5317b8f142
Co-authored-by: Zachary Levy <zachary@sunforge.is> Reviewed-on: #23
411 lines
9.7 KiB
Odin
411 lines
9.7 KiB
Odin
package examples
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import "core:os"
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import sdl "vendor:sdl3"
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import "../../draw"
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import "../../draw/draw_qr"
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import cyber "../cybersteel"
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textures :: proc() {
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if !sdl.Init({.VIDEO}) do os.exit(1)
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window := sdl.CreateWindow("Textures", 800, 750, {.HIGH_PIXEL_DENSITY})
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gpu := sdl.CreateGPUDevice(draw.PLATFORM_SHADER_FORMAT, true, nil)
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if !sdl.ClaimWindowForGPUDevice(gpu, window) do os.exit(1)
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if !draw.init(gpu, window) do os.exit(1)
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PLEX_SANS_REGULAR = draw.register_font(cyber.SANS_REGULAR_RAW)
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FONT_SIZE :: u16(14)
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LABEL_OFFSET :: f32(8) // gap between item and its label
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//----- Texture registration ----------------------------------
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checker_size :: 8
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checker_pixels: [checker_size * checker_size * 4]u8
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for y in 0 ..< checker_size {
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for x in 0 ..< checker_size {
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i := (y * checker_size + x) * 4
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is_dark := ((x + y) % 2) == 0
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val: u8 = 40 if is_dark else 220
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checker_pixels[i + 0] = val // R
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checker_pixels[i + 1] = val / 2 // G — slight color tint
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checker_pixels[i + 2] = val // B
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checker_pixels[i + 3] = 255 // A
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}
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}
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checker_texture, _ := draw.register_texture(
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draw.Texture_Desc {
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width = checker_size,
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height = checker_size,
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depth_or_layers = 1,
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type = .D2,
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format = .R8G8B8A8_UNORM,
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usage = {.SAMPLER},
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mip_levels = 1,
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},
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checker_pixels[:],
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)
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defer draw.unregister_texture(checker_texture)
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stripe_w :: 16
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stripe_h :: 8
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stripe_pixels: [stripe_w * stripe_h * 4]u8
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for y in 0 ..< stripe_h {
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for x in 0 ..< stripe_w {
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i := (y * stripe_w + x) * 4
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stripe_pixels[i + 0] = u8(x * 255 / (stripe_w - 1)) // R gradient left→right
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stripe_pixels[i + 1] = u8(y * 255 / (stripe_h - 1)) // G gradient top→bottom
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stripe_pixels[i + 2] = 128 // B constant
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stripe_pixels[i + 3] = 255 // A
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}
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}
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stripe_texture, _ := draw.register_texture(
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draw.Texture_Desc {
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width = stripe_w,
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height = stripe_h,
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depth_or_layers = 1,
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type = .D2,
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format = .R8G8B8A8_UNORM,
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usage = {.SAMPLER},
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mip_levels = 1,
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},
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stripe_pixels[:],
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)
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defer draw.unregister_texture(stripe_texture)
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qr_texture, _ := draw_qr.register_texture_from("https://x.com/miiilato/status/1880241066471051443")
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defer draw.unregister_texture(qr_texture)
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spin_angle: f32 = 0
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//----- Draw loop ----------------------------------
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for {
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defer free_all(context.temp_allocator)
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ev: sdl.Event
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for sdl.PollEvent(&ev) {
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if ev.type == .QUIT do return
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}
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spin_angle += 1
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base_layer := draw.begin({width = 800, height = 750})
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// Background
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draw.rectangle(base_layer, {0, 0, 800, 750}, draw.Color{30, 30, 30, 255})
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//----- Row 1: Sampler presets (y=30) ----------------------------------
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ROW1_Y :: f32(30)
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ITEM_SIZE :: f32(120)
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COL1 :: f32(30)
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COL2 :: f32(180)
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COL3 :: f32(330)
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COL4 :: f32(480)
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// Nearest (sharp pixel edges)
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draw.rectangle(
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base_layer,
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{COL1, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
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draw.Texture_Fill {
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id = checker_texture,
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tint = draw.WHITE,
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uv_rect = {0, 0, 1, 1},
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sampler = .Nearest_Clamp,
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},
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)
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draw.text(
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base_layer,
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"Nearest",
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{COL1, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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// Linear (bilinear blur)
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draw.rectangle(
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base_layer,
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{COL2, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
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draw.Texture_Fill {
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id = checker_texture,
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tint = draw.WHITE,
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uv_rect = {0, 0, 1, 1},
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sampler = .Linear_Clamp,
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},
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)
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draw.text(
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base_layer,
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"Linear",
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{COL2, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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// Tiled (4x repeat)
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draw.rectangle(
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base_layer,
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{COL3, ROW1_Y, ITEM_SIZE, ITEM_SIZE},
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draw.Texture_Fill {
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id = checker_texture,
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tint = draw.WHITE,
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uv_rect = {0, 0, 4, 4},
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sampler = .Nearest_Repeat,
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},
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)
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draw.text(
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base_layer,
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"Tiled 4x",
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{COL3, ROW1_Y + ITEM_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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//----- Row 2: Sampler presets (y=190) ----------------------------------
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ROW2_Y :: f32(190)
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// QR code (RGBA texture with baked colors, nearest sampling)
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draw.rectangle(base_layer, {COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, draw.Color{255, 255, 255, 255}) // white bg
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draw.rectangle(
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base_layer,
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{COL1, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
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draw.Texture_Fill{id = qr_texture, tint = draw.WHITE, uv_rect = {0, 0, 1, 1}, sampler = .Nearest_Clamp},
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)
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draw.text(
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base_layer,
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"QR Code",
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{COL1, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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// Rounded corners
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draw.rectangle(
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base_layer,
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{COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE},
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draw.Texture_Fill {
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id = checker_texture,
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tint = draw.WHITE,
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uv_rect = {0, 0, 1, 1},
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sampler = .Nearest_Clamp,
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},
