Added texture Quantization and a window to test it
This commit is contained in:
137
Runtime/ImageQuantizer.cs
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137
Runtime/ImageQuantizer.cs
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using System.Collections.Generic;
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using UnityEngine;
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public class ImageQuantizer
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{
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/// <summary>
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/// Quantizes a texture and outputs a 3D pixel array.
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/// </summary>
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/// <param name="image">The input texture.</param>
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/// <param name="maxColors">The maximum number of colors in the quantized image.</param>
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/// <param name="maxIterations">The maximum number of iterations for the k-means algorithm.</param>
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/// <returns>A tuple containing a 3D pixel array and the color lookup table.</returns>
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public static (float[,,], Vector3[,]) Quantize(Texture2D image, int maxColors, int maxIterations = 10)
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{
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int width = image.width;
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int height = image.height;
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List<Vector3> centroids = InitializeCentroids(image, maxColors);
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Color[] pixels = image.GetPixels();
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Vector3[] pixelColors = new Vector3[pixels.Length];
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for (int i = 0; i < pixels.Length; i++)
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{
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pixelColors[i] = new Vector3(pixels[i].r, pixels[i].g, pixels[i].b);
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}
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// Storage for pixel-to-centroid assignments
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int[] assignments = new int[pixelColors.Length];
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for (int iteration = 0; iteration < maxIterations; iteration++)
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{
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bool centroidsChanged = false;
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// Step 1: Assign each pixel to the closest centroid
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for (int i = 0; i < pixelColors.Length; i++)
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{
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int closestCentroid = GetClosestCentroid(pixelColors[i], centroids);
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if (assignments[i] != closestCentroid)
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{
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assignments[i] = closestCentroid;
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centroidsChanged = true;
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}
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}
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// Step 2: Recalculate centroids
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Vector3[] newCentroids = new Vector3[centroids.Count];
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int[] centroidCounts = new int[centroids.Count];
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for (int i = 0; i < assignments.Length; i++)
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{
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int centroidIndex = assignments[i];
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newCentroids[centroidIndex] += pixelColors[i];
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centroidCounts[centroidIndex]++;
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}
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for (int i = 0; i < centroids.Count; i++)
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{
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if (centroidCounts[i] > 0)
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{
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newCentroids[i] /= centroidCounts[i];
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}
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else
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{
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newCentroids[i] = RandomizeCentroid(image);
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}
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}
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if (!centroidsChanged) break;
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centroids = new List<Vector3>(newCentroids);
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}
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float[,,] pixelArray = new float[width, height, 3];
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for (int i = 0; i < pixelColors.Length; i++)
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{
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int x = i % width;
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int y = i / width;
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Vector3 centroidColor = centroids[assignments[i]];
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pixelArray[x, y, 0] = centroidColor.x; // Red
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pixelArray[x, y, 1] = centroidColor.y; // Green
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pixelArray[x, y, 2] = centroidColor.z; // Blue
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}
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Vector3[,] clut = new Vector3[maxColors, 1];
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for (int i = 0; i < centroids.Count; i++)
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{
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clut[i, 0] = centroids[i];
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}
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return (pixelArray, clut);
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}
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private static List<Vector3> InitializeCentroids(Texture2D image, int maxColors)
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{
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List<Vector3> centroids = new List<Vector3>();
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Color[] pixels = image.GetPixels();
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HashSet<Vector3> uniqueColors = new HashSet<Vector3>();
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foreach (Color pixel in pixels)
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{
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Vector3 color = new Vector3(pixel.r, pixel.g, pixel.b);
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if (!uniqueColors.Contains(color))
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{
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uniqueColors.Add(color);
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centroids.Add(color);
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if (centroids.Count >= maxColors) break;
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}
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}
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return centroids;
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}
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private static Vector3 RandomizeCentroid(Texture2D image)
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{
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Color randomPixel = image.GetPixel(Random.Range(0, image.width), Random.Range(0, image.height));
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return new Vector3(randomPixel.r, randomPixel.g, randomPixel.b);
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}
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private static int GetClosestCentroid(Vector3 color, List<Vector3> centroids)
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{
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int closestCentroid = 0;
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float minDistanceSq = float.MaxValue;
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for (int i = 0; i < centroids.Count; i++)
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{
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float distanceSq = (color - centroids[i]).sqrMagnitude;
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if (distanceSq < minDistanceSq)
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{
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minDistanceSq = distanceSq;
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closestCentroid = i;
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}
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}
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return closestCentroid;
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}
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}
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2
Runtime/ImageQuantizer.cs.meta
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2
Runtime/ImageQuantizer.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 1291c85b333132b8392486949420d31a
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@@ -1,12 +1,15 @@
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using UnityEngine;
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namespace PSXSplash.RuntimeCode {
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namespace PSXSplash.RuntimeCode
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{
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[System.Serializable]
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public class PSXMesh {
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public class PSXMesh
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{
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public bool TriangulateMesh = true;
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public void Export() {
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public void Export(GameObject gameObject)
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{
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Debug.Log($"Export: {this}");
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}
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}
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@@ -3,7 +3,7 @@ using UnityEngine.SceneManagement;
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namespace PSXSplash.RuntimeCode
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{
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public class PSXSceneExporter : MonoBehaviour
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public class PSXSceneExporter : MonoBehaviour
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{
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public void Export()
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{
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@@ -1,22 +1,51 @@
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using UnityEngine;
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namespace PSXSplash.RuntimeCode {
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public enum PSXTextureType {
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TEX_4BPP,
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namespace PSXSplash.RuntimeCode
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{
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public enum PSXTextureType
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{
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TEX_4BPP = 4,
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TEX_8BPP,
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TEX_8BPP = 8,
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TEX16_BPP
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TEX16_BPP = 16
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}
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[System.Serializable]
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public class PSXTexture
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{
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public PSXTextureType TextureType;
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public PSXTextureType TextureType = PSXTextureType.TEX_8BPP;
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public bool Dithering = true;
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public void Export() {
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[Range(1, 256)]
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public int Width = 128;
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[Range(1, 256)]
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public int Height = 128;
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public void Export(GameObject gameObject)
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{
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Debug.Log($"Export: {this}");
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MeshRenderer meshRenderer = gameObject.GetComponent<MeshRenderer>();
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if (meshRenderer != null)
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{
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Texture texture = meshRenderer.material.mainTexture;
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if (texture is Texture2D)
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{
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Texture2D originalTexture = (Texture2D)texture;
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Texture2D newTexture = new Texture2D(originalTexture.width, originalTexture.height, originalTexture.format, false);
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newTexture.SetPixels(originalTexture.GetPixels());
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newTexture.Apply();
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Debug.Log((int)TextureType);
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newTexture.Reinitialize(Width, Height, UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8_UInt, false);
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var (quantizedPixels, clut) = ImageQuantizer.Quantize(originalTexture, (int)TextureType);
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}
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}
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}
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}
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}
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