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WIP / Ultimate Shader Pack

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Freddix

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Joined: Thu Sep 19th 2002
Location: France
Posted: 23rd May 2006 11:37     Edited: 9th Mar 2007 17:00     | link | toggle

Hi all,

I try to prepare a free pack containing all shaders I've founded over the forums and over the net that are compatible with DarkBASIC Professional.
I've actually founded 20 shaders and I prepare source code sample to show how to use them.
if someone have any shaders with/without source code that work with DarkBASIC Professional, feel free to send them at freddbprojects@wanadoo.fr or, to post them here.

When the pack will be ready, it will be released free in PROGRAM ANNOUNCEMENTS.

NOTE : If any of the shaders author want its shader to be removed from the pack, simply send me an e-mail and I'll remove the shader from the pack.

Here is the actual shader list that is in the WIP pack :
01 - Objects - No Lights :
Contain all objects based shaders that are not altered by lights/environment.
Metal 1.1
Hologram 1.2
Phong Hologram 1.0
Refraction [updated finale1.0]
Offset Mapping [updated finale1.0]
Water [updated finale1.0]
Heat
Thermal
Grass 1.0 [Beta2]
Cube [Beta2] [updated finale1.0]
UFO Glass [Beta3]
Fresnel Water [finale1.0]

02 - Objects - Lighting :
Contain all objects based shaders that can be altered by lights/environment.
Gloss
Bump + Gloss
Bump & Specular
Fur [Beta3]
Snow
Parallax 2.0
Normal & Specular 2.1
Cartoon
Per Pixel Lighting [updated finale1.0]
Normal Mapping [Beta3] [updated finale1.0]
Lighting Shader / (1)Per Pixel Lighting SM1.4 [Beta2/3]
Lighting Shader / (2)Normal Mapping SM1.4 [Beta2/3]
Lighting Shader / (3)Normal Mapping SM2.0 [Beta2/3]
Lighting Shader / (4)Parallax Mapping SM2.0 [Beta2/3]
Relief Mapping [Beta3]
Wood Colouring [Beta3]
Toon Shader [Beta4]
Vertex Fur [Beta4] [updated finale1.0]
FlashLight [finale1.0]
Cubic Lighting [finale1.0]
Parallax Mapping [updated finale1.0]

03 - Environment :
Environment shader. They are not directly used to alter an object but the general display.
High Dynamic Range
Bloom [updated finale1.0]

EDIT :
Beta 1 attached to this post
Version 1.0 finale (17.07.06] is out :
http://cordierfr.free.fr/UltimateShaderPack1.0finale.zip

Mirror:
files.xquadeditor.com/UltimateShaderPack1.0finale.zip

EDIT:
Ultimate DarkSHADER Pack version is currently in WIP.
Official post is here:
http://forum.thegamecreators.com/?m=forum_view&t=100436&b=8

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
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Hawkeye

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Joined: Fri Sep 19th 2003
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Posted: 23rd May 2006 11:58           | link | toggle

Cool!


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The Nerd

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Joined: Sat Jun 5th 2004
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Posted: 23rd May 2006 12:02           | link | toggle

This is a really neat idea! I will be sure to follow the progress of this pack!

-The Nerd

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Sven B

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Joined: Wed Jan 5th 2005
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Posted: 23rd May 2006 12:08           | link | toggle

A very good idea!!!
I'll be following this too...

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
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Agent Dink

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Joined: Tue Mar 30th 2004
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Posted: 23rd May 2006 12:08           | link | toggle
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Sergey K

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Joined: Sun Jan 4th 2004
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Posted: 23rd May 2006 12:14           | link | toggle

great job Freddy!