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radii = draw.uniform_radii({COL2, ROW2_Y, ITEM_SIZE, ITEM_SIZE}, 0.3),
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)
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draw.text(
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base_layer,
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"Rounded",
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{COL2, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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// Rotating
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rot_rect := draw.Rectangle{COL3, ROW2_Y, ITEM_SIZE, ITEM_SIZE}
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draw.rectangle(
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base_layer,
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rot_rect,
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draw.Texture_Fill {
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id = checker_texture,
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tint = draw.WHITE,
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uv_rect = {0, 0, 1, 1},
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sampler = .Nearest_Clamp,
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},
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origin = draw.center_of(rot_rect),
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rotation = spin_angle,
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)
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draw.text(
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base_layer,
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"Rotating",
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{COL3, ROW2_Y + ITEM_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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//----- Row 3: Fit modes + Per-corner radii (y=360) ----------------------------------
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ROW3_Y :: f32(360)
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FIT_SIZE :: f32(120) // square target rect
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// Stretch
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uv_s, sampler_s, inner_s := draw.fit_params(.Stretch, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
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draw.rectangle(base_layer, {COL1, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255}) // bg
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draw.rectangle(
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base_layer,
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inner_s,
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draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_s, sampler = sampler_s},
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)
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draw.text(
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base_layer,
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"Stretch",
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{COL1, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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// Fill (center-crop)
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uv_f, sampler_f, inner_f := draw.fit_params(.Fill, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
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draw.rectangle(base_layer, {COL2, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255})
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draw.rectangle(
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base_layer,
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inner_f,
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draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_f, sampler = sampler_f},
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)
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draw.text(
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base_layer,
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"Fill",
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{COL2, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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// Fit (letterbox)
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uv_ft, sampler_ft, inner_ft := draw.fit_params(.Fit, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, stripe_texture)
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draw.rectangle(base_layer, {COL3, ROW3_Y, FIT_SIZE, FIT_SIZE}, draw.Color{60, 60, 60, 255}) // visible margin bg
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draw.rectangle(
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base_layer,
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inner_ft,
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draw.Texture_Fill{id = stripe_texture, tint = draw.WHITE, uv_rect = uv_ft, sampler = sampler_ft},
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)
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draw.text(
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base_layer,
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"Fit",
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{COL3, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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// Per-corner radii
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draw.rectangle(
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base_layer,
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{COL4, ROW3_Y, FIT_SIZE, FIT_SIZE},
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draw.Texture_Fill {
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id = checker_texture,
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tint = draw.WHITE,
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uv_rect = {0, 0, 1, 1},
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sampler = .Nearest_Clamp,
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},
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radii = {20, 0, 20, 0},
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)
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draw.text(
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base_layer,
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"Per-corner",
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{COL4, ROW3_Y + FIT_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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//----- Row 4: Textured shapes (y=520) ----------------------------------
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ROW4_Y :: f32(520)
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SHAPE_SIZE :: f32(80)
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SHAPE_GAP :: f32(30)
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SHAPE_COL1 :: f32(30)
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SHAPE_COL2 :: SHAPE_COL1 + SHAPE_SIZE + SHAPE_GAP
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SHAPE_COL3 :: SHAPE_COL2 + SHAPE_SIZE + SHAPE_GAP
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SHAPE_COL4 :: SHAPE_COL3 + SHAPE_SIZE + SHAPE_GAP
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SHAPE_COL5 :: SHAPE_COL4 + SHAPE_SIZE + SHAPE_GAP
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checker_fill := draw.Texture_Fill {
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id = checker_texture,
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tint = draw.WHITE,
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uv_rect = {0, 0, 1, 1},
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sampler = .Nearest_Clamp,
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}
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// Textured circle
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draw.circle(
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base_layer,
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{SHAPE_COL1 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
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SHAPE_SIZE / 2,
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checker_fill,
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)
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draw.text(
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base_layer,
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"Circle",
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{SHAPE_COL1, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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// Textured ellipse
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draw.ellipse(
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base_layer,
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{SHAPE_COL2 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
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SHAPE_SIZE / 2,
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SHAPE_SIZE / 3,
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checker_fill,
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)
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draw.text(
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base_layer,
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"Ellipse",
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{SHAPE_COL2, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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// Textured polygon (hexagon)
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draw.polygon(
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base_layer,
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{SHAPE_COL3 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
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6,
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SHAPE_SIZE / 2,
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checker_fill,
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)
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draw.text(
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base_layer,
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"Polygon",
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{SHAPE_COL3, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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// Textured ring
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draw.ring(
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base_layer,
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{SHAPE_COL4 + SHAPE_SIZE / 2, ROW4_Y + SHAPE_SIZE / 2},
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SHAPE_SIZE / 4,
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SHAPE_SIZE / 2,
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checker_fill,
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)
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draw.text(
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base_layer,
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"Ring",
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{SHAPE_COL4, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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// Textured line (capsule)
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draw.line(
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base_layer,
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{SHAPE_COL5, ROW4_Y + SHAPE_SIZE / 2},
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{SHAPE_COL5 + SHAPE_SIZE, ROW4_Y + SHAPE_SIZE / 2},
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checker_fill,
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thickness = 20,
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)
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draw.text(
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base_layer,
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"Line",
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{SHAPE_COL5, ROW4_Y + SHAPE_SIZE + LABEL_OFFSET},
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PLEX_SANS_REGULAR,
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FONT_SIZE,
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color = draw.WHITE,
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)
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draw.end(gpu, window)
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}
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}
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