Add existing to tracked
This commit is contained in:
+9
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/**
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* @name czm_depthRangeStruct
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* @glslStruct
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*/
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struct czm_depthRangeStruct
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{
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float near;
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float far;
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};
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+11
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//This file is automatically rebuilt by the Cesium build process.
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export default "/**\n\
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* @name czm_depthRangeStruct\n\
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* @glslStruct\n\
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*/\n\
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struct czm_depthRangeStruct\n\
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{\n\
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float near;\n\
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float far;\n\
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};\n\
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";
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+22
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/**
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* Holds material information that can be used for lighting. Returned by all czm_getMaterial functions.
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*
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* @name czm_material
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* @glslStruct
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*
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* @property {vec3} diffuse Incoming light that scatters evenly in all directions.
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* @property {float} specular Intensity of incoming light reflecting in a single direction.
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* @property {float} shininess The sharpness of the specular reflection. Higher values create a smaller, more focused specular highlight.
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* @property {vec3} normal Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.
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* @property {vec3} emission Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.
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* @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque.
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*/
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struct czm_material
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{
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vec3 diffuse;
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float specular;
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float shininess;
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vec3 normal;
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vec3 emission;
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float alpha;
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};
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+24
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//This file is automatically rebuilt by the Cesium build process.
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export default "/**\n\
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* Holds material information that can be used for lighting. Returned by all czm_getMaterial functions.\n\
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*\n\
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* @name czm_material\n\
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* @glslStruct\n\
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*\n\
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* @property {vec3} diffuse Incoming light that scatters evenly in all directions.\n\
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* @property {float} specular Intensity of incoming light reflecting in a single direction.\n\
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* @property {float} shininess The sharpness of the specular reflection. Higher values create a smaller, more focused specular highlight.\n\
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* @property {vec3} normal Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.\n\
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* @property {vec3} emission Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.\n\
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* @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque.\n\
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*/\n\
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struct czm_material\n\
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{\n\
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vec3 diffuse;\n\
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float specular;\n\
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float shininess;\n\
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vec3 normal;\n\
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vec3 emission;\n\
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float alpha;\n\
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};\n\
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";
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+30
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/**
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* Used as input to every material's czm_getMaterial function.
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*
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* @name czm_materialInput
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* @glslStruct
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*
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* @property {float} s 1D texture coordinates.
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* @property {vec2} st 2D texture coordinates.
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* @property {vec3} str 3D texture coordinates.
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* @property {vec3} normalEC Unperturbed surface normal in eye coordinates.
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* @property {mat3} tangentToEyeMatrix Matrix for converting a tangent space normal to eye space.
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* @property {vec3} positionToEyeEC Vector from the fragment to the eye in eye coordinates. The magnitude is the distance in meters from the fragment to the eye.
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* @property {float} height The height of the terrain in meters above or below the ellipsoid. Only available for globe materials.
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* @property {float} slope The slope of the terrain in radians. 0 is flat; pi/2 is vertical. Only available for globe materials.
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* @property {float} aspect The aspect of the terrain in radians. 0 is East, pi/2 is North, pi is West, 3pi/2 is South. Only available for globe materials.
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* @property {float} waterMask The value of the water mask. 0 is land, 1 is water. Only available for globe materials.
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*/
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struct czm_materialInput
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{
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float s;
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vec2 st;
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vec3 str;
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vec3 normalEC;
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mat3 tangentToEyeMatrix;
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vec3 positionToEyeEC;
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float height;
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float slope;
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float aspect;
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float waterMask;
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};
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+32
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//This file is automatically rebuilt by the Cesium build process.
