vireglass 2.2.0 → 2.3.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +39 -0
- package/dist/{adapters-DugC6Qri.d.cts → adapters-BOPIRMnL.d.cts} +3 -1
- package/dist/{adapters-BfeAopGO.d.ts → adapters-B_amRBqc.d.ts} +3 -1
- package/dist/{chunk-2XJJO7SC.js → chunk-UDPJLNFW.js} +25 -5
- package/dist/chunk-UDPJLNFW.js.map +1 -0
- package/dist/{chunk-H5QTBF67.js → chunk-V47YU75P.js} +2 -2
- package/dist/{chunk-H5QTBF67.js.map → chunk-V47YU75P.js.map} +1 -1
- package/dist/dom.cjs.map +1 -1
- package/dist/dom.d.cts +1 -1
- package/dist/dom.d.ts +1 -1
- package/dist/dom.js +1 -1
- package/dist/dom.js.map +1 -1
- package/dist/index.cjs +22 -1
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +13 -4
- package/dist/index.d.ts +13 -4
- package/dist/index.js +2 -2
- package/dist/web/index.cjs +282 -152
- package/dist/web/index.cjs.map +1 -1
- package/dist/web/index.d.cts +89 -3
- package/dist/web/index.d.ts +89 -3
- package/dist/web/index.js +255 -154
- package/dist/web/index.js.map +1 -1
- package/package.json +4 -2
- package/src/adapters.ts +3 -1
- package/src/dom/index.ts +6 -5
- package/src/targets/glsl.ts +31 -2
- package/src/web/gl.ts +57 -4
- package/src/web/gpu-timer.ts +111 -0
- package/src/web/index.ts +1 -0
- package/src/web/renderer.ts +305 -218
- package/dist/chunk-2XJJO7SC.js.map +0 -1
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{ INK, MEDIUM, SHADOW_GAP } from './law';\nimport { VG_FALLOFF, VG_SDF } from './sdf';\n\n/** Order matches `DEBUG_MODES` in `material.ts`: the index goes straight into `u_debug`. */\nexport const SURFACE_SHADER = `\nuniform shader u_icon;\n/** App-colored content ON the glass — cover art, a thumbnail. A separate layer from the ink\n * mask: that one is single-channel and colored by polarity, this one carries its own color\n * as-is. */\nuniform shader u_overlay;\n\nuniform float2 u_center;\nuniform float2 u_halfSize;\nuniform float u_corner;\nuniform float u_bevel;\nuniform float u_thickness;\nuniform float2 u_morphOffset;\nuniform float2 u_morphHalf;\nuniform float u_morphCorner;\nuniform float u_morphK;\nuniform float2 u_morph2Offset;\nuniform float2 u_morph2Half;\nuniform float u_morph2Corner;\n\nuniform float u_press;\nuniform float u_active;\n/* 0 — the element sinks in under the finger, 1 — it rises into glass (reference §5). */\nuniform float u_lift;\n\nuniform float u_edgeDensity;\nuniform float u_dispersion;\nuniform float u_refraction;\nuniform float4 u_tint;\nuniform float u_shadow;\nuniform float u_shadowReach;\nuniform float3 u_ambient;\nuniform float u_presence;\nuniform float u_progress;\nuniform float u_appear;\nuniform float u_debug;\n\nuniform float u_iconOn;\nuniform float u_overlayOn;\nuniform float u_iconScale;\nuniform float4 u_inkIdle;\nuniform float4 u_inkActive;\nuniform float2 u_touch;\nuniform float2 u_pull;\nuniform float u_touchPress;\nuniform float u_touchRadius;\nuniform float2 u_wave;\n\n${VG_SDF}\n\nconst float VG_FALLOFF = ${VG_FALLOFF};\n\n// Tint density in the flat middle; at the bevel it's multiplied by u_edgeDensity.\nconst float VG_BODY_DENSITY = ${MEDIUM.bodyDensityFlat};\n/* Fraction of the ambient hue in the shadow. The shadow has to stay a shadow, not a colored\n * blob. */\nconst float VG_SHADOW_TINT = ${SHADOW_GAP.tint}.0;\n// How much weaker the shadow is right at the outline than under the middle of the gap, and what\n// fraction of the offset it takes to reach full depth. In the reference the shadow's minimum\n// sits below the rim, not right at it.