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Chris Franklin

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Posted: 23rd May 2006 12:48           | link | toggle
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Lukas W

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Joined: Fri Sep 5th 2003
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Posted: 23rd May 2006 12:58           | link | toggle

there's a mailbakc feature?

great idea Freddix,
there are some pretty neat shaders that come with FX Composer from nVidia. i could upload them someday if you are interested. i don't know if they will work with dbpro. but i hope so. that "flameball explosion" effect looks neat and i want it!!

my forum - now partly finished
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Freddix

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Joined: Thu Sep 19th 2002
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Posted: 23rd May 2006 13:19     Edited: 23rd May 2006 14:08     | link | toggle

@Lukas.W : I have FX composer and Render monkey on my coputer :p so I'll check them for a second release (or Pack 2).
I firstly want to find all DarkBASIC Profesionnal's compatible shaders over the forum, make a 1st pack.
After this, I'll work on a secondary pack that'll contain other shaders founded over the net

Beta 1 added to first message as attachment.

All we have to decide is what to do with the time that is given to us.
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TEH_CODERER

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Joined: Wed Nov 12th 2003
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Posted: 23rd May 2006 14:08           | link | toggle

Nice work. Thanks.

andrewneale2004@yahoo.com
http://www.elbsoftware.dbspot.com
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Freddy 007

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Joined: Tue Nov 30th 2004
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Posted: 23rd May 2006 14:12           | link | toggle

This is really an excellent idea! I'll be sure to look out for this is Program Announcements.

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zzz

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Joined: Sun Nov 13th 2005
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Posted: 23rd May 2006 14:22           | link | toggle

Thank you Freddix!

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Lukas W

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Joined: Fri Sep 5th 2003
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Posted: 23rd May 2006 14:25           | link | toggle

that's really neat.
check out Evolveds website if you haven't: http://www.vector3r.com/Shaders

he's got some more shaders that are dbpro compatible.

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Sergey K

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Posted: 23rd May 2006 15:30           | link | toggle

@Lukas W: i know some FX languange, and i could try to set up it and see if they works in dbp..

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optical r

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Joined: Wed Oct 23rd 2002
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Posted: 24th May 2006 04:22     Edited: 24th May 2006 04:27     | link | toggle

Very nice and purposful. Will follow this

<edit> ignore


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Freddix

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Joined: Thu Sep 19th 2002
Location: France
Posted: 24th May 2006 05:10           | link | toggle

@Lukas.W : I've added the www.vector3r.com shaders for the next release I try the nvidia one but don't have any success at this time ... is there someone that know all commands that DarkBASIC Profesionnal support in .fx files ?

All we have to decide is what to do with the time that is given to us.
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Drew Cameron

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Joined: Fri Jan 30th 2004
Location: Scotland
Posted: 24th May 2006 05:38           | link | toggle

Great great great can't BELIEVE somebody didn't do this sooner.

Excellent. Absolutely excellent.

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Hawkeye

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Joined: Fri Sep 19th 2003
Location: SC, USA
Posted: 24th May 2006 07:06           | link | toggle

Aw man, I can't believe how cool some of this stuff is! The HDR stuff is a lot of fun to play with, and that refraction shader is really quite impressive indeed (gets a good 90 fps as well)


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
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Uncle Sam

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Joined: Sat Jul 23rd 2005
Location: West Coast, USA
Posted: 24th May 2006 13:14           | link | toggle

If you collected this stuff from over the web, it wouldn't be royalty free. It would be stealing. And the guys you took it from might want to be in the credits of the game of whoever uses their shaders.

Uncle Sam
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Chris Franklin

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Joined: Tue Aug 2nd 2005
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Posted: 24th May 2006 13:15           | link | toggle

Quote: "If you collected this stuff from over the web, it wouldn't be royalty free. It would be stealing. And the guys you took it from might want to be in the credits of the game of whoever uses their shaders. "
Not really otherwise why would they submit them in the first place

also if anyone is wondering how i found that post so fast lol *looks at mailback*

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Freddix

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Posted: 24th May 2006 13:41     Edited: 24th May 2006 13:42     | link | toggle

@Uncle Sam :
I collect only where it is mentionned that it can be freely used.
when I found a shader with source code, I modify nothing and leave any info files with the shader so, the user will know who developed the shader and can directly contact the author to know about any usage limitations. I also don't modify shader informations so, if developper put its name in the .fx file, it will be in the pack too.

