212 lines
6 KiB
Text
212 lines
6 KiB
Text
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shader_type canvas_item;
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// Required only because we use all 4 channels to encode floats into RGBA8
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render_mode blend_disabled;
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#include "res://addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc"
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uniform vec2 u_offset;
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uniform float u_scale = 0.02;
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uniform float u_base_height = 0.0;
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uniform float u_height_range = 100.0;
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uniform int u_seed;
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uniform int u_octaves = 5;
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uniform float u_roughness = 0.5;
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uniform float u_curve = 1.0;
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uniform float u_terrain_size = 513.0;
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uniform float u_tile_size = 513.0;
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uniform sampler2D u_additive_heightmap;
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uniform float u_additive_heightmap_factor = 0.0;
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uniform vec2 u_uv_offset;
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uniform vec2 u_uv_scale = vec2(1.0, 1.0);
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uniform float u_island_weight = 0.0;
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// 0: smooth transition, 1: sharp transition
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uniform float u_island_sharpness = 0.0;
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// 0: edge is min height (island), 1: edge is max height (canyon)
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uniform float u_island_height_ratio = 0.0;
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// 0: round, 1: square
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uniform float u_island_shape = 0.0;
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////////////////////////////////////////////////////////////////////////////////
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// Perlin noise source:
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// https://github.com/curly-brace/Godot-3.0-Noise-Shaders
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//
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// GLSL textureless classic 2D noise \"cnoise\",
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// with an RSL-style periodic variant \"pnoise\".
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// Author: Stefan Gustavson (stefan.gustavson@liu.se)
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// Version: 2011-08-22
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//
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// Many thanks to Ian McEwan of Ashima Arts for the
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// ideas for permutation and gradient selection.
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//
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// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
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// Distributed under the MIT license. See LICENSE file.
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// https://github.com/stegu/webgl-noise
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//
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x) {
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return mod289(((x * 34.0) + 1.0) * x);
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}
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vec4 taylorInvSqrt(vec4 r) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec2 fade(vec2 t) {
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return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
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}
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// Classic Perlin noise
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float cnoise(vec2 P) {
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vec4 Pi = floor(vec4(P, P)) + vec4(0.0, 0.0, 1.0, 1.0);
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vec4 Pf = fract(vec4(P, P)) - vec4(0.0, 0.0, 1.0, 1.0);
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Pi = mod289(Pi); // To avoid truncation effects in permutation
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vec4 ix = Pi.xzxz;
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vec4 iy = Pi.yyww;
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vec4 fx = Pf.xzxz;
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vec4 fy = Pf.yyww;
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vec4 i = permute(permute(ix) + iy);
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vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
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vec4 gy = abs(gx) - 0.5 ;
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vec4 tx = floor(gx + 0.5);
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gx = gx - tx;
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vec2 g00 = vec2(gx.x,gy.x);
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vec2 g10 = vec2(gx.y,gy.y);
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vec2 g01 = vec2(gx.z,gy.z);
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vec2 g11 = vec2(gx.w,gy.w);
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vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
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g00 *= norm.x;
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g01 *= norm.y;
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g10 *= norm.z;
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g11 *= norm.w;
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float n00 = dot(g00, vec2(fx.x, fy.x));
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float n10 = dot(g10, vec2(fx.y, fy.y));
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float n01 = dot(g01, vec2(fx.z, fy.z));
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float n11 = dot(g11, vec2(fx.w, fy.w));
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vec2 fade_xy = fade(Pf.xy);
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vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
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float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
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return 2.3 * n_xy;
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}
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////////////////////////////////////////////////////////////////////////////////
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float get_fractal_noise(vec2 uv) {
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float scale = 1.0;
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float sum = 0.0;
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float amp = 0.0;
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int octaves = u_octaves;
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float p = 1.0;
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uv.x += float(u_seed) * 61.0;
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for (int i = 0; i < octaves; ++i) {
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sum += p * cnoise(uv * scale);
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amp += p;
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scale *= 2.0;
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p *= u_roughness;
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}
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float gs = sum / amp;
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return gs;
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}
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// x is a ratio in 0..1
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float get_island_curve(float x) {
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return smoothstep(min(0.999, u_island_sharpness), 1.0, x);
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// float exponent = 1.0 + 10.0 * u_island_sharpness;
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// return pow(abs(x), exponent);
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}
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float smooth_union(float a, float b, float k) {
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float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
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return mix(b, a, h) - k * h * (1.0 - h);
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}
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float squareish_distance(vec2 a, vec2 b, float r, float s) {
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vec2 v = b - a;
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// TODO This is brute force but this is the first attempt that gave me a "rounded square" distance,
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// where the "roundings" remained constant over distance (not the case with standard box SDF)
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float da = -smooth_union(v.x+s, v.y+s, r)+s;
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float db = -smooth_union(s-v.x, s-v.y, r)+s;
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float dc = -smooth_union(s-v.x, v.y+s, r)+s;
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float dd = -smooth_union(v.x+s, s-v.y, r)+s;
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return max(max(da, db), max(dc, dd));
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}
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// This is too sharp
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//float squareish_distance(vec2 a, vec2 b) {
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// vec2 v = b - a;
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// // Manhattan distance would produce a "diamond-shaped distance".
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// // This gives "square-shaped" distance.
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// return max(abs(v.x), abs(v.y));
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//}
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float get_island_distance(vec2 pos, vec2 center, float terrain_size) {
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float rd = distance(pos, center);
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float sd = squareish_distance(pos, center, terrain_size * 0.1, terrain_size);
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return mix(rd, sd, u_island_shape);
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}
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// pos is in terrain space
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float get_height(vec2 pos) {
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float h = 0.0;
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{
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// Noise (0..1)
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// Offset and scale for the noise itself
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vec2 uv_noise = (pos / u_terrain_size + u_offset) * u_scale;
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h = 0.5 + 0.5 * get_fractal_noise(uv_noise);
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}
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// Curve
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{
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h = pow(h, u_curve);
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}
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// Island
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{
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float terrain_size = u_terrain_size;
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vec2 island_center = vec2(0.5 * terrain_size);
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float island_height_ratio = 0.5 + 0.5 * u_island_height_ratio;
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float island_distance = get_island_distance(pos, island_center, terrain_size);
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float distance_ratio = clamp(island_distance / (0.5 * terrain_size), 0.0, 1.0);
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float island_ratio = u_island_weight * get_island_curve(distance_ratio);
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h = mix(h, island_height_ratio, island_ratio);
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}
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// Height remapping
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{
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h = u_base_height + h * u_height_range;
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}
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// Additive heightmap
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{
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vec2 uv = pos / u_terrain_size;
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float ah = sample_heightmap(u_additive_heightmap, uv);
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h += u_additive_heightmap_factor * ah;
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}
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return h;
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}
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void fragment() {
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// Handle screen padding: transform UV back into generation space.
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// This is in tile space actually...? it spans 1 unit across the viewport,
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// and starts from 0 when tile (0,0) is generated.
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// Maybe we could change this into world units instead?
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vec2 uv_tile = (SCREEN_UV + u_uv_offset) * u_uv_scale;
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float h = get_height(uv_tile * u_tile_size);
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COLOR = encode_height_to_viewport(h);
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}
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