\nconst float VG_GAP_LIGHT = ${SHADOW_GAP.light};\nconst float VG_GAP_REACH = ${SHADOW_GAP.reach};\n/* Depth of the ink beneath the surface, dp. The normal displaces it by exactly this much right\n * at the rim. */\nconst float VG_INK_DEPTH = ${INK.depth}.0;\n/* Ink defocus under the finger (reference §6): a glyph loses its edge and drowns in milk. Given\n * as a FRACTION of the touch blob, not a number: the blob already arrives in device units, so\n * the radius automatically follows both screen density and the element's size. At rest it's\n * zero, and the sample stays a single one. */\nconst float VG_INK_DEFOCUS = ${INK.defocus};\n\nhalf4 vgPack(half3 c, float a) { return half4(c * half(a), half(a)); }\n\n// What bleeds into the shadow is the COLOR of the surroundings, not its brightness: the hue's own\n// lightness is subtracted out of it, otherwise the shadow pales and loses depth instead of\n// warming up. Strength is set by how much light there is around: over a nearly black backdrop\n// there's nothing to bleed into the shadow.\n// JS twin in shadow-tint.ts, which the DOM renderer reads: same derivation, same reason.\nfloat3 vgShadowTint(float3 ambient) {\n float peak = max(max(ambient.r, ambient.g), max(ambient.b, 0.001));\n float3 hue = ambient / peak;\n float lumaWeights = dot(ambient, float3(0.2126, 0.7152, 0.0722));\n return (hue - dot(hue, float3(0.2126, 0.7152, 0.0722))) * lumaWeights;\n}\n\nhalf3 vgHeat(float v) {\n float x = clamp(v, 0.0, 1.0);\n return half3(half(clamp(x * 2.2 - 0.2, 0.0, 1.0)),\n half(clamp(1.0 - abs(x - 0.5) * 2.2, 0.0, 1.0)),\n half(clamp(1.2 - x * 2.4, 0.0, 1.0)));\n}\n\nhalf4 main(float2 xy) {\n float2 p = vgTouchWarp(xy - u_center, u_touch, u_pull, u_touchPress, u_touchRadius, u_wave.x, u_wave.y);\n\n // Inverse deformation: stretch A along the pull vector, compression 1/sqrt(A) across it. This\n // exact law mirrors the transform of the live backdrop under the canvas, otherwise the two\n // would drift apart. There's NO motion geometry here — no pull, no press-driven bulge. All of\n // that is done by a single wrapper transform, the same one that carries the native lens: the\n // shader doesn't touch it, and two pipelines driving one motion would drift apart by a frame,\n // making the layers visible as separate.\n\n float halfMin = max(min(u_halfSize.x, u_halfSize.y), 1.0);\n float bevel = max(u_bevel, 1.0);\n\n float sd = vgScene(p, u_halfSize, u_corner, u_morphOffset, u_morphHalf, u_morphCorner, u_morphK,\n u_morph2Offset, u_morph2Half, u_morph2Corner);\n float t = vgBevelT(sd, bevel);\n float2 n = vgSceneNormal(p, u_halfSize, u_corner, u_morphOffset, u_morphHalf, u_morphCorner, u_morphK,\n u_morph2Offset, u_morph2Half, u_morph2Corner);\n float3 N = normalize(float3(n * vgBevelSlope(t), 1.0));\n\n // Progress is an active state turned into a field: the played fraction shines and glows\n // exactly as much as an active element shines whole. This does NOT touch ink: recoloring text\n // as the track advances would mean changing it mid-word.\n float lit = max(u_active, vgProgress(p, u_halfSize, u_progress));\n\n // The highlight and the rim are computed by the lens: reflection is a function of the\n // surroundings, and only the lens can see them.\n\n if (u_debug > 0.5) {\n float inMask = 1.0 - smoothstep(-1.0, 1.0, sd);\n if (u_debug < 1.5) {\n float band = abs(fract(sd / (halfMin * 0.22)) - 0.5) * 2.0;\n half3 c = sd < 0.0 ? half3(0.20, 0.62, 1.0) : half3(1.0, 0.42, 0.22);\n return vgPack(c * half(0.25 + band * 0.75), 1.0);\n }\n if (u_debug < 2.5) { return vgPack(half3(1.0), inMask); }\n if (u_debug < 3.5) { return vgPack(vgHeat(t), inMask); }\n // Fresnel now lives in the lens; here we show its SHAPE — how grazing the view is.