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export default "/**\n\
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* Used as input to every material's czm_getMaterial function.\n\
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*\n\
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* @name czm_materialInput\n\
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* @glslStruct\n\
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*\n\
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* @property {float} s 1D texture coordinates.\n\
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* @property {vec2} st 2D texture coordinates.\n\
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* @property {vec3} str 3D texture coordinates.\n\
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* @property {vec3} normalEC Unperturbed surface normal in eye coordinates.\n\
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* @property {mat3} tangentToEyeMatrix Matrix for converting a tangent space normal to eye space.\n\
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* @property {vec3} positionToEyeEC Vector from the fragment to the eye in eye coordinates. The magnitude is the distance in meters from the fragment to the eye.\n\
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* @property {float} height The height of the terrain in meters above or below the ellipsoid. Only available for globe materials.\n\
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* @property {float} slope The slope of the terrain in radians. 0 is flat; pi/2 is vertical. Only available for globe materials.\n\
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* @property {float} aspect The aspect of the terrain in radians. 0 is East, pi/2 is North, pi is West, 3pi/2 is South. Only available for globe materials.\n\
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* @property {float} waterMask The value of the water mask. 0 is land, 1 is water. Only available for globe materials.\n\
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*/\n\
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struct czm_materialInput\n\
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{\n\
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float s;\n\
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vec2 st;\n\
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vec3 str;\n\
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vec3 normalEC;\n\
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mat3 tangentToEyeMatrix;\n\
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vec3 positionToEyeEC;\n\
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float height;\n\
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float slope;\n\
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float aspect;\n\
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float waterMask;\n\
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};\n\
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";
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+45
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/**
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* Struct for representing a material for a {@link Model}. The model
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* rendering pipeline will pass this struct between material, custom shaders,
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* and lighting stages. This is not to be confused with {@link czm_material}
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* which is used by the older Fabric materials system, although they are similar.
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* <p>
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* All color values (diffuse, specular, emissive) are in linear color space.
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* </p>
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*
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* @name czm_modelMaterial
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* @glslStruct
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*
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* @property {vec4} baseColor The base color of the material.
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* @property {vec3} diffuse Incoming light that scatters evenly in all directions.
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* @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque.
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* @property {vec3} specular Color of reflected light at normal incidence in PBR materials. This is sometimes referred to as f0 in the literature.
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* @property {float} roughness A number from 0.0 to 1.0 representing how rough the surface is. Values near 0.0 produce glossy surfaces, while values near 1.0 produce rough surfaces.
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* @property {vec3} normalEC Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.
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* @property {float} occlusion Ambient occlusion recieved at this point on the material. 1.0 means fully lit, 0.0 means fully occluded.
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* @property {vec3} emissive Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.
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*/
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struct czm_modelMaterial {
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vec4 baseColor;
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vec3 diffuse;
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float alpha;
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vec3 specular;
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float roughness;
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vec3 normalEC;
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float occlusion;
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vec3 emissive;
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#ifdef USE_SPECULAR
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float specularWeight;
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#endif
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#ifdef USE_ANISOTROPY
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vec3 anisotropicT;
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vec3 anisotropicB;
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float anisotropyStrength;
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#endif
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#ifdef USE_CLEARCOAT
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float clearcoatFactor;
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float clearcoatRoughness;
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vec3 clearcoatNormal;
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// Add clearcoatF0 when KHR_materials_ior is implemented
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#endif
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};
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+47
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//This file is automatically rebuilt by the Cesium build process.
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export default "/**\n\
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* Struct for representing a material for a {@link Model}. The model\n\
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* rendering pipeline will pass this struct between material, custom shaders,\n\
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* and lighting stages. This is not to be confused with {@link czm_material}\n\
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* which is used by the older Fabric materials system, although they are similar.\n\
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* <p>\n\
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* All color values (diffuse, specular, emissive) are in linear color space.\n\
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* </p>\n\
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*\n\
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* @name czm_modelMaterial\n\
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* @glslStruct\n\
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*\n\
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* @property {vec4} baseColor The base color of the material.\n\
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* @property {vec3} diffuse Incoming light that scatters evenly in all directions.\n\
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* @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque.\n\
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* @property {vec3} specular Color of reflected light at normal incidence in PBR materials. This is sometimes referred to as f0 in the literature.\n\
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* @property {float} roughness A number from 0.0 to 1.0 representing how rough the surface is. Values near 0.0 produce glossy surfaces, while values near 1.0 produce rough surfaces.\n\
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* @property {vec3} normalEC Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.\n\
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* @property {float} occlusion Ambient occlusion recieved at this point on the material. 1.0 means fully lit, 0.0 means fully occluded.\n\
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* @property {vec3} emissive Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.\n\
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*/\n\
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struct czm_modelMaterial {\n\
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vec4 baseColor;\n\
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vec3 diffuse;\n\
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float alpha;\n\
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vec3 specular;\n\
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float roughness;\n\
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vec3 normalEC;\n\
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float occlusion;\n\
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vec3 emissive;\n\
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#ifdef USE_SPECULAR\n\
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float specularWeight;\n\
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#endif\n\
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#ifdef USE_ANISOTROPY\n\
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vec3 anisotropicT;\n\
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vec3 anisotropicB;\n\
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float anisotropyStrength;\n\
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#endif\n\
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#ifdef USE_CLEARCOAT\n\
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float clearcoatFactor;\n\
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float clearcoatRoughness;\n\
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vec3 clearcoatNormal;\n\
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// Add clearcoatF0 when KHR_materials_ior is implemented\n\
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#endif\n\
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};\n\
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";
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Generated
Vendored
+16
@@ -0,0 +1,16 @@
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/**
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* Struct for representing the output of a custom vertex shader.
