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OpenGL ES and Metal use framebuffer fetch. Vulkan uses dual source blending. For Vulkan and OpenGL ES there is a fallback shader permutation for drivers that don't support this. The fallback is the same as the existing solution that uses regular blending (i.e. looks different). Others uses dual source blending and we force use of DXC for those shaders. #rb Dmitriy.Dyomin, Florin.Pascu [CL 29245271 by florian penzkofer in ue5-main branch]
183 lines
5.3 KiB
INI
183 lines
5.3 KiB
INI
[DataDrivenPlatformInfo]
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bIsConfidential=false
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IniParent=VulkanPC
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PlatformNameAliases=Win64
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TargetSettingsIniSectionName=/Script/WindowsTargetPlatform.WindowsTargetSettings
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Freezing_b32Bit=false
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Freezing_MaxFieldAlignment32=4
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Freezing_MaxFieldAlignment64=8
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Freezing_bAlignBases=true
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bHasDedicatedGamepad=false
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bDefaultInputStandardKeyboard=true
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bInputSupportConfigurable=true
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DefaultInputType=MouseAndKeyboard
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bSupportsMouseAndKeyboard=true
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bSupportsGamepad=true
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bCanChangeGamepadType=true
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bSupportsTouch=false
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GlobalIdentifier=D1D5F296FF834A87B20FAAA9D6B8E9A6
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NormalIconPath=Launcher/Windows/Platform_Windows_24x
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LargeIconPath=Launcher/Windows/Platform_Windows_128x
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XLargeIconPath=
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AutoSDKPath=
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TutorialPath=SharingAndReleasing
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Windows:bIsEnabled=true
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Mac:bIsEnabled=false
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Linux:bIsEnabled=false
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BinariesDirectoryName=Win64
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bUsesHostCompiler=true
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bUATClosesAfterLaunch=false
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PlatformGroupName=Desktop
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UBTPlatformName=Win64
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[ShaderPlatform PCD3D_SM5]
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Language=D3D
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MaxFeatureLevel=SM5
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ShaderFormat=PCD3D_SM5
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bIsPC=true
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bSupportsDebugViewShaders=true
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bSupportsRayTracing=true
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bSupportsRayTracingShaders=true
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bSupportsInlineRayTracing=false
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bSupportsRayTracingCallableShaders=true
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bSupportsRayTracingProceduralPrimitive=true
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bSupportsRayTracingIndirectInstanceData=true
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bSupportsPathTracing=true
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bSupportsHighEndRayTracingEffects=true
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bSupportsGPUScene=true
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bSupportsNanite=false
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bSupportsSceneDataCompressedTransforms=true
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bSupportsComputeFramework=true
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bSupportsByteBufferComputeShaders=true
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bSupportsLumenGI=true
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bSupportsDistanceFields=true
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bSupportsSSDIndirect=true
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bRequiresVendorExtensionsForAtomics=true
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bSupportsAnisotropicMaterials=true
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bSupportsVariableRateShading=true
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bSupportsGen5TemporalAA=true
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bSupportsHairStrandGeometry=true
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bSupportsFFTBloom=true
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bSupportsDiaphragmDOF=true
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; VPAndRTArrayIndexFromAnyShaderFeedingRasterizer is optional in our baseline DX11 version
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bSupportsVertexShaderLayer=false
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bSupportsInstancedStereo=true
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bSupportsCapsuleShadows=true
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bSupportsPercentageCloserShadows=true
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bSupportsIndexBufferUAVs=true
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bSupportsROV=true
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bSupportsOIT=true
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BindlessSupport=RayTracingOnly
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SupportsMultiViewport=RuntimeDependent
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FriendlyName=LOCTEXT("FriendlyShaderPlatformName_D3D_SM5", "PC D3D SM5")
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bSupportsDualSourceBlending=true
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bSupportsNNEShaders=true
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[PreviewPlatform PCD3D_SM5]
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PlatformName=PCD3D_SM5
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ShaderFormat=PCD3D_SM5
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ShaderPlatform=PCD3D_SM5
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MenuTooltip=LOCTEXT("PreviewMenuTooltip_PCD3D_SM5", "DirectX 11, OpenGL 4.3+, PS4, XB1")
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[ShaderPlatform PCD3D_SM6]
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FriendlyName=LOCTEXT("FriendlyShaderPlatformName_D3D_SM6", "PC D3D SM6")
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Language=D3D
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MaxFeatureLevel=SM6
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ShaderFormat=PCD3D_SM6
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bIsPC=true