\n if (u_debug < 4.5) { return vgPack(vgHeat(1.0 - clamp(N.z, 0.0, 1.0)), inMask); }\n if (u_debug < 5.5) {\n float push = pow(t, VG_FALLOFF) * u_refraction;\n return vgPack(vgHeat(push), inMask);\n }\n if (u_debug < 6.5) { return half4(0.0); }\n if (u_debug < 7.5) { return half4(0.0); }\n // Dispersion is computed by the lens; here is the field it grows along.\n if (u_debug < 8.5) { return vgPack(vgHeat(u_dispersion * t * t), inMask); }\n if (u_debug < 9.5) { return vgPack(half3(N * 0.5 + 0.5), inMask); }\n // spectral and adapt are shown by the LENS — the surface has to get out of the way.\n return half4(0.0);\n }\n\n // The shadow and the halo live OUTSIDE the shape: inside, their place is taken by the glass\n // itself. Separation from the content rests entirely on the shadow — without it the surface\n // would sit ON the picture, not above it. The shadow only lives at the rim and outside it: at\n // sd < −1 the outside multiplier is already zero. Computing it deep inside the shape would be\n // a wasted FULL SDF evaluation for every such pixel, and the body covers almost the whole\n // area. The branch here is on the coordinate, but only the threads right at the rim actually\n // diverge.\n float shade = 0.0;\n float halo = 0.0;\n if (sd > -1.0) {\n float outside = smoothstep(-1.0, 1.0, sd);\n // Under the finger a button moves TOWARD the backdrop, and the shadow tightens: it's exactly\n // the gap between the two. A control rising into glass (a switch knob, a slider handle —\n // reference §5) moves AWAY from it, and then the shadow spreads out instead. Only the app\n // knows which one applies, so the direction arrives as a fraction: 0 is sinking in, the way\n // every element behaved before this rule existed.\n float reach = u_shadowReach * (1.0 + mix(-0.25, 0.55, u_lift) * u_press);\n // The shadow is soft and wide, shifted downward (M 11:58): it's what holds the element's\n // separation from the content.\n float sdDrop = vgScene(p - float2(0.0, reach * 0.35), u_halfSize, u_corner,\n u_morphOffset, u_morphHalf, u_morphCorner, u_morphK,\n u_morph2Offset, u_morph2Half, u_morph2Corner);\n float amb = 1.0 - smoothstep(-reach * 0.3, reach, sdDrop);\n // THE GAP UNDER A RAISED ELEMENT IS LIT: right at the outline the shadow is WEAKER than\n // further down. Otherwise the minimum sits right against the silhouette — both parts of the\n // shadow are monotonic in distance.\n float gap = smoothstep(0.0, max(reach * VG_GAP_REACH, 1.0), max(sd, 0.0));\n shade = amb * amb * 0.13 * mix(VG_GAP_LIGHT, 1.0, gap) * outside * u_shadow * u_appear;\n halo = 1.0 - smoothstep(0.0, reach * 0.30, max(sd, 0.0));\n halo = halo * halo * lit * 0.10 * outside * u_appear;\n }\n\n if (sd > 1.0) {\n // Ambient light bleeds into the shadow (219 @8:22): it isn't a black hole, it's tinted by\n // whatever lies nearby. Otherwise an element over colored content would hang over a gray\n // blob.\n half3 spill = max(half3(half(halo)) + half3(vgShadowTint(u_ambient)) * half(VG_SHADOW_TINT * shade * (1.0 - halo)), half3(0.0));\n return half4(spill, half(halo + shade * (1.0 - halo)));\n }\n\n float density = u_tint.w;\n float inner = clamp(-sd / halfMin, 0.0, 1.0);\n half3 col = half3(u_tint.rgb);\n\n // The tint is LIGHT and weak, not dark: dark glass over dark content disappears, and has to be\n // held together with a heavy rim — which makes the surface read as a chrome bead. Tint density\n // at the bevel is a separate value: physically the bevel bends light harder, but it doesn't\n // get hazier. Coupled together, the two produced a milky ring around the whole outline.