feat: integrate room framework and isolated subgame bundles
Complete room UI and protocol integration, move game definitions and resources behind bundle entries, publish authoritative version XML, and document single-game builds. Include all current resource changes and experiment artifacts.
@@ -0,0 +1,19 @@
|
||||
{
|
||||
"version": "1.0.1",
|
||||
"data": {
|
||||
"paths": [
|
||||
"games",
|
||||
"scenes",
|
||||
"games\\alpha",
|
||||
"games\\beta",
|
||||
"Boot.ts",
|
||||
"games\\alpha\\Entry.ts",
|
||||
"games\\beta\\Entry.ts",
|
||||
"scenes\\Probe.scene",
|
||||
"games\\alpha\\private.txt",
|
||||
"games\\alpha\\View.prefab",
|
||||
"games\\beta\\private.txt",
|
||||
"games\\beta\\View.prefab"
|
||||
]
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
{
|
||||
"d3a6cace-0705-4b94-b8d3-63782a437929": {
|
||||
"url": "db://assets/Boot.ts",
|
||||
"value": {},
|
||||
"versionCode": 1
|
||||
},
|
||||
"392b4a96-26fa-4d09-a0f8-3a200f1b24b3": {
|
||||
"url": "db://assets/games",
|
||||
"value": {},
|
||||
"versionCode": 1
|
||||
},
|
||||
"a992dbdf-934c-4b9d-a536-b83554a5c857": {
|
||||
"url": "db://assets/scenes",
|
||||
"value": {},
|
||||
"versionCode": 1
|
||||
},
|
||||
"22700432-1627-4047-b68f-cf933b98a1aa": {
|
||||
"url": "db://assets/games/alpha",
|
||||
"value": {},
|
||||
"versionCode": 1
|
||||
},
|
||||
"eeab1f81-53b9-403e-9156-868659afb945": {
|
||||
"url": "db://assets/games/beta",
|
||||
"value": {},
|
||||
"versionCode": 1
|
||||
},
|
||||
"34050570-bd92-492c-baa4-99301a76b4b7": {
|
||||
"url": "db://assets/games/alpha/Entry.ts",
|
||||
"value": {},
|
||||
"versionCode": 1
|
||||
},
|
||||
"f9f74254-73a9-41c2-824e-0e931042779b": {
|
||||
"url": "db://assets/games/beta/Entry.ts",
|
||||
"value": {},
|
||||
"versionCode": 1
|
||||
},
|
||||
"18f06ada-9d36-485c-9f44-556d6980ca7a": {
|
||||
"url": "db://assets/scenes/Probe.scene",
|
||||
"value": {
|
||||
"depends": [],
|
||||
"dependScripts": []
|
||||
},
|
||||
"versionCode": 2
|
||||
},
|
||||
"4e0d204d-96ce-48b8-b976-7432279319f2": {
|
||||
"url": "db://assets/games/alpha/View.prefab",
|
||||
"value": {
|
||||
"depends": [],
|
||||
"dependScripts": []
|
||||
},
|
||||
"versionCode": 2
|
||||
},
|
||||
"6473a80a-d270-4712-97d3-a9c8b355e506": {
|
||||
"url": "db://assets/games/beta/View.prefab",
|
||||
"value": {
|
||||
"depends": [],
|
||||
"dependScripts": []
|
||||
},
|
||||
"versionCode": 2
|
||||
},
|
||||
"cf1f8ff4-e394-4c08-acab-f14eabe1871f": {
|
||||
"url": "db://assets/games/alpha/private.txt",
|
||||
"value": {
|
||||
"depends": []
|
||||
},
|
||||
"versionCode": 1
|
||||
},
|
||||
"72e3e5a7-2390-4c08-924c-1d465a6bcad4": {
|
||||
"url": "db://assets/games/beta/private.txt",
|
||||
"value": {
|
||||
"depends": []
|
||||
},
|
||||
"versionCode": 1
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,90 @@
|
||||
{
|
||||
"version": "1.0.1",
|
||||
"map": {
|
||||
"games": {
|
||||
"time": 1788883836789.4814,
|
||||
"uuid": "392b4a96-26fa-4d09-a0f8-3a200f1b24b3"
|
||||
},
|
||||
"scenes": {
|
||||
"time": 1788883722562.1829,
|
||||
"uuid": "a992dbdf-934c-4b9d-a536-b83554a5c857"
|
||||
},
|
||||
"games\\alpha": {
|
||||
"time": 1788883845874.1301,
|
||||
"uuid": "22700432-1627-4047-b68f-cf933b98a1aa"
|
||||
},
|
||||
"games\\beta": {
|
||||
"time": 1788883845876.13,
|
||||
"uuid": "eeab1f81-53b9-403e-9156-868659afb945"
|
||||
},
|
||||
"Boot.ts": {
|
||||
"time": 1788883722644.8127,
|
||||
"uuid": "d3a6cace-0705-4b94-b8d3-63782a437929"
|
||||
},
|
||||
"games\\alpha\\Entry.ts": {
|
||||
"time": 1788883722643.7573,
|
||||
"uuid": "34050570-bd92-492c-baa4-99301a76b4b7"
|
||||
},
|
||||
"games\\beta\\Entry.ts": {
|
||||
"time": 1788883722644.8127,
|
||||
"uuid": "f9f74254-73a9-41c2-824e-0e931042779b"
|
||||
},
|
||||
"games.meta": {
|
||||
"time": 1788883836794.997
|
||||
},
|
||||
"scenes.meta": {
|
||||
"time": 1788883836796.4617
|
||||
},
|
||||
"games\\alpha.meta": {
|
||||
"time": 1788883859081.557
|
||||
},
|
||||
"games\\beta.meta": {
|
||||
"time": 1788883859090.8496
|
||||
},
|
||||
"Boot.ts.meta": {
|
||||
"time": 1788883836800.9666
|
||||
},
|
||||
"games\\alpha\\Entry.ts.meta": {
|
||||
"time": 1788883836802.9746
|
||||
},
|
||||
"games\\beta\\Entry.ts.meta": {
|
||||
"time": 1788883836803.974
|
||||
},
|
||||
"scenes\\Probe.scene": {
|
||||
"time": 1788883845887.2961,
|
||||
"uuid": "18f06ada-9d36-485c-9f44-556d6980ca7a"
|
||||
},
|
||||
"games\\alpha\\private.txt": {
|
||||
"time": 1788883722642.7566,
|
||||
"uuid": "cf1f8ff4-e394-4c08-acab-f14eabe1871f"
|
||||
},
|
||||
"games\\alpha\\View.prefab": {
|
||||
"time": 1788883845886.2961,
|
||||
"uuid": "4e0d204d-96ce-48b8-b976-7432279319f2"
|
||||
},
|
||||
"games\\beta\\private.txt": {
|
||||
"time": 1788883722644.8127,
|
||||
"uuid": "72e3e5a7-2390-4c08-924c-1d465a6bcad4"
|
||||
},
|
||||
"games\\beta\\View.prefab": {
|
||||
"time": 1788883845886.2961,
|
||||
"uuid": "6473a80a-d270-4712-97d3-a9c8b355e506"
|
||||
},
|
||||
"games\\alpha\\private.txt.meta": {
|
||||
"time": 1788883845884.2961
|
||||
},
|
||||
"games\\beta\\private.txt.meta": {
|
||||
"time": 1788883845885.2964
|
||||
},
|
||||
"games\\beta\\View.prefab.meta": {
|
||||
"time": 1788883845888.296
|
||||
},
|
||||
"games\\alpha\\View.prefab.meta": {
|
||||
"time": 1788883845889.2961
|
||||
},
|
||||
"scenes\\Probe.scene.meta": {
|
||||
"time": 1788786082114.5906
|
||||
}
