@tinypoly/gpu-renderer 0.1.1 → 0.2.0

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Files changed (89) hide show
  1. package/ARCHITECTURE.md +31 -3
  2. package/README.md +11 -3
  3. package/dist/denoise.d.ts +10 -1
  4. package/dist/denoise.d.ts.map +1 -1
  5. package/dist/denoise.js +4 -0
  6. package/dist/denoise.js.map +1 -1
  7. package/dist/device.d.ts.map +1 -1
  8. package/dist/device.js +8 -0
  9. package/dist/device.js.map +1 -1
  10. package/dist/frameLayout.d.ts.map +1 -1
  11. package/dist/frameLayout.js +4 -1
  12. package/dist/frameLayout.js.map +1 -1
  13. package/dist/imageResolve.d.ts +2 -1
  14. package/dist/imageResolve.d.ts.map +1 -1
  15. package/dist/imageResolve.js +1 -0
  16. package/dist/imageResolve.js.map +1 -1
  17. package/dist/index.d.ts +2 -1
  18. package/dist/index.d.ts.map +1 -1
  19. package/dist/index.js +1 -0
  20. package/dist/index.js.map +1 -1
  21. package/dist/lensPass.d.ts +4 -0
  22. package/dist/lensPass.d.ts.map +1 -1
  23. package/dist/lensPass.js +14 -1
  24. package/dist/lensPass.js.map +1 -1
  25. package/dist/lights.d.ts +18 -0
  26. package/dist/lights.d.ts.map +1 -1
  27. package/dist/lights.js +45 -0
  28. package/dist/lights.js.map +1 -1
  29. package/dist/oidnPass.d.ts +48 -0
  30. package/dist/oidnPass.d.ts.map +1 -0
  31. package/dist/oidnPass.js +255 -0
  32. package/dist/oidnPass.js.map +1 -0
  33. package/dist/pathTracePass.d.ts +2 -2
  34. package/dist/pathTracePass.d.ts.map +1 -1
  35. package/dist/pathTracePass.js +9 -9
  36. package/dist/pathTracePass.js.map +1 -1
  37. package/dist/presentPass.d.ts +2 -0
  38. package/dist/presentPass.d.ts.map +1 -1
  39. package/dist/presentPass.js +1 -0
  40. package/dist/presentPass.js.map +1 -1
  41. package/dist/renderer.d.ts +12 -0
  42. package/dist/renderer.d.ts.map +1 -1
  43. package/dist/renderer.js +100 -14
  44. package/dist/renderer.js.map +1 -1
  45. package/dist/sceneUpload.d.ts +4 -0
  46. package/dist/sceneUpload.d.ts.map +1 -1
  47. package/dist/sceneUpload.js +3 -0
  48. package/dist/sceneUpload.js.map +1 -1
  49. package/dist/settings.d.ts +23 -1
  50. package/dist/settings.d.ts.map +1 -1
  51. package/dist/settings.js +13 -4
  52. package/dist/settings.js.map +1 -1
  53. package/dist/wgsl/lens.wgsl.d.ts +1 -1
  54. package/dist/wgsl/lens.wgsl.d.ts.map +1 -1
  55. package/dist/wgsl/lens.wgsl.js +108 -1
  56. package/dist/wgsl/lens.wgsl.js.map +1 -1
  57. package/dist/wgsl/lights.wgsl.d.ts +1 -1
  58. package/dist/wgsl/lights.wgsl.d.ts.map +1 -1
  59. package/dist/wgsl/lights.wgsl.js +147 -17
  60. package/dist/wgsl/lights.wgsl.js.map +1 -1
  61. package/dist/wgsl/pathTrace.wgsl.d.ts +1 -1
  62. package/dist/wgsl/pathTrace.wgsl.d.ts.map +1 -1
  63. package/dist/wgsl/pathTrace.wgsl.js +123 -91
  64. package/dist/wgsl/pathTrace.wgsl.js.map +1 -1
  65. package/dist/wgsl/present.wgsl.d.ts +1 -1
  66. package/dist/wgsl/present.wgsl.d.ts.map +1 -1
  67. package/dist/wgsl/present.wgsl.js +11 -1
  68. package/dist/wgsl/present.wgsl.js.map +1 -1
  69. package/package.json +4 -2
  70. package/src/denoise.ts +15 -1
  71. package/src/device.ts +9 -0
  72. package/src/frameLayout.ts +4 -1
  73. package/src/imageResolve.ts +2 -0
  74. package/src/index.ts +2 -1
  75. package/src/lensPass.ts +17 -1
  76. package/src/lights.ts +60 -0
  77. package/src/oidnPass.ts +284 -0
  78. package/src/oidnWebgpu.d.ts +5 -0
  79. package/src/pathTracePass.ts +11 -9
  80. package/src/presentPass.ts +3 -0
  81. package/src/renderer.ts +118 -15
  82. package/src/sceneUpload.ts +7 -0
  83. package/src/settings.ts +32 -4
  84. package/src/wgsl/lens.wgsl.ts +108 -1
  85. package/src/wgsl/lights.wgsl.ts +147 -17
  86. package/src/wgsl/pathTrace.wgsl.ts +123 -91
  87. package/src/wgsl/present.wgsl.ts +11 -1
  88. package/weights/LICENSE.txt +202 -0
  89. package/weights/rt_hdr_alb_nrm.tza +0 -0
@@ -42,7 +42,9 @@ fn backgroundRadiance(direction: vec3<f32>) -> vec3<f32> {
42
42
  return frame.background.rgb;
43
43
  }
44
44
 