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MaxMeshShaderThreadGroupSize=128
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bSupportsDebugViewShaders=true
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bSupportsRayTracing=true
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bSupportsRayTracingShaders=true
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bSupportsInlineRayTracing=false
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bSupportsRayTracingCallableShaders=true
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bSupportsRayTracingProceduralPrimitive=true
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bSupportsRayTracingIndirectInstanceData=true
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bSupportsPathTracing=true
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bSupportsHighEndRayTracingEffects=true
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bSupportsGPUScene=true
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bSupportsNanite=true
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bSupportsSceneDataCompressedTransforms=true
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bSupportsComputeFramework=true
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bSupportsByteBufferComputeShaders=true
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bSupportsLumenGI=true
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bSupportsDistanceFields=true
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bSupportsSSDIndirect=true
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bSupportsWaveOperations=RuntimeGuaranteed
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MinimumWaveSize=4
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MaximumWaveSize=128
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bSupportsDxc=true
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bSupportsDiaphragmDOF=true
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bRequiresVendorExtensionsForAtomics=false
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bSupportsUInt64ImageAtomics=true
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bSupportsAnisotropicMaterials=true
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bSupportsVariableRateShading=true
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bSupportsGen5TemporalAA=true
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bSupportsShaderRootConstants=true
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bSupportsMeshShadersTier0=true
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bSupportsMeshShadersTier1=true
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bSupportsMeshShadersWithClipDistance=true
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bSupportsHairStrandGeometry=true
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bSupportsFFTBloom=true
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bSupportsVertexShaderLayer=true
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bSupportsInstancedStereo=true
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bSupportsCapsuleShadows=true
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bSupportsPercentageCloserShadows=true
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bSupportsIndexBufferUAVs=true
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BindlessSupport=AllShaderTypes
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bSupportsROV=true
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bSupportsOIT=true
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bSupportsRealTypes=RuntimeDependent
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EnablesHLSL2021ByDefault=1
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SupportsMultiViewport=RuntimeGuaranteed
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bSupportsDualSourceBlending=true
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bSupportsNNEShaders=true
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MaxSamplers=32
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[PreviewPlatform PCD3D_SM6]
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PlatformName=PCD3D_SM6
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ShaderFormat=PCD3D_SM6
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ShaderPlatform=PCD3D_SM6
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MenuTooltip=LOCTEXT("PreviewMenuTooltip_PCD3D_SM6", "Windows using SM6 profile")
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[ShaderPlatform PCD3D_ES3_1]
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Language=D3D
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MaxFeatureLevel=ES3_1
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ShaderFormat=PCD3D_ES31
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bIsPC=true
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bIsMobile=true
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bSupportsDistanceFields = false
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bSupportsComputeFramework=true
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bSupportsByteBufferComputeShaders = true
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bSupportsInstancedStereo=true
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bSupportsVertexShaderLayer=true
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bSupportsManualVertexFetch=false
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bSupportsSceneDataCompressedTransforms=true
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bSupportsDebugViewShaders=true
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bSupportsShaderPipelines = false
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bSupportsDualSourceBlending=true
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FriendlyName=LOCTEXT("FriendlyShaderPlatformName_D3D_Mobile", "PC D3D Mobile")
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SupportsMultiViewport=RuntimeDependent
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[PreviewPlatform PCD3D_ES3_1]
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PlatformName=PCD3D_ES3_1
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ShaderFormat=PCD3D_ES31
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ShaderPlatform=PCD3D_ES3_1
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MenuTooltip=LOCTEXT("PreviewMenuTooltip_PCD3D_Mobile", "Windows using Mobile profile.")
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[ShaderPlatform OPENGL_PCES3_1]
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Language=OpenGL
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bIsPC=true
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ShaderFormat=GLSL_150_ES31
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MaxFeatureLevel=ES3_1
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ShaderFormat=GLSL_150_ES31
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bIsMobile=true
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bSupportsManualVertexFetch=false
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bSupportsClipDistance = false
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bSupportsShaderPipelines = false
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bSupportsVertexShaderSRVs = false
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bSupportsUniformBufferObjects = true
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FriendlyName=LOCTEXT("FriendlyShaderPlatformName_PCGL_Mobile", "PC OpenGL Mobile")
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