\n float body = mix(VG_BODY_DENSITY, VG_BODY_DENSITY * u_edgeDensity, smoothstep(0.10, 0.62, t)) * density;\n float vignette = smoothstep(0.15, 1.0, inner) * 0.19 * density;\n // There's NO density boost on press here. It was meant as \"the element stands out more under\n // the finger,\" but it pulls the body toward the tint, and the tint depends on polarity: over a\n // light backdrop (dark polarity) press ended up DARKENING the element. Presence is shown\n // instead by the vgTouchWarp field's deformation and the highlight blooming below — neither\n // cares about the sign of polarity.\n float a = max(body, vignette);\n\n // Active state does NOT touch the body's color. Mixing in a fixed gray here flipped the\n // effect's sign depending on the backdrop: over dark the element lightened, over light it\n // darkened, for the exact same state. Active state is shown instead by the highlight and rim\n // lighting above: neither cares about the backdrop.\n\n // THE ICON SITS BENEATH THE SURFACE, it isn't stuck on top of it: it used to be mixed in last,\n // over the highlight, and read as a flat sticker on volumetric glass. At the rim the normal\n // displaces it, like everything seen through the glass, while the highlight sits ON TOP — it\n // lives on the surface itself.\n //\n // There is NO shadow under the icon here. It used to be made from the difference of two offset\n // mask samples and produced a second outline along the edge — the icon's borders looked\n // ragged.\n // THE INK'S SHIFT IS SET BY ITS OWN DEPTH, NOT BY BEVEL WIDTH. The ink sits right at the\n // surface, and it's displaced by exactly the thin layer of glass above it — not by how wide a\n // bevel this particular piece of glass happens to have. It used to be a fraction of the bevel:\n // on thin glass the shift came out to 4 dp and everything lined up, but on thick glass it was\n // 8, and cover art inset from the edge by 6 stretched toward the rim and spilled past its\n // bounds. The ceiling is absolute: ink has one depth regardless of the glass.\n float2 inkShift = n * (min(u_bevel * 0.5, VG_INK_DEPTH) * t);\n float2 inkUv = u_center + p - inkShift;\n\n // INK LOSES SHARPNESS UNDER THE FINGER (reference §6): in the reference, a glyph under\n // pressure drowns in milk rather than simply getting lighter. This branch is uniform across\n // the whole element: press arrives as a uniform, so defocus costs nothing while the element\n // isn't being touched.\n float defocus = VG_INK_DEFOCUS * u_touchRadius * u_touchPress;\n float2 inkDx = float2(defocus, 0.0);\n float2 inkDy = float2(0.0, defocus);\n\n half4 ink;\n half4 over;\n if (defocus > 0.01) {\n // A cross around the center with double weight in the middle: the ink mask is\n // high-contrast, and four samples are enough for a stroke to stop holding its edge.\n ink = (u_icon.eval((inkUv - inkDx) * u_iconScale)\n + u_icon.eval((inkUv + inkDx) * u_iconScale)\n + u_icon.eval((inkUv - inkDy) * u_iconScale)\n + u_icon.eval((inkUv + inkDy) * u_iconScale)\n + u_icon.eval(inkUv * u_iconScale) * 2.0) * half(u_iconOn / 6.0);\n // Colored content lives in the same plane as the ink and blurs together with it: different\n // sharpness for two layers in one plane would read as a defect, not a press.\n over = (u_overlay.eval((inkUv - inkDx) * u_iconScale)\n + u_overlay.eval((inkUv + inkDx) * u_iconScale)\n + u_overlay.eval((inkUv - inkDy) * u_iconScale)\n + u_overlay.eval((inkUv + inkDy) * u_iconScale)\n + u_overlay.eval(inkUv * u_iconScale) * 2.0) * half(u_overlayOn * u_appear / 6.0);\n } else {\n ink = u_icon.eval(inkUv * u_iconScale) * half(u_iconOn);\n over = u_overlay.eval(inkUv * u_iconScale) * half(u_overlayOn * u_appear);\n }\n\n // The backing under the ink is held by the LENS (body density from the probe), not the\n // surface: legibility is a property of the material, and computing it here a second time\n // would give two different answers to one question.