45
- // A procedural sky paints the background without the strength it lights with, and its foreground over it.
45
+ // A procedural sky paints the background with the strength it lights with, and its foreground over it. The CPU
46
+ // renderer leaves that strength out of what the camera sees, which a renderer exposing for the light cannot: the sky
47
+ // that lights a wall five times brighter than itself would show as a dark band behind it.
46
48
  if (frame.skyProgram != NO_PROGRAM || frame.skyIntensity > 0.0) {
47
49
  if (frame.skyBackground == 0u) {
48
50
  return vec3<f32>(0.0);
@@ -54,10 +56,10 @@ fn backgroundRadiance(direction: vec3<f32>) -> vec3<f32> {
54
56
  input.direction = direction;
55
57
  input.diffuseColor = vec4<f32>(1.0);
56
58
 
57
- return runProgram(frame.skyProgram, input).color.rgb;
59
+ return runProgram(frame.skyProgram, input).color.rgb * frame.skyIntensity;
58
60
  }
59
61
 
60
- return environmentRadiance(direction) / frame.skyIntensity;
62
+ return environmentRadiance(direction);
61
63
  }
62
64
 
63
65
  return environmentRadiance(direction);
@@ -67,7 +69,7 @@ fn backgroundRadiance(direction: vec3<f32>) -> vec3<f32> {
67
69
  * How much of the sky a bounce ray that escaped keeps. Direct sampling aims at the bright parts of an image too, so the
68
70
  * two share it; when direct sampling took all of it, as it does from a toon surface, the bounce keeps none.
69
71
  */
70
- fn escapeWeight(direction: vec3<f32>, bsdfPdf: f32, lightsOwnDirect: bool) -> f32 {
72
+ fn escapeWeight(direction: vec3<f32>, bsdfPdf: f32, lightsOwnDirect: bool, scatteredAt: vec3<f32>) -> f32 {
71
73
  if (frame.environmentPick <= 0.0) {
72
74
  return 1.0;
73
75
  }
@@ -80,7 +82,8 @@ fn escapeWeight(direction: vec3<f32>, bsdfPdf: f32, lightsOwnDirect: bool) -> f3
80
82
  return 1.0;
81
83
  }
82
84
 
83
- return misWeight(bsdfPdf, frame.environmentPick * environmentPdf(direction));
85
+ // The sky was aimed at from the vertex the bounce left, through its windows as well when that vertex is inside.
86
+ return misWeight(bsdfPdf, frame.environmentPick * skyPdf(scatteredAt, direction, portalChance(scatteredAt)));
84
87
  }
85
88
 
