragus> That's pretty neat, } :)
[23:17:22] <Stragus> I like it
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[23:21:56] <foobaz> what's wrong with using an octree?
[23:22:01] <foobaz> are you supposed to use an r-tree or something?
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[23:23:29] <dahlia> foobaz: what's wrong? dunno. I was hoping it would have been faster
[23:24:02] <dahlia> I do triangle mesh with my ray tracer and it akes minutes. It takes a second in povray
[23:24:12] <foobaz> ouch
[23:24:15] <dahlia> so they smrtr than me :/
[23:24:36] <dahlia> but I was only doing it as a learning experience anyway
[23:24:55] <}> huh a minute?
[23:25:10] <}> that doesnt sound right
[23:25:18] <dahlia> well.... mine *is* written in c#... that probably slows it a bit
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[23:25:35] <}> it does not run on the gpu?
[23:25:46] <dahlia> not that one
[23:25:50] <dahlia> I did spheres on gpu
[23:25:54] <dahlia> those are fast
[23:26:15] <dahlia> but spheres are a lot easier than trimesh
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[23:31:52] <afl_ext> dahlia your raytracer is purely based on c# no gpu involved?
[23:32:38] <}> i remember ... many years ago i wrote a simple 3d renderer in GDI (winapi) it was pretty slow :(
[23:32:53] <}> i think i still have it around somewhere
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[23:33:25] <}> so I can imagine a raytracer in C# would be pretty slow as well
[23:35:05] <danhedron> how do you even use SIMD from C#
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[23:35:55] <afl_ext> danhedron i think its not possible
[23:36:28] <afl_ext> you can write manager wrapper form unmanaged code which can do this but its not so nice
[23:36:50] <afl_ext> managed wrapper for unmanaged code *
[23:37:08] <derhass> but that is not C# any more
[23:37:25] <danhedron> apparently it was new in 4.5? you have to use special vector types
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[23:37:31] <afl_ext> yes but that unmanaged code can be called from c# side
[23:38:16] <chrisf> afl_ext: mono.simd isnt completely useless, but it's not ideal
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[23:40:15] <afl_ext> chrisf only in mono?
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[23:41:30] <chrisf> afl_ext: on .net, use System.Numerics.Vectors instead
[23:41:43] <afl_ext> great
[23:41:44] <afl_ext> thanks
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[23:58:41] <chrisf> afl_ext: you're going against the grain though
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   September 20, 2016  
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