\n\n // Layers are composited premultiplied-over: in straight alpha, a nearly transparent dark body\n // used to pull the color of semi-transparent ink and the finger's light toward itself — letter\n // edges grayed out, pressing darkened things.\n half3 pm = col * half(a);\n half inkA = ink.g * half(mix(0.82, 1.0, u_active) * u_appear);\n half3 inkCol = mix(half3(u_inkIdle.rgb), half3(u_inkActive.rgb), half(u_active));\n pm = pm * (1.0 - inkA) + inkCol * inkA;\n a = a + float(inkA) * (1.0 - a);\n\n // COLORED CONTENT LIVES IN THE SAME PLACE AS THE INK — inside the material, at the same\n // coordinate. Otherwise deformation would carry them apart: on press, the title and artist\n // name would shake together with the surface while the cover art stayed put, because it used\n // to be a separate layer on top of the glass. Polarity doesn't touch it — it has its own\n // color, and there's nothing to swap it for.\n pm = pm * (1.0 - over.a) + over.rgb * over.a;\n a = a + float(over.a) * (1.0 - a);\n\n // Light from the finger is gathered by the LENS: it's a concentration of the surroundings, not\n // the glass's own whiteness. The surface is left with only what the glass spills outward — the\n // halo above.\n\n float mask = 1.0 - smoothstep(-1.0, 1.0, sd);\n pm = clamp(pm, half3(0.0), half3(1.0)) * half(mask);\n a *= mask;\n pm = max(pm + half3(vgShadowTint(u_ambient)) * half(VG_SHADOW_TINT * shade * (1.0 - a)), half3(0.0));\n return half4(pm, half(a + shade * (1.0 - a)));\n}\n`;\n","// WebGL2 target. Translates the same AGSL text (SDF + body, see `targets/agsl.ts`) into GLSL\n// ES 3.0. Each conversion rule is its own function with its own test in\n// `__tests__/targets.test.ts`. Three spots are NOT mechanical: the coordinate origin, units of\n// measure (settled in the web renderer's own setup, not here), and sampler filtering (also the\n// renderer's concern). What's here is text conversion only.\n\n/**\n * The sampler-size uniform's name, for translating `NAME.eval(coord)` → `texture(NAME, coord / SIZE)`.\n * A new uniform — there's no equivalent in AGSL: `.eval()` has the size implicitly known to the\n * shader, while GLSL's `texture()` needs a normalized coordinate. One per `uniform shader`/\n * `uniform sampler2D`, its name derived from the sampler's name rather than hardcoded.\n */\nfunction sizeUniformName(sampler: string): string {\n return sampler.startsWith('u_') ? `${sampler}Size` : `u_${sampler}Size`;\n}\n\n/** float2/float3/float4 → vec2/vec3/vec4. */\nexport function convertVecTypes(src: string): string {\n return src.replace(/\\bfloat([234])\\b/g, 'vec$1');\n}\n\n/** half/half2/half3/half4 → float/vec2/vec3/vec4, including half(x) → float(x) casts. */\nexport function convertHalfTypes(src: string): string {\n return src.replace(/\\bhalf([234])\\b/g, 'vec$1').replace(/\\bhalf\\b/g, 'float');\n}\n\n/** `uniform shader NAME;` → `uniform sampler2D NAME;` + a new `uniform vec2 <sizeUniform>;`. */\nexport function convertShaderUniforms(src: string): string {\n return src.replace(/uniform\\s+shader\\s+(\\w+)\\s*;/g, (_match, name: string) => {\n return `uniform sampler2D ${name};\\nuniform vec2 ${sizeUniformName(name)};`;\n });\n}\n\n/**\n * `NAME.eval(coord)` → `texture(NAME, (coord) / <sizeUniform>)` for each declared\n * `uniform sampler2D`. The bounds of `coord` are found by scanning parens, not with a regex: the\n * arguments are nested calls (`content.eval(vgInContent(s + dR - e))`) with commas and\n * parentheses inside.