Actually, all shaders available in the pack came from the forums and, user that did put them in, offered them for free so, I think they can be included in that pack.

All we have to decide is what to do with the time that is given to us.
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Morcilla

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Joined: Sun Dec 1st 2002
Location: Spain
Posted: 24th May 2006 13:57     Edited: 24th May 2006 13:59     | link | toggle

Freddix, good initiative. Take a look below

Chris Franklin:
Quote: "Not really otherwise why would they submit them in the first place"
Not everything found at the www is for free, every time you download something, if you are going to do something with it you better check the owner requirements for doing so. These may vary from be credited, as Uncle Sam said, to pay royalties someway.
So people may submit things to be credited or have profit, as they state at their web "usage policy" page. If there is no clear permission stated by the owner, one must ask him to obtain it.
Since all the shaders seem to be free, it seems ok to use them.

Please lets get all back to topic, starting with me.

Quote: "commands that DarkBASIC Profesionnal support in .fx files "

I collected these from the Ultimate Shader Thread 1 (I think, sorry I do not remember the original poster):

+ Code Snippet

That are some of the differences that system named variables have inside .fx files, at least for DBPro 5.8, hope that helps.
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Freddix

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Joined: Thu Sep 19th 2002
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Posted: 24th May 2006 14:08           | link | toggle

@Morcilla : thanks.

Beta2 is available.
Link is given at the top of this page.

All we have to decide is what to do with the time that is given to us.
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Chris Franklin

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Posted: 24th May 2006 14:09           | link | toggle
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Preston C

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Joined: Fri May 16th 2003
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Posted: 24th May 2006 17:06     Edited: 24th May 2006 17:10     | link | toggle

Quote: "NOTE : If any of the shaders author want its shader to be removed from the pack, simply send me an e-mail and I'll remove the shader from the pack."

...removed? Hell, I'm honored you put some of my old shaders in that next to some of the better ones

Very good job and great idea, it's about time someone went through the forums and made a pack of all of those.

AMD64 X2 3800+ | 1 GB Ram | NVIDIA GeForce 6800 128MB
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Uncle Sam

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Posted: 24th May 2006 17:20           | link | toggle

Thanks for the info Freddix. I'll just have to email them to see if it's "royalty free", because I am planning on selling my game.

Uncle Sam
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Hawkeye

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Posted: 24th May 2006 19:47           | link | toggle

Jeez, some of that code is... messy


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
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Freddix

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Joined: Thu Sep 19th 2002
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Posted: 25th May 2006 01:51           | link | toggle

I managed to make 2 nvidias shaders work on DarkBASIC Professional.
Displacement Mapping
Metal + Refl (sample source code not finished)
They'll be in the next beta

All we have to decide is what to do with the time that is given to us.
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Chris Franklin

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Posted: 25th May 2006 01:55           | link | toggle
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Morcilla

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Posted: 25th May 2006 07:33           | link | toggle

Freddix : Excellent news.
Is it true that 6.1 allows to load .fx files easier?

I tried Beta 2 and I think you are doing a great job. However, I get these errors:

Shader: 06 - Water
Lines 101, 124: + Code Snippet
Error: Could not determine parameter type of "mask"

Shader:
20 - Per Pixel Lighting SM1.4 [Evolved]
21 - Normal Mapping SM1.4 [Evolved]
22 - Normal Mapping SM2.0 [Evolved]
23 - Parallax Mapping SM2.0 [Evolved]
Lines inside Lighting Functions.dba 49,50,51:
+ Code Snippet
Error: Parameter for Object Size X does not match 'object number'

Maybe it is because I'm using here DBPro 5.9 ?