86
89
  /** Scales a contribution down to the luminance ceiling, which trades a little bias for the fireflies it removes. */
@@ -548,7 +551,7 @@ fn traceRadiance(
548
551
  if (escapeMap != NO_TEXTURE) {
549
552
  sky = sky + sampleEquirect(escapeMap, direction).rgb * escapeIntensity;
550
553
  } else {
551
- sky = sky + environmentRadiance(direction) * escapeWeight(direction, bsdfPdf, lightsOwnDirect);
554
+ sky = sky + environmentRadiance(direction) * escapeWeight(direction, bsdfPdf, lightsOwnDirect, lastPosition);
552
555
  }
553
556
 
554
557
  let contribution = throughput * sky;
@@ -703,8 +706,14 @@ fn traceRadiance(
703
706
  depth = length(point - rayOrigin);
704
707
  }
705
708
 
709
+ // A window the camera ray goes straight through is not what the camera sees: what lies behind it is, so the
710
+ // denoiser takes its guides there, and the air its distance. Glass has next to no diffuse colour and one flat
711
+ // normal, which would leave everything seen through it unfiltered. The window's own guides stand until then, for
712
+ // the paths that reflect off it instead.
713
+ let window = surface.transmission > 0.0 && surface.thickness <= 0.0;
714
+
706
715
  if (straight && !guided) {
707
- guided = true;
716
+ guided = !window;
708
717
  diffuseAlbedo = diffuseGuide(surface);
709
718
  specularAlbedoGuide = select(specularAlbedo(surface, -direction), vec3<f32>(1.0), (surface.flags & MATERIAL_LIT) == 0u);
710
719
  guideNormal = surface.normal;
@@ -745,7 +754,7 @@ fn traceRadiance(
745
754
  }
746
755
  }
747
756
 
748
- if (!hazed && frame.atmosphereColor.w > 0.0) {
757
+ if (!hazed && !window && frame.atmosphereColor.w > 0.0) {
749
758
  hazed = true;
750
759
  // From the eye, where the camera ray only starts on the near plane; an orthographic view has no eye.
751
760
  hazeDistance = length(point - select(frame.cameraToWorld[3].xyz, rayOrigin, frame.cameraKind == 1u));
@@ -765,7 +774,11 @@ fn traceRadiance(
765
774
  }
766
775
 
767
776
  // Three does not light a basic, points, line or sprite material, so nothing carries on from one.
768
- if ((surface.flags & MATERIAL_LIT) == 0u || bounce >= frame.bounces) {
777
+ // Past the last bounce a path still crosses a window straight on, which scatters nothing, to find the sky behind
778
+ // it: cut there, the daylight a room gets through its glazing would go missing from every last bounce.
779
+ let spent = bounce >= frame.bounces;
780
+
781
+ if ((surface.flags & MATERIAL_LIT) == 0u || (spent && !window)) {
769
782
  break;
770
783
  }
771
784
 
@@ -788,8 +801,105 @@ fn traceRadiance(
788
801
  var nextOrigin = point + direction * RAY_EPSILON;
789
802
 
