3rd Party Models/Media Chat / Water shaders for GameGuru Loader & GameGuru :)

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Belidos
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Posted: 18th May 2017 18:02 Edited at: 18th May 2017 18:04
"How do we download this for STEAM GG?"

You don't, these are shaders that are being developed independently by a community member, at the moment you can only get them from Prebens site daily3d.com , you will need an account, to get an account you need to make a donation, or buy one of his products.

I say at the moment because most of Prebens shaders eventually end up in the official release of gameguru as part of the base build, but at the moment you can only get them via an account on his website, call it a closed beta if you like.

If i remember right you have GG Loader for AGK, if you got it directly from Preben before TGC added it to steam then you should already have a daily3d.com account, in which case you can download it from your accounts download page.

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Posted: 19th May 2017 10:48
Earthling45 & m2design: flowdirection added to next update
World Class Multimedia: Like Belidos say.

Not sure when Lee are able to make a new release, when making the DX11 upgrade i assume it will leave the code in a state, that no new releases can be made before the DX11 upgrade is 100% complete.

Quote: "Storm waves?"
no ,
Quote: "Underwater refraction, reflection, etc?"
you cant move below water in GameGuru, BUT (wait for next update) ...

Preparing the last water upgrade , i really have so mush other stuff that i need to make , used so much time on this i can understand why people spent years making good water shaders.

Anyway got a little surprise in the next / last water update ...

Spoilers:


Water entity shader, refraction and perfect reflection, make Underwater scenes above water, render Ice cubes,Ice mountains , puddles , swimming pools, high mountain lakes , ANY object you use with this shader will get a water overlay.


best regards Preben Eriksen,
OldFlak
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Posted: 19th May 2017 11:03
@Preben - You are the man - awesome!

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Posted: 19th May 2017 13:07
Final water upgrade, now also include a water entity shader.





Water entity shader, refraction and perfect reflection, make Underwater scenes above water, render Ice cubes,Ice mountains , puddles , swimming pools, high mountain lakes, ANY object you use with this shader will get a water overlay.

Got limited time, so i will leave the detailed “how to” description to some of you nice people here

water_basic.fx:

Added: float2 flowdirection = {1,1};
Sample:
1,1 = water flow from sun position to you (if you look at the sun).
-1,-1 = water flow in the opposite direction.
0,-1 = water flow in one (Z) direction only.
-0.5,1 = water flow fast in Z direction and slower in X direction.

entity_basic.fx:

No i did NOT add cube map reflection to this i wanted to keep it as simple to use as possible, so it has a great generic water reflection instead.

To use the new entity_water.fx shader.
Change your fpe to:
effect = effectbank\reloaded\entity_water.fx
The included water_D.dds should be used for ALL your water entities as your diffuse texture.
If you want texture refraction, you should place your diffuse texture as your normal texture _N, its done this way so the water will work in Low/Medium/High, in low/medium you will not get texture refraction only the water effect.

The included entity_water.fx has all the settings, so if you want to make a ice cube shader change the WaterSpeed1 and WaterSpeed2 to 0.0f and save it under a new name and use that in your fpe.

Make underwater scenes above water. Make some huge walls , make the same walls inside and set them to use the water shader. all object you place inside the tank, add the water shader. Object inside the tank will then have refraction and it looks like your underwater, perhaps add some heavy blue fog to make it look more underwater.

Remember the UV of your objects decides the size and direction the water is moving and how it looks.

Download: gameguru-water_basic1905.zip


best regards Preben Eriksen,
Bored of the Rings
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Posted: 19th May 2017 13:20
absolutely awesome my jaw just dropped, many thanks Preben, oh dear I've started to drool. Will try and get some time to play around with this. Downloaded now, just wish today was a none working day for me.
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Posted: 19th May 2017 13:23
Very nice. Thank you.
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Posted: 19th May 2017 13:48
Very cool,kept waiting for the water building to collapse into a puddle .

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Posted: 19th May 2017 15:23
Preben,

I bought the shader - how do I use it?