\n */\nexport function convertEvalCalls(src: string): string {\n const samplers = new Set<string>();\n const declRe = /uniform\\s+sampler2D\\s+(\\w+)\\s*;/g;\n for (let m = declRe.exec(src); m; m = declRe.exec(src)) samplers.add(m[1]);\n if (samplers.size === 0) return src;\n\n const callRe = /(\\w+)\\.eval\\(/g;\n let out = '';\n let cursor = 0;\n for (let m = callRe.exec(src); m; m = callRe.exec(src)) {\n const name = m[1];\n if (!samplers.has(name)) continue;\n const argStart = m.index + m[0].length;\n let depth = 1;\n let i = argStart;\n while (i < src.length && depth > 0) {\n if (src[i] === '(') depth += 1;\n else if (src[i] === ')') depth -= 1;\n i += 1;\n }\n const args = src.slice(argStart, i - 1);\n out += src.slice(cursor, m.index);\n out += `texture(${name}, (${args}) / ${sizeUniformName(name)})`;\n cursor = i;\n callRe.lastIndex = i;\n }\n out += src.slice(cursor);\n return out;\n}\n\n/**\n * Early `return <expression>;` inside `main` → `fragColor = <expression>; return;`. Takes ONLY\n * the body of main (see `convertEntryPoint`) — ordinary `return`s in helper functions live\n * outside this text and are untouched. Expressions never contain a `;` of their own (shaders have\n * none — the only `;` lives inside `for(...)`, which isn't a return), so `[^;]+` is safe.\n */\nexport function convertReturns(mainBody: string): string {\n return mainBody.replace(/\\breturn\\s+([^;]+);/g, 'fragColor = $1; return;');\n}\n\nconst ENTRY_RE = /half4\\s+main\\s*\\(\\s*float2\\s+(\\w+)\\s*\\)\\s*\\{/;\n\n/**\n * `half4 main(float2 xy) { ... }` → `void main() { vec2 xy = <Y-flipped coordinate>; ...; }`.\n * AGSL gives `xy` in screen pixels, top-left origin, y down; `gl_FragCoord` is bottom-left\n * origin, y up. The flip via `u_resolution.y - gl_FragCoord.y` restores the original convention\n * (both coordinate systems center the pixel at `+0.5`, so no X shift or constant is needed).\n * `out vec4 fragColor` and `uniform vec2 u_resolution` are declared in the prologue (`addPrologue`).\n */\nexport function convertEntryPoint(src: string): string {\n const match = ENTRY_RE.exec(src);\n if (!match) {\n throw new Error('vireglass/targets/glsl: entry point \"half4 main(float2 xy)\" not found');\n }\n const bodyStart = match.index + match[0].length;\n let depth = 1;\n let i = bodyStart;\n while (i < src.length && depth > 0) {\n if (src[i] === '{') depth += 1;\n else if (src[i] === '}') depth -= 1;\n i += 1;\n }\n const bodyEnd = i - 1;\n const param = match[1];\n const body = convertReturns(src.slice(bodyStart, bodyEnd));\n const head = src.slice(0, match.index);\n const tail = src.slice(i);\n return (\n `${head}void main() {\\n` +\n ` vec2 ${param} = vec2(gl_FragCoord.x, u_resolution.y - gl_FragCoord.y);\\n` +\n `${body}}${tail}`\n );\n}\n\n/** `#version 300 es` + `precision highp float;` — no equivalent in AGSL, WebGL2 requires them as\n * the file's first lines. `out vec4 fragColor` and `uniform vec2 u_resolution` ride along here\n * too: both new, with no counterpart in the source, needed by exactly one entry point\n * (`convertEntryPoint`). */\nexport function addPrologue(src: string): string {\n return (\n '#version 300 es\\n' +\n 'precision highp float;\\n\\n' +\n 'out vec4 fragColor;\\n' +\n 'uniform vec2 u_resolution;\\n\\n' +\n src\n );\n}\n\n/** Full translation AGSL/SkSL → GLSL ES 3.0. Order matters: the entry point is found by its\n * literal AGSL signature BEFORE type conversion, otherwise `half4 main(float2 xy)` can't be\n * found. */\nexport function toGLSL(shaderSource: string): string {\n let out = shaderSource;\n out = convertEntryPoint(out);\n out = convertShaderUniforms(out);\n out = convertEvalCalls(out);\n out = convertVecTypes(out);\n out = convertHalfTypes(out);\n out = addPrologue(out);\n return out;\n}\n"]}
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