790
803
  // Transmission replaces part of the diffuse layer, so that share of the time the surface is a dielectric instead.
791
- // Choosing it in proportion to its weight leaves both halves unweighted, and only the opaque half aims at a light.
792
- if (surface.transmission > 0.0 && lobe.y < surface.transmission) {
804
+ // Choosing it in proportion to its weight leaves both halves unweighted. The opaque half aims at a light; on a
805
+ // window that lets only part of the light through, it does so on every path, weighed by its share, rather than on
806
+ // the paths that chose it: a sunlit pane seen against a dim room would otherwise be lit on one path in five and
807
+ // dark on the rest, which is the grain glass shows.
808
+ let dielectric = surface.transmission > 0.0 && lobe.y < surface.transmission;
809
+ let windowLight = window && !spent && surface.transmission < 1.0 && surface.subsurface <= 0.0;
810
+
811
+ if (!dielectric || windowLight) {
812
+ var chance = 0.0;
813
+
814
+ if (!dielectric) {
815
+ // Light that enters the material: a random walk inside it from here, in place of the share of the diffuse
816
+ // layer that scatters inside. Chosen by chance, so neither branch is weighted against the other.
817
+ // The window's opaque share is a surface like any other, which a spent path stops at.
818
+ if (spent) {
819
+ break;
820
+ }
821
+
822
+ if (SUBSURFACE_WALK) {
823
+ chance = subsurfaceChance(surface, view);
824
+ }
825
+
826
+ if (SUBSURFACE_WALK && lobe.x < chance) {
827
+ let medium = materials[surface.material].subsurface;
828
+
829
+ throughput = throughput
830
+ * ((1.0 - surface.metalness) * surface.subsurface * coatTransmittance(surface, view) / chance);
831
+ sigma = vec3<f32>(1.0) / max(medium.rgb, vec3<f32>(1e-6));
832
+ walkAlbedo = subsurfaceAlbedo(surface.albedo);
833
+ walkG = materials[surface.material].subsurfaceAnisotropy;
834
+ walkSteps = 0u;
835
+
836
+ // Light that scattered inside is diffuse light, which is the signal it feeds.
837
+ if (!split) {
838
+ split = true;
839
+ splitBase = radiance;
840
+ splitDiffuse = true;
841
+ }
842
+
843
+ inMedium = true;
844
+ primary = false;
845
+ straight = false;
846
+ bsdfPdf = 0.0;
847
+ lightsOwnDirect = false;
848
+ escapeMap = NO_TEXTURE;
849
+ bounce = bounce + 1u;
850
+ direction = cosineDirection(-surface.facing, bounceSample);
851
+ origin = point - surface.facing * RAY_EPSILON;
852
+ limit = walkDistance(throughput, sigma, pick, &walkOdds);
853
+ continue;
854
+ }
855
+
856
+ throughput = throughput / (1.0 - chance);
857
+ }
858
+
859
+ let position = point + surface.normal * RAY_EPSILON;
860
+ var directDiffuse: vec3<f32>;
861
+ let lit = select(throughput, throughput * (1.0 - surface.transmission), windowLight);
862
+ let direct = lit * directLight(surface, position, view, pick.x, lightSample, rng, &directDiffuse,
863
+ select(0.0, volumeDensity, inVolume));
864
+ let added = select(direct, clampIndirect(direct), bounce > 0u);
865
+ let before = radiance;
866
+
867
+ radiance = radiance + added;
868
+
869
+ if (!dielectric) {
870
+ let scattered = sampleBsdf(surface, view, (lobe.x - chance) / (1.0 - chance), bounceSample);
871
+
872
+ // The first scatter splits the path: its direct light by lobe, and everything after it by the lobe it chose.
873
+ if (!split) {
874
+ split = true;
875
+ splitBase = before;
876
+ splitDirect = added;
877
+ splitDirectDiffuse = lit * directDiffuse * select(1.0, luminanceOf(added) / max(luminanceOf(direct), 1e-20),
878
+ bounce > 0u);
879
+ splitDiffuse = !scattered.valid || scattered.diffuse;
880
+ waitingForSpecular = scattered.valid && !scattered.diffuse;
881
+ }
882
+
883
+ if (!scattered.valid) {
884
+ break;
885
+ }
886
+
887
+ throughput = throughput * scattered.weight;
888
+ bsdfPdf = scattered.pdf;
889
+ lastPosition = position;
890
+ lastNormal = treeNormal(surface);
891
+ lightsOwnDirect = surface.kind == KIND_TOON;
892
+ escapeMap = surface.envMap;
893
+ escapeIntensity = surface.envMapIntensity;
894
+ next = scattered.direction;
895
+ nextOrigin = position;
896
+ primary = false;
897
+ straight = false;
898
+ bounce = bounce + 1u;
899
+ }
900
+ }
901
+
902
+ if (dielectric) {
793
903
  var ior = surface.ior;
794
904
 