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Posted: 19th May 2017 17:08
Quote: "absolutely awesome my jaw just dropped"


This
cybernescence
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Posted: 19th May 2017 17:12
Hi Preben

Quote: "The included water_D.dds should be used for ALL your water entities as your diffuse texture."


Couldn't see this in the zip file ... would the waves dds from the media folder work or is this specially created for this shader?

Cheers.
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Posted: 19th May 2017 17:22
Now we can have different level water planes! Awesome work Preben.
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Posted: 19th May 2017 18:30
Preben that is amazing, you are a genius.
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Belidos
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Posted: 19th May 2017 19:12
Yup same here, the textures missing.

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Posted: 19th May 2017 20:08 Edited at: 19th May 2017 20:11
Ups sorry texture is missing. uploaded a new version: gameguru-water_basic1905-2.zip


World Class Multimedia:
Thanks for supporting the work ,

Unzip the archive and copy all the files to gameguru folder: \effectbank\reloaded\
Overwrite existing files.
Thats it you now have the new water shader

To use the water entity shader please see post above:

Quote: "To use the new entity_water.fx shader.
Change your fpe to:
effect = effectbank\reloaded\entity_water.fx
The included water_D.dds should be used for ALL your water entities as your diffuse texture.
If you want texture refraction, you should place your diffuse texture as your normal texture _N, its done this way so the water will work in Low/Medium/High, in low/medium you will not get texture refraction only the water effect.
"



Quote: "kept waiting for the water building to collapse into a puddle "

Ha that would have been a neat trick
best regards Preben Eriksen,
m2design
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Posted: 19th May 2017 21:53
@Preben
Great water shader. This is how the river water looks now that I can control the flow direction.



I can't get the entity_water.fx shader to work yet, all I get is 3d entity with normal colors and no movement. any one got a clue?

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cybernescence
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Posted: 19th May 2017 22:42
Preben: Thank you again - amazing, opens up a lot of possibilities, swimming and diving very close now that Lee has opened up player control to lua and your water looks brilliant whilst swimming and diving looking up to water above player as well as on surface.

m2design: lovely looking level.

Cheers.
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Posted: 20th May 2017 00:53
@cybernescence
Thanks.
@everyone
Quote: "effect = effectbank\reloaded\entity_water.fx"

Got the enity_water shader to work. I had used a period rather than an underscore in my fpe file... Dumb, dumb, dumb!

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Posted: 20th May 2017 02:07 Edited at: 20th May 2017 02:11
Quote: "Got the enity_water shader to work. I had used a period rather than an underscore in my fpe file... Dumb, dumb, dumb!"


I wish it was that easy for me! I made a simple plane, assigned the texture and the effect in the fpe, and ended up with a flat blue rock. Any ideas?



EDIT: Nevermind, figured my own issue out. I didn't copy entity_basic.fx over to the reloaded folder. Didn't realize that would affect the entity_water.fx. I admit, I know nothing of these dark arts!
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Posted: 20th May 2017 10:16
m2design: yes that look way better

Jerry Tremble:
Yes you must copy all files, this is the new shader style designed by Lee , where we reuse as much as possible of the existent code to make it easy to maintain in the future, thats why you also need the new entity_basic.fx, actually entity_water.fx only have the settings

Im moving today and not sure when i will have internet again , so if anyone is having problems please give them a hand

best regards Preben Eriksen,
OldFlak
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Posted: 20th May 2017 10:19
@Preben, thanks was just about to post to ask where water_D.dds was located

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Posted: 20th May 2017 15:40
Preben awasome work, fantastic.

Just for the fun of it, show us a nice sky dome with your water shader, if possible. lol
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World Class Multimedia
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Posted: 20th May 2017 20:57
Preben,

Thank you - you are a master! This is going to be awesome for a ice level!!!

M2designs - WOW! That video looks AMAZING - so real and natural. GREAT level design. Water looks amazing, too. The ambience and dark look really sell it!

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Posted: 21st May 2017 00:32
@mike

Thanks for the comment on the map. I have been fussing with this current map plus a couple of others off and on for over a year now.