Uncle Sam: Wise. Keep us informed, please.
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Sergey K

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Posted: 25th May 2006 07:42           | link | toggle

the sync mask will terminate the camera from updateing until the command "sync mask FxFFF" or something like that..
you also can use "sync on" and "sync off" for that.. i think it does the same.

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zzz

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Posted: 25th May 2006 08:18     Edited: 25th May 2006 08:19     | link | toggle

Just one q:
Have you found a fur shader yet?
It doesn´t matter really, just curious...

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Hawkeye

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Posted: 25th May 2006 08:49           | link | toggle

There's a /Fur directory, but it's empty.

Morcilla, upgrade to u6.1, that should solve all those issues.


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dark coder

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Joined: Sun Oct 6th 2002
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Posted: 25th May 2006 09:32           | link | toggle

im interested in the bloom shader, however it seems to use 4 passes which imo is totally stupid, and for future versions of the pack i think it would be great if you had various detail levels of each shader,

also listing them in groups of the ps version they use would be usefull, and thanks for packing them all in one and adding code for them all , im definentley going to use some in my project, and are all of these shaders free to use? and it would be better if you put who created the originals in the source code so we know who to credit aswell.

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x1bwork

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Posted: 25th May 2006 09:59           | link | toggle

Excellent thread,Freddix.

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QuothTheRaven

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Posted: 25th May 2006 11:07           | link | toggle

These are just so much fun to toy with. I was up too late messing with them.

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Freddix

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Joined: Thu Sep 19th 2002
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Posted: 25th May 2006 12:17           | link | toggle

@Morcilla : sync mask VALUE & Object Size X/Y/Z( OBJECT, UPDATE) are U6.0 command

@ZZZ : yes but I didn't found a way to make it work. it is in progress for that shader ... maybe in the next beta ?

@dark Coder : the bloom shader need 4 passes because it's not really the true hardware bloom effect. The only way to get it compatible with all 3D video card is to do it this way. I'll try to find a "VS/PS2.0 only" version of Bloom effect but ... I will not be able to be sure it'll work cos I work on a Radeon 9600 video card ... and it does not handle the true hardware bloom effect. Only global illumination. Theorically, they're all free ... if I'm wrong and someone found that, please keep me informed.

Thanks @ all for your supports

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Uncle Sam

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Posted: 25th May 2006 13:12           | link | toggle

I too am interested in the bloom effect, and the water effect.

Freddix, there is no information but the name of the creator in some of the shader files...no email addresses.

Quote: "Uncle Sam: Wise. Keep us informed, please."

Will try.

Uncle Sam
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EVOLVED

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Posted: 25th May 2006 13:51     Edited: 25th May 2006 14:55     | link | toggle

@Freddix
Could you change some of the shaders I did around a bit, some of the codeing I did was messey.

"04 - Refraction" with http://www.vector3r.com/Code/shaders/Refraction/Refraction.zip
"05 - Offest" with http://www.vector3r.com/Code/shaders/OffestMapping/OffestMapping.zip
"Cube" with http://www.vector3r.com/Code/shaders/CubeMapping/CubeMapping.zip
"13 - Bump & Specular" with http://www.vector3r.com/Code/shaders/NormalMapping/NormalMapping.zip
"19 - Per Pixel lighting" with http://www.vector3r.com/Code/shaders/PixelLighting/PixelLighting.zip
"21 - Bloom" with http://www.vector3r.com/Code/shaders/Bloom/Bloom.zip(Iv changed this shader and put it in to 2 passes with 3 cameras)

also can you keep the "Per Pixel Lighting SM1.4" to "Parallax Mapping SM2.0" in its original single folder ?.
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Hawkeye

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Posted: 25th May 2006 14:24     Edited: 25th May 2006 14:24     | link | toggle

Ah, nice work on the bloom thingee - chops the render time in half, from 35ms to 15ms Runs at a flat 60 (with sync rate 0) instead of 30 now, it's still horribly processor intensive but at least it's moderately practical now.


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