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*
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* @name czm_modelVertexOutput
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* @glslStruct
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*
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* @see {@link CustomShader}
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* @see {@link Model}
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*
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* @property {vec3} positionMC The position of the vertex in model coordinates
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* @property {float} pointSize A custom value for gl_PointSize. This is only used for point primitives.
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*/
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struct czm_modelVertexOutput {
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vec3 positionMC;
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float pointSize;
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};
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+18
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//This file is automatically rebuilt by the Cesium build process.
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export default "/**\n\
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* Struct for representing the output of a custom vertex shader.\n\
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* \n\
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* @name czm_modelVertexOutput\n\
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* @glslStruct\n\
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*\n\
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* @see {@link CustomShader}\n\
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* @see {@link Model}\n\
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*\n\
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* @property {vec3} positionMC The position of the vertex in model coordinates\n\
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* @property {float} pointSize A custom value for gl_PointSize. This is only used for point primitives. \n\
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*/\n\
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struct czm_modelVertexOutput {\n\
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vec3 positionMC;\n\
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float pointSize;\n\
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};\n\
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";
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+11
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/**
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* DOC_TBA
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*
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* @name czm_ray
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* @glslStruct
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*/
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struct czm_ray
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{
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vec3 origin;
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vec3 direction;
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};
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+13
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//This file is automatically rebuilt by the Cesium build process.
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export default "/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_ray\n\
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* @glslStruct\n\
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*/\n\
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struct czm_ray\n\
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{\n\
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vec3 origin;\n\
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vec3 direction;\n\
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};\n\
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";
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+27
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/**
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* DOC_TBA
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*
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* @name czm_raySegment
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* @glslStruct
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*/
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struct czm_raySegment
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{
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float start;
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float stop;
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};
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/**
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* DOC_TBA
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*
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* @name czm_emptyRaySegment
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* @glslConstant
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*/
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const czm_raySegment czm_emptyRaySegment = czm_raySegment(-czm_infinity, -czm_infinity);
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/**
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* DOC_TBA
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*
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* @name czm_fullRaySegment
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* @glslConstant
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*/
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const czm_raySegment czm_fullRaySegment = czm_raySegment(0.0, czm_infinity);
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+29
@@ -0,0 +1,29 @@
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//This file is automatically rebuilt by the Cesium build process.
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export default "/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_raySegment\n\
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* @glslStruct\n\
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*/\n\
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struct czm_raySegment\n\
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{\n\
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float start;\n\
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float stop;\n\
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};\n\
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\n\
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/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_emptyRaySegment\n\
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* @glslConstant \n\
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*/\n\
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const czm_raySegment czm_emptyRaySegment = czm_raySegment(-czm_infinity, -czm_infinity);\n\
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\n\
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/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_fullRaySegment\n\
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* @glslConstant \n\
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*/\n\
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const czm_raySegment czm_fullRaySegment = czm_raySegment(0.0, czm_infinity);\n\
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";
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+15
@@ -0,0 +1,15 @@
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struct czm_shadowParameters
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{
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#ifdef USE_CUBE_MAP_SHADOW
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vec3 texCoords;
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#else
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vec2 texCoords;
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#endif
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float depthBias;
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float depth;
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float nDotL;
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vec2 texelStepSize;
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float normalShadingSmooth;
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float darkness;
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};
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+17
@@ -0,0 +1,17 @@
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//This file is automatically rebuilt by the Cesium build process.
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export default "struct czm_shadowParameters\n\
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{\n\
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#ifdef USE_CUBE_MAP_SHADOW\n\
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vec3 texCoords;\n\
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#else\n\
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vec2 texCoords;\n\
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#endif\n\
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\n\
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float depthBias;\n\
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float depth;\n\
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float nDotL;\n\
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vec2 texelStepSize;\n\
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float normalShadingSmooth;\n\
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float darkness;\n\
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};\n\
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";
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Reference in New Issue
Block a user