My goal is to load this one up with everything I can create, until it no longer runs greater than 16FPS on highest settings for building entities.
Every time I get close, lee sends out another beta with just enough increase in FPS to keep me adding more detail and Preben keeps my interest up with constant FX upgrades like the water and terrain. I have found that when I get to the 16 fps it will can run at around 30 to 70 frames at medium and high
levels.

@Preben
Great effort on the water-basic fx routine but I have problems with the entity_basic/entity_water . Can't get puddle water to look like my river water color wise ... not sure if I understand how to create the water entities, I'm sure I am doing something wrong.
I'm patient, no rush, hope the move goes well.


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Preben
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Posted: 22nd May 2017 10:45
m2design: did you get the entity_water.fx working ?

Quote: "look like my river water color wise"


water-basic.fx water will make the color of the water using the setting WaterCol and mix in 50% reflection (skybox), so to get the same color using entity_water.fx you could try to mix in the skybox "top" texture into your refraction texture ( _N ) this should give you nearly the same color, or just try to use the skybox texture with no changes and see if it looks the same

PCSKILLER:
Quote: "show us a nice sky dome with your water shader"

That would look so great
best regards Preben Eriksen,
Belidos
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Posted: 23rd May 2017 19:59
OK, I've been playing with the water shader, here's my first try at making puddles:



The colour is a little blue and bright for me, also it moves a little fast. How would I slow it down and change the colour?

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granada
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Posted: 23rd May 2017 20:15
I can't answer you questions but I no that looks cool,nice work.

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Posted: 23rd May 2017 21:43 Edited at: 23rd May 2017 22:02
@Preben
Mixing the skybox roof texture plus a little tinkering with settings in the entity_water.fx routine I am getting a little closer but now I need to fuss with the speed setting.
Getting there but not quite yet. The video shows two small elevated ponds. that almost work.
@Belidos
I had the same color and speed problems. I had the same problem with the color being to bright so I created a "_N.dds" using the top image of the skybox I am using for my map. I don't think the entity_water.fx file uses the refection of the sky...



Close-up of trial ponds

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Belidos
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Posted: 23rd May 2017 22:45
I've just tried that, but it's just made it worse, now it's almost white, thanks for trying though.

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Posted: 23rd May 2017 23:51
Hi all,
@Belidos, not sure about speed but you can change the colour in the shader it self, there are three different ones in there, you can just tinker with rgb values....

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m2design
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Posted: 23rd May 2017 23:56
@Belidos
Just as an experiment...
Don't do the skybox "_N" thing, I was just trying to match my pond water to my river water

If you can get back to where you were in your video.
Try changing the water color in the entity_water.fx file to the following... new line

Quote: "float3 WaterCol = { 2.0/256.0 ,36.0/256.0 , 21.0/256.0 }; // PE: my darker water"
(forget the quotes)

Be sure all of the three original float3Col are remarked out there should be only one float3 waterCol active
This is the same as rgb 2,36,21 which is almoset no red, and a small mixture of green and a smaller mixture of blue.

messing with just this one line should make a difference in the color and the intensity ..

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Preben
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Posted: 24th May 2017 10:13
Belidos: Yes keep the road texture for the refraction _N that look so great , And yes use "WaterCol" to set the color of the water.

You can use these two to control the speed:

float WaterSpeed1 = 30.0f; // PE: Speed 1 lower = faster default 30.0f
float WaterSpeed2 = 70.0f; // PE: Speed 2 lower = faster default 30.0f

WaterSpeed1 = the refraction speed , try setting this to 60.0f to make it slower.
WaterSpeed2 = speed of water flow try setting it to 100.0f to make it slower.

It works like this "WaterReflection = 0.50f;" set how many percent of the refraction _N is used , so if you want more colors from the refraction texture try setting this to 0.75f; ( thats 75 percent refraction texture, and 25 percent WaterCol ).

You can also control the transparency using "WaterTransparancy = 0.75f;" , this will also give you more color from whats below. "WaterTransparancy = 0.50f;" gives you 50 percent transparency.