|
||||
},
|
||||
"missing": {}
|
||||
}
|
||||
@@ -0,0 +1,506 @@
|
||||
{
|
||||
"version": "1.0.1",
|
||||
"data": {
|
||||
"paths": [
|
||||
"chunks",
|
||||
"default-terrain",
|
||||
"default_cubemap",
|
||||
"default_file_content",
|
||||
"default_fonts",
|
||||
"default_materials",
|
||||
"default_prefab",
|
||||
"default_renderpipeline",
|
||||
"default_skybox",
|
||||
"default_ui",
|
||||
"dependencies",
|
||||
"effects",
|
||||
"gizmo",
|
||||
"physics",
|
||||
"tools",
|
||||
"chunks\\builtin",
|
||||
"chunks\\common",
|
||||
"chunks\\legacy",
|
||||
"chunks\\lighting-models",
|
||||
"chunks\\post-process",
|
||||
"chunks\\shading-entries",
|
||||
"chunks\\surfaces",
|
||||
"default_file_content\\animation-clip",
|
||||
"default_file_content\\animation-graph",
|
||||
"default_file_content\\animation-graph-variant",
|
||||
"default_file_content\\animation-mask",
|
||||
"default_file_content\\auto-atlas",
|
||||
"default_file_content\\effect",
|
||||
"default_file_content\\effect-header",
|
||||
"default_file_content\\label-atlas",
|
||||
"default_file_content\\material",
|
||||
"default_file_content\\physics-material",
|
||||
"default_file_content\\prefab",
|
||||
"default_file_content\\render-pipeline",
|
||||
"default_file_content\\render-texture",
|
||||
"default_file_content\\scene",
|
||||
"default_file_content\\terrain",
|
||||
"default_file_content\\typescript",
|
||||
"default_fonts\\builtin-bitmap",
|
||||
"default_fonts\\builtin-freetype",
|
||||
"default_prefab\\2d",
|
||||
"default_prefab\\3d",
|
||||
"default_prefab\\effects",
|
||||
"default_prefab\\light",
|
||||
"default_prefab\\ui",
|
||||
"dependencies\\textures",
|
||||
"effects\\advanced",
|
||||
"effects\\for2d",
|
||||
"effects\\internal",
|
||||
"effects\\legacy",
|
||||
"effects\\particles",
|
||||
"effects\\pipeline",
|
||||
"effects\\util",
|
||||
"chunks\\builtin\\functionalities",
|
||||
"chunks\\builtin\\internal",
|
||||
"chunks\\builtin\\uniforms",
|
||||
"chunks\\common\\color",
|
||||
"chunks\\common\\data",
|
||||
"chunks\\common\\debug",
|
||||
"chunks\\common\\effect",
|
||||
"chunks\\common\\graph-expression",
|
||||
"chunks\\common\\lighting",
|
||||
"chunks\\common\\math",
|
||||
"chunks\\common\\mesh",
|
||||
"chunks\\common\\shadow",
|
||||
"chunks\\common\\texture",
|
||||
"chunks\\legacy\\main-functions",
|
||||
"chunks\\lighting-models\\data-structures",
|
||||
"chunks\\lighting-models\\default-functions",
|
||||
"chunks\\lighting-models\\includes",
|
||||
"chunks\\lighting-models\\lighting-flow",
|
||||
"chunks\\lighting-models\\model-functions",
|
||||
"chunks\\shading-entries\\data-structures",
|
||||
"chunks\\shading-entries\\main-functions",
|
||||
"chunks\\surfaces\\data-structures",
|
||||
"chunks\\surfaces\\default-functions",
|
||||
"chunks\\surfaces\\effect-macros",
|
||||
"chunks\\surfaces\\includes",
|
||||
"chunks\\surfaces\\module-functions",
|
||||
"default_file_content\\animation-graph\\ts-animation-graph",
|
||||
"default_file_content\\effect-header\\chunk",
|
||||
"default_file_content\\render-pipeline\\ts-render-flow",
|
||||
"default_file_content\\render-pipeline\\ts-render-pipeline",
|
||||
"default_file_content\\render-pipeline\\ts-render-stage",
|
||||
"default_file_content\\typescript\\ts",
|
||||
"default_prefab\\2d\\ui",
|
||||
"dependencies\\textures\\lut",
|
||||
"effects\\internal\\editor",
|
||||
"effects\\pipeline\\post-process",
|
||||
"effects\\util\\dcc",
|
||||
"chunks\\shading-entries\\main-functions\\misc",
|
||||
"chunks\\shading-entries\\main-functions\\render-planar-shadow",
|
||||
"chunks\\shading-entries\\main-functions\\render-to-reflectmap",
|
||||
"chunks\\shading-entries\\main-functions\\render-to-scene",
|
||||
"chunks\\shading-entries\\main-functions\\render-to-shadowmap",
|
||||
"effects\\pipeline\\post-process\\chunks",
|
||||
"effects\\util\\dcc\\vat",
|
||||
"chunks\\shading-entries\\main-functions\\render-to-scene\\pipeline",
|
||||
"chunks\\deprecated.chunk",
|
||||
"chunks\\common\\common-define.chunk",
|
||||
"chunks\\legacy\\decode-base.chunk",
|
||||
"chunks\\legacy\\decode-standard.chunk",
|
||||
"chunks\\legacy\\decode.chunk",
|
||||
"chunks\\legacy\\fog-base.chunk",
|
||||
"chunks\\legacy\\fog-fs.chunk",
|
||||
"chunks\\legacy\\fog-vs.chunk",
|
||||
"chunks\\legacy\\input-standard.chunk",
|
||||
"chunks\\legacy\\input.chunk",
|
||||
"chunks\\legacy\\lighting.chunk",
|
||||
"chunks\\legacy\\lightingmap-fs.chunk",
|
||||
"chunks\\legacy\\lightingmap-vs.chunk",
|
||||
"chunks\\legacy\\local-batch.chunk",
|
||||
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|
||||
"chunks\\legacy\\output-standard.chunk",
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"chunks\\legacy\\skinning.chunk",
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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@@ -0,0 +1,27 @@
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@@ -0,0 +1,29 @@
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@@ -0,0 +1,97 @@
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|