795
905
  // Three's dispersion: each colour refracts with its own index, spread around the material's. The path picks one
@@ -809,7 +919,8 @@ fn traceRadiance(
809
919
 
810
920
  let crossing = sampleDielectric(surface, view, ior, lobe.y / surface.transmission, bounceSample);
811
921
 
812
- if (!crossing.valid) {
922
+ // A reflection off the glass is a scattering, which a spent path no longer has.
923
+ if (!crossing.valid || (spent && !crossing.straight)) {
813
924
  break;
814
925
  }
815
926
 
@@ -844,85 +955,6 @@ fn traceRadiance(
844
955
  if (!primary) {
845
956
  bounce = bounce + 1u;
846
957
  }
847
- } else {
848
- // Light that enters the material: a random walk inside it from here, in place of the share of the diffuse
849
- // layer that scatters inside. Chosen by chance, so neither branch is weighted against the other.
850
- var chance = 0.0;
851
-
852
- if (SUBSURFACE_WALK) {
853
- chance = subsurfaceChance(surface, view);
854
- }
855
-
856
- if (SUBSURFACE_WALK && lobe.x < chance) {
857
- let medium = materials[surface.material].subsurface;
858
-
859
- throughput = throughput
860
- * ((1.0 - surface.metalness) * surface.subsurface * coatTransmittance(surface, view) / chance);
861
- sigma = vec3<f32>(1.0) / max(medium.rgb, vec3<f32>(1e-6));
862
- walkAlbedo = subsurfaceAlbedo(surface.albedo);
863
- walkG = materials[surface.material].subsurfaceAnisotropy;
864
- walkSteps = 0u;
865
-
866
- // Light that scattered inside is diffuse light, which is the signal it feeds.
867
- if (!split) {
868
- split = true;
869
- splitBase = radiance;
870
- splitDiffuse = true;
871
- }
872
-
873
- inMedium = true;
874
- primary = false;
875
- straight = false;
876
- bsdfPdf = 0.0;
877
- lightsOwnDirect = false;
878
- escapeMap = NO_TEXTURE;
879
- bounce = bounce + 1u;
880
- direction = cosineDirection(-surface.facing, bounceSample);
881
- origin = point - surface.facing * RAY_EPSILON;
882
- limit = walkDistance(throughput, sigma, pick, &walkOdds);
883
- continue;
884
- }
885
-
886
- throughput = throughput / (1.0 - chance);
887
-
888
- let position = point + surface.normal * RAY_EPSILON;
889
- var directDiffuse: vec3<f32>;
890
- let direct = throughput * directLight(surface, position, view, pick.x, lightSample, rng, &directDiffuse,
891
- select(0.0, volumeDensity, inVolume));
892
- let added = select(direct, clampIndirect(direct), bounce > 0u);
893
- let before = radiance;
894
-
895
- radiance = radiance + added;
896
-
897
- let scattered = sampleBsdf(surface, view, (lobe.x - chance) / (1.0 - chance), bounceSample);
898
-
899
- // The first scatter splits the path: its direct light by lobe, and everything after it by the lobe it chose.
900
- if (!split) {
901
- split = true;
902
- splitBase = before;
903
- splitDirect = added;
904
- splitDirectDiffuse = throughput * directDiffuse * select(1.0, luminanceOf(added) / max(luminanceOf(direct), 1e-20),
905
- bounce > 0u);
906
- splitDiffuse = !scattered.valid || scattered.diffuse;
907
- waitingForSpecular = scattered.valid && !scattered.diffuse;
908
- }
909
-
910
- if (!scattered.valid) {
911
- break;
912
- }
913
-
914
- throughput = throughput * scattered.weight;
915
- bsdfPdf = scattered.pdf;
916
- lastPosition = position;
917
- lastNormal = treeNormal(surface);
918
- lightsOwnDirect = surface.kind == KIND_TOON;
919
- escapeMap = surface.envMap;
920
- escapeIntensity = surface.envMapIntensity;
921
- next = scattered.direction;
922
- nextOrigin = position;
923
- primary = false;
924
- straight = false;
925
- bounce = bounce + 1u;
926
958
  }
927
959
 
