@liquid-glass-forge/webgl 0.0.0-stage → 0.1.0-rc.2

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package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2026 Nami Poursafargholi
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/NOTICE ADDED
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+ Liquid Glass Forge
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+ Copyright (c) 2026 Nami Poursafargholi. MIT licensed.
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+
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+ Independent implementation inspired by Apple's Liquid Glass design.
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+ Not affiliated with, sponsored by or endorsed by Apple Inc.
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+ Apple and its design/assets remain subject to their respective rights.
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+ No Apple assets or upstream Liquid Glass/Sileo implementation is included.
package/README.md CHANGED
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- # Temporary Holding Version
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+ # @liquid-glass-forge/webgl
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- This version is a temporary placeholder for this package. An operational version to replace this has been submitted for review and is awaiting a staged release.
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+ WebGL2 glass refraction and a shared atlas for compositing optical surfaces.
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+
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+ [![A live glass lens bends the lettering beneath it](https://raw.githubusercontent.com/namipsg/liquid-glass-forge/main/docs/assets/glass-playground.gif)](https://namipsg.github.io/liquid-glass-forge/#playground)
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+
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+ [Live showcase](https://namipsg.github.io/liquid-glass-forge/#playground) · [Examples](https://namipsg.github.io/liquid-glass-forge/examples.html) · [Documentation](https://github.com/namipsg/liquid-glass-forge/blob/main/docs/PHASE-6.md) · [Support](https://namipsg.github.io/liquid-glass-forge/support.html) · [Install by framework](https://github.com/namipsg/liquid-glass-forge/blob/main/docs/QUICKSTART.md)
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+
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+ ## Install
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+
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+ ```sh
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+ npm install @liquid-glass-forge/webgl@0.1.0-rc.2
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+ ```
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+
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+ Keep the Forge packages at matching versions. This is an experimental preview.
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+ The [support guide](https://namipsg.github.io/liquid-glass-forge/support.html) describes browser and device qualification.
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+
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+ ## Usage
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+
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+ Experimental preview package, `0.1.0-rc.2`. Shared persistent WebGL2 atlas,
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+ versioned optics, GPU blur and synchronous Canvas2D tile presentation.
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+
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+ Use `WebGLAtlas` from `@liquid-glass-forge/webgl` for owned Canvas2D targets.
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+ Use `createWebGLRenderer` or `createOpticalRenderer` from
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+ `@liquid-glass-forge/webgl/dom` with the vanilla host. Import and construction
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+ allocate no browser resources. Forced modes never downgrade; auto requires an
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+ explicit `none`, `cpu` or `material` fallback policy. Dispose renderers and release
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+ standalone canvas frames. The caller owns source bytes and supplied targets.
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+
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+ Core scenes retain 16-host / 4-million-pixel bounds. The direct atlas accepts up
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+ to 50 small tiles under aggregate pixel, texture-size and image-memory bounds.
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+ Nonzero GPU blur requires renderable float buffers. No production GPU readback.
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+ Performance support is limited to named measured workloads. See the repository
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+ `docs/PHASE-6.md` for API, source ownership, recovery and measured scope.
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+ import type { PixelSource, SurfaceInput } from '@liquid-glass-forge/core';
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+ import { type WebGLEffects } from './effects.js';
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+ export declare class WebGLError extends Error {
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+ readonly code: string;
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+ constructor(code: string, message: string, options?: ErrorOptions);
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+ }
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+ export declare const WEBGL_ATTRIBUTES: Readonly<{
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+ alpha: true;
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+ premultipliedAlpha: true;
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+ preserveDrawingBuffer: false;
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+ antialias: false;
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+ depth: false;
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+ stencil: false;
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+ }>;
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+ export interface WebGLAtlasOptions {
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+ readonly maxBytes?: number;
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+ readonly maxRestores?: number;
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+ readonly canvasFactory?: () => HTMLCanvasElement;
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+ }
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+ export interface WebGLTile {
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+ readonly surface: SurfaceInput;
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+ readonly target: HTMLCanvasElement;
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+ }
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+ export interface WebGLUpdate {
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+ readonly generation?: number;
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+ readonly revision?: number;
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+ readonly dirtyIds?: readonly string[];
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+ readonly effects?: WebGLEffects;
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+ readonly signal?: AbortSignal;
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+ }
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+ export declare function webglContextPoolDiagnostics(): Readonly<{
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+ contexts: number;
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+ leased: number;
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+ idle: number;
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+ cap: 4;
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+ }>;
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+ export declare function releaseIdleWebGLContexts(): void;
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+ /** Persistent atlas. update() finishes GPU→default framebuffer→Canvas2D copies
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+ * synchronously, before returning. Callers own target canvases and source bytes. */
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+ export declare class WebGLAtlas {
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+ #private;
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+ constructor(options?: WebGLAtlasOptions);
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+ get context(): WebGL2RenderingContext | undefined;
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+ get diagnostics(): Readonly<{
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+ backend: 'webgl';
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+ contextType: "webgl2";
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+ state: "disposed" | "lost" | "new" | "ready" | "unavailable";
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+ failure: string | undefined;
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+ restores: number;
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+ handleGeneration: number;
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+ width: number;
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+ height: number;
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+ sourceWidth: number;
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+ sourceHeight: number;
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+ renderCount: number;
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+ batchCount: number;
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+ uploadCount: number;
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+ targetBytes: number;
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+ requestedAttributes: Readonly<{
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+ alpha: true;
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+ premultipliedAlpha: true;
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+ preserveDrawingBuffer: false;
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+ antialias: false;
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+ depth: false;
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+ stencil: false;
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+ }>;
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+ attributes: WebGLContextAttributes | null | undefined;
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+ pool: Readonly<{
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+ contexts: number;
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+ leased: number;
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+ idle: number;
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+ cap: 4;
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+ }>;
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+ resources: Readonly<{
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+ contexts: 0 | 1;
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+ textures: number;
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+ framebuffers: number;
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+ programs: number;
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+ shaders: number;
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+ buffers: 0;
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+ vertexArrays: 0;
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+ }>;
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+ ownedImageBytes: number;
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+ lastBatch: Readonly<{
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+ dirty: number;
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+ gpuSnapshots: number;
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+ uploadMs: number;
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+ drawMs: number;
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+ snapshotMs: number;
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+ copyMs: number;
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+ batchMs: number;
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+ completedAt: readonly number[];
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+ }>;
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+ sourceDecoding: "calibrated-srgb-texture" | "explicit-shader";
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+ decodeProbeMaxByteError: number | undefined;
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+ colorConvention: "straight sRGB upload; manual linear-premultiplied sampling/blur; calibrated premultiplied sRGB byte presentation";
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+ storageProfile: "nearest" | "upward";
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+ }>;
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+ initialize(): void;
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+ dispose(): void;
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+ update(source: PixelSource, entries: readonly WebGLTile[], options?: WebGLUpdate): Readonly<{
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+ dirty: number;
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+ gpuSnapshots: number;
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+ uploadMs: number;
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+ drawMs: number;
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+ snapshotMs: number;
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+ copyMs: number;
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+ batchMs: number;
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+ completedAt: readonly number[];
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+ }>;
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+ }