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"vert": "\nprecision mediump float;\nlayout(set = 2, binding = 0) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\n};\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) in highp vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 0) out vec3 normal;\n#if USE_DASHED_LINE\n layout(location = 2) in float a_lineDistance;\n layout(location = 1) out float lineDistance;\n#endif\nvec4 vert () {\n normal = a_normal;\n vec4 pos = cc_matProj * (cc_matView * cc_matWorld) * vec4(a_position, 1);\n pos.z -= 0.000001;\n #if USE_DASHED_LINE\n lineDistance = a_lineDistance;\n #endif\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
|
||||
"frag": "\nprecision mediump float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nlayout(location = 0) in vec3 normal;\nlayout(location = 1) in float lineDistance;\nlayout(set = 1, binding = 0) uniform Constant {\n vec4 mainColor;\n vec4 selectedColor;\n vec4 selectedFaceForward;\n};\nvec4 front() {\n vec4 outputColor = mainColor;\n vec3 d = normal.xyz * selectedFaceForward.xyz;\n float m = max(max(d.x, d.y), d.z);\n float selected = step(0.9999,m);\n outputColor = selected==1. ? selectedColor : mainColor ;\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(outputColor);\n #else\n #if USE_DASHED_LINE\n if (mod(lineDistance, 10.0) > 5.0) {\n discard;\n }\n #endif\n return outputColor;\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = front(); }"
|
||||
},
|
||||
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|
||||
"vert": "\nprecision mediump float;\nlayout(std140) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\n};\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nin highp vec3 a_position;\nin vec3 a_normal;\nout vec3 normal;\n#if USE_DASHED_LINE\n in float a_lineDistance;\n out float lineDistance;\n#endif\nvec4 vert () {\n normal = a_normal;\n vec4 pos = cc_matProj * (cc_matView * cc_matWorld) * vec4(a_position, 1);\n pos.z -= 0.000001;\n #if USE_DASHED_LINE\n lineDistance = a_lineDistance;\n #endif\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
|
||||
"frag": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin vec3 normal;\nin float lineDistance;\nlayout(std140) uniform Constant {\n vec4 mainColor;\n vec4 selectedColor;\n vec4 selectedFaceForward;\n};\nvec4 front() {\n vec4 outputColor = mainColor;\n vec3 d = normal.xyz * selectedFaceForward.xyz;\n float m = max(max(d.x, d.y), d.z);\n float selected = step(0.9999,m);\n outputColor = selected==1. ? selectedColor : mainColor ;\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(outputColor);\n #else\n #if USE_DASHED_LINE\n if (mod(lineDistance, 10.0) > 5.0) {\n discard;\n }\n #endif\n return outputColor;\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = front(); }"
|
||||
},
|
||||
"glsl1": {
|
||||
"vert": "\nprecision mediump float;\nuniform highp mat4 cc_matWorld;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matProj;\nattribute highp vec3 a_position;\nattribute vec3 a_normal;\nvarying vec3 normal;\n#if USE_DASHED_LINE\n attribute float a_lineDistance;\n varying float lineDistance;\n#endif\nvec4 vert () {\n normal = a_normal;\n vec4 pos = cc_matProj * (cc_matView * cc_matWorld) * vec4(a_position, 1);\n pos.z -= 0.000001;\n #if USE_DASHED_LINE\n lineDistance = a_lineDistance;\n #endif\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
|
||||
"frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec3 normal;\nvarying float lineDistance;\n uniform vec4 mainColor;\n uniform vec4 selectedColor;\n uniform vec4 selectedFaceForward;\nvec4 front() {\n vec4 outputColor = mainColor;\n vec3 d = normal.xyz * selectedFaceForward.xyz;\n float m = max(max(d.x, d.y), d.z);\n float selected = step(0.9999,m);\n outputColor = selected==1. ? selectedColor : mainColor ;\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(outputColor);\n #else\n #if USE_DASHED_LINE\n if (mod(lineDistance, 10.0) > 5.0) {\n discard;\n }\n #endif\n return outputColor;\n #endif\n}\nvoid main() { gl_FragColor = front(); }"
|
||||
},
|
||||
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|
||||
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|
||||
"blocks": [
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
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|
||||
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|
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|
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},
|
||||
"statistics": {
|
||||
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 56,
|
||||
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 45
|
||||
}
|
||||
},
|
||||
"defines": [
|
||||
{
|
||||
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|
||||
"type": "boolean",
|
||||
"defines": []
|
||||
},
|
||||
{
|
||||
"name": "USE_FORWARD_PIPELINE",
|
||||
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|
||||
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|
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|
||||
],
|
||||
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|
||||
}
|
||||
],
|
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"combinations": [],
|
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"hideInEditor": true
|
||||
}
|
||||
@@ -0,0 +1,301 @@
|
||||
[
|
||||
{
|
||||
"__type__": "cc.Prefab",
|
||||
"_name": "ProgressBar",
|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
|
||||
"frag": "\nprecision highp float;\nlayout(location = 0) in vec2 v_uv;\nlayout(set = 1, binding = 0) uniform UBO {\n vec4 inputViewPort;\n};\nlayout(set = 1, binding = 1) uniform sampler2D inputTexture;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n fragColor = texture(inputTexture, v_uv);\n}"