928
960
  // A path that carries almost nothing is ended by chance rather than by a cut, which keeps the estimate unbiased.
@@ -15,6 +15,8 @@ struct Present {
15
15
  transparent: u32,
16
16
  // Whether the colour comes from the denoiser's output rather than straight from the accumulation.
17
17
  denoised: u32,
18
+ // How much of AgX's Punchy look goes over its base curve.
19
+ contrast: f32,
18
20
  };
19
21
 
20
22
  @group(0) @binding(0) var<uniform> present: Present;
@@ -63,8 +65,16 @@ fn toneMapAgx(color: vec3<f32>) -> vec3<f32> {
63
65
  vec3<f32>(-0.0728, -0.0083, 1.1187));
64
66
  let logged = inset * (toAgx * color);
65
67
  let x = clamp((log2(max(logged, vec3<f32>(1e-10))) + 12.47393) / 16.499999, vec3<f32>(0.0), vec3<f32>(1.0));
66
- let curved = 15.5 * pow(x, vec3<f32>(6.0)) - 40.14 * pow(x, vec3<f32>(5.0)) + 31.96 * pow(x, vec3<f32>(4.0))
68
+ let base = 15.5 * pow(x, vec3<f32>(6.0)) - 40.14 * pow(x, vec3<f32>(5.0)) + 31.96 * pow(x, vec3<f32>(4.0))
67
69
  - 6.868 * pow(x, vec3<f32>(3.0)) + 0.4298 * x * x + 0.1191 * x - 0.00232;
70
+ // A look in the spirit of Blender's Punchy, a power of 1.35 and more saturation, but pivoted on middle grey: Punchy
71
+ // raises the power around zero, which takes middle grey from half the display down to a third and darkens the whole
72
+ // image. Here the highlights rise and the shadows fall while grey, which the automatic exposure aims at, stands.
73
+ let pivot = 0.49673;
74
+ let contrasted = pivot * pow(max(base, vec3<f32>(0.0)) / pivot, vec3<f32>(1.35));
75
+ let luma = dot(contrasted, vec3<f32>(0.2126, 0.7152, 0.0722));
76
+ let punchy = luma + 1.2 * (contrasted - luma);
77
+ let curved = mix(base, punchy, clamp(present.contrast, 0.0, 1.0));
68
78
 
69
79
  return fromAgx * pow(max(outset * curved, vec3<f32>(0.0)), vec3<f32>(2.2));
70
80
  }
@@ -0,0 +1,202 @@
1
+
2
+ Apache License
3
+ Version 2.0, January 2004
4
+ http://www.apache.org/licenses/
5
+
6
+ TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
7
+
8
+ 1. Definitions.
9
+
10
+ "License" shall mean the terms and conditions for use, reproduction,
11
+ and distribution as defined by Sections 1 through 9 of this document.
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+
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+ "Licensor" shall mean the copyright owner or entity authorized by
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+ the copyright owner that is granting the License.
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+ "Legal Entity" shall mean the union of the acting entity and all
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+ other entities that control, are controlled by, or are under common
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+ control with that entity. For the purposes of this definition,
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+ "control" means (i) the power, direct or indirect, to cause the
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+ direction or management of such entity, whether by contract or
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+ otherwise, or (ii) ownership of fifty percent (50%) or more of the
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+ outstanding shares, or (iii) beneficial ownership of such entity.
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+ "You" (or "Your") shall mean an individual or Legal Entity
25
+ exercising permissions granted by this License.
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+ "Source" form shall mean the preferred form for making modifications,
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+ including but not limited to software source code, documentation
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+ source, and configuration files.
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+ "Object" form shall mean any form resulting from mechanical
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+ transformation or translation of a Source form, including but
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+ not limited to compiled object code, generated documentation,
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+ and conversions to other media types.
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