|
||||
},
|
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|
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|
||||
"frag": "\nprecision highp float;\nin vec2 v_uv;\nlayout(std140) uniform UBO {\n vec4 inputViewPort;\n};\nuniform sampler2D inputTexture;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n fragColor = texture(inputTexture, v_uv);\n}"
|
||||
},
|
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"glsl1": {
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"frag": "\nprecision highp float;\nlayout(location = 0) in vec4 v_color;\nlayout(location = 1) in float v_dist;\nvec4 frag () {\n vec4 o = v_color;\n float aa = fwidth(v_dist);\n float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);\n o.rgb *= o.a;\n o *= alpha;\n return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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"frag": "\nprecision highp float;\nin vec4 v_color;\nin float v_dist;\nvec4 frag () {\n vec4 o = v_color;\n float aa = fwidth(v_dist);\n float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);\n o.rgb *= o.a;\n o *= alpha;\n return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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"frag": "\n#ifdef GL_OES_standard_derivatives\n#extension GL_OES_standard_derivatives: enable\n#endif\nprecision highp float;\nvarying vec4 v_color;\nvarying float v_dist;\nvec4 frag () {\n vec4 o = v_color;\n #ifdef GL_OES_standard_derivatives\n float aa = fwidth(v_dist);\n #else\n float aa = 0.05;\n #endif\n float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);\n o.rgb *= o.a;\n o *= alpha;\n return o;\n}\nvoid main() { gl_FragColor = frag(); }"
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@@ -0,0 +1,402 @@
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"x": 0.452588,
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"y": 0.607642,
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"z": 0.755699,
|
||||
"w": 0
|
||||
},
|
||||
"_skyIllumLDR": 0.8,
|
||||
"_groundAlbedoLDR": {
|
||||
"__type__": "cc.Vec4",
|
||||
"x": 0.618555,
|
||||
"y": 0.577848,
|
||||
"z": 0.544564,
|
||||
"w": 0
|
||||
}
|
||||
},
|
||||
{
|
||||
"__type__": "cc.ShadowsInfo",
|
||||
"_enabled": true,
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||||
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||||
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||||
"__type__": "cc.Vec3",
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"x": 0,
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},
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|
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},
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"_size": {
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"__type__": "cc.Vec2",
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"x": 2048,
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"y": 2048
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}
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},
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{
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"__type__": "cc.SkyboxInfo",
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"_envLightingType": 1,
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"_envmapHDR": {
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"__uuid__": "d032ac98-05e1-4090-88bb-eb640dcb5fc1@b47c0",
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"__expectedType__": "cc.TextureCube"
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},
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"__uuid__": "d032ac98-05e1-4090-88bb-eb640dcb5fc1@b47c0",
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},
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"_enabled": true,
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{
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"__type__": "cc.FogInfo",
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"_type": 0,
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"g": 200,
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"b": 200,
|
||||
"a": 255
|
||||
},
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"_enabled": false,
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"_fogRange": 1.2,
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},
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{
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{
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"_lightProbeGroups": []
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},
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{
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"__type__": "cc.SkinInfo",
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"_enabled": false,
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"_scale": 5
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}
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]
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@@ -0,0 +1,18 @@
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// you can write GLSL code directly in here
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#include <builtin/uniforms/cc-global>
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#define iResolution cc_screenSize
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#define iTime cc_time.x
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#define iTimeDelta cc_time.y
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#define iFrame cc_time.z
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// shadertoy template
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void mainImage (out vec4 fragColor, in vec2 fragCoord) {
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// Normalized pixel coordinates (from 0 to 1)
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vec2 uv = fragCoord / iResolution.xy;
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// Time varying pixel color
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vec3 col = 0.5 + 0.5 * cos(iTime + uv.xyx + vec3(0, 2, 4));
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// Output to screen
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fragColor = vec4(col, 1.0);
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}
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@@ -0,0 +1,7 @@
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{
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"__type__": "cc.Asset",
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"_name": "chunk",
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"_objFlags": 0,
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"__editorExtras__": {},
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"_native": ""
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}
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@@ -0,0 +1,8 @@
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{
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"__type__": "cc.ImageAsset",
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"content": {
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"fmt": "0",
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"w": 0,
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"h": 0
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}
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}
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|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,9 @@
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{
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"__type__": "cc.Texture2D",
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"content": {
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"base": "2,2,2,2,0,0",
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"mipmaps": [
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"20835ba4-6145-4fbc-a58a-051ce700aa3e"
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]
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}
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}
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@@ -0,0 +1,90 @@
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{
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"content": {
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"name": "default_btn_normal",
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"atlas": "",
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"rect": {
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"y": 0,
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"width": 40,
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"height": 40
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},
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"offset": {
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"x": 0,
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"y": 0
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},
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"width": 40,
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"height": 40
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},
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"rotated": false,
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"capInsets": [
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12,
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12,
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12,
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12
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],
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-20,
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],
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2,
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2,
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1,
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3
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],
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"uv": [
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0,
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40,
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40,
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40,
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0,
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0,
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40,
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0
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],
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"nuv": [
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0,
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0,
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1,
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0,
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0,
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1,
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1,
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1
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"x": -20,
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},
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"maxPos": {
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"x": 20,
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"y": 20,
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}
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},
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}
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@@ -0,0 +1,950 @@
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[
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},
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},
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|
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},
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"_id": ""
|
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},
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{
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"__type__": "cc.Node",
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"_name": "view",
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{
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}
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],
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{
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||||
},
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{
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}
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},
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"x": 0,
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},
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"__type__": "cc.Quat",
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"w": 1
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},
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{
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{
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{
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"__id__": 22
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},
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{
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"__id__": 24
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}
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],
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"_prefab": {
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"__id__": 26
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},
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"_lpos": {
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"__type__": "cc.Vec3",
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"x": -250,
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"y": 7.549516567451064e-15,
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},
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"__type__": "cc.Quat",
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"x": 0,
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"y": 0,
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"z": 0,
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"w": 1
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},
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"_lscale": {
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"__type__": "cc.Vec3",
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"x": 1,
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"y": 1,
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"z": 1
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},
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"_layer": 33554432,
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"__type__": "cc.Vec3",
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"x": 0,
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},
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"_id": ""
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},
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{
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"__type__": "cc.Node",
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"_name": "page1",
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"_objFlags": 0,
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"__id__": 3
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"_active": true,
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{
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{
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"__type__": "cc.Vec3",
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{
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"__type__": "cc.UITransform",
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},
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