And remember when you got the perfect setting for puddles save the shader "entity_water.fx" as "belidos_puddle.fx" and always use that for your puddles , this way you can have different settings for different types of water objects

best regards Preben Eriksen,
Belidos
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Posted: 24th May 2017 10:32 Edited at: 24th May 2017 10:32
Sounds great, can't wait to get home and try it, been waiting for a decent way to make puddles etc for ages, i suppose theoretically we could use this to make "fake" rivers, and water falls and, lava etc too

Ooh that's a thought, slowing the movement down really slow, changing the colour to orange and adding a lava texture to the refraction would look awesome, could make all sorts of weird and wonderful effects with this

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Posted: 24th May 2017 13:07 Edited at: 24th May 2017 13:07
Belidos:
Quote: "Ooh that's a thought,"


Tried a few, these setting are changes from the default settings:

// like hot lava no moving sparkle, looks like its bubbling, use lave texture for _N.
float distortion = 0.0075f; // PE: water distortion reflection default 0.0055f
float distortion2 = 0.010f; // PE: water distortion waves default 0.030f
float WaterSpeed1 = 60.0f; // PE: Speed 1 lower = faster default 30.0f
float WaterSpeed2 = 9999999.0f; // PE: Speed 2 lower = faster default 30.0f

//melted metal , use a metal texture for _N
float distortion = 0.0075f; // PE: water distortion reflection default 0.0055f
float distortion2 = 0.50f; // PE: water distortion waves default 0.030f
float WaterTransparancy = 1.0f; // PE: Water transparancy lower more transparant, default 0.75
float WaterReflection = 1.0f; // PE: Reflection higher = more reflection , default 0.5
float WaterSpeed1 = 90.0f; // PE: Speed 1 lower = faster default 30.0f
float WaterSpeed2 = 99999999.0f; // PE: Speed 2 lower = faster default 30.0f
float reflectionSparkleIntensity = 0.01; // PE: Sparkle Intensity , higher = more bright

//frozen wizard
float distortion = 0.0125f; // PE: water distortion reflection default 0.0055f
float WaterTransparancy = 0.85f; // PE: Water transparancy lower more transparant, default 0.75
float WaterReflection = 0.60f; // PE: Reflection higher = more reflection , default 0.5
float WaterSpeed1 = 99999999.0f; // PE: Speed 1 lower = faster default 30.0f
float WaterSpeed2 = 99999999.0f; // PE: Speed 2 lower = faster default 30.0f



There is no movement in refraction and water flow, but you still get that special Ice/Water reflection and you can see his texture has refraction so it looks like his inside ice, he dont look happy .

But there are tons of possibilities anything with liquid, just try different settings for weird or perhaps great looking effects
best regards Preben Eriksen,

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Belidos
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Posted: 24th May 2017 21:09 Edited at: 24th May 2017 21:09
OK, how's this looking?


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synchromesh
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Posted: 24th May 2017 21:39
Dark .... Cant see a lot if I'm honest ?
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Belidos
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Posted: 24th May 2017 22:48
Turn your brightness up then, it's perfectly clear on my screen :p

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Posted: 24th May 2017 23:17 Edited at: 24th May 2017 23:19
Brightness is fine on my monitor ... Are you using HDMI by any chance ?
That always looks brighter ... All the other pics including your vid looks fine
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Belidos
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Posted: 24th May 2017 23:22
Yes I use HDMI. But it also looks fine on my phone, my tablet an my laptop, which aren't HDMI.

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synchromesh
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Posted: 24th May 2017 23:35
Ok No worries
Just saying as I see it .. I'm sure it looks great then ..
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Posted: 24th May 2017 23:48
I cannot see anything either
Welcome to the real world!
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Posted: 24th May 2017 23:48
Weird,it's black on my iPhone but fine on all 3 screens my comp.

Dave
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Belidos
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Posted: 24th May 2017 23:50 Edited at: 24th May 2017 23:51
OK, is this any clearer? The problem is if I try to brighten it up it loses the detail.


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i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

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GraPhiX
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Posted: 24th May 2017 23:51
I can only just make it out
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GraPhiX
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Posted: 24th May 2017 23:53
can you do a vid ? the video you did before was fine
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synchromesh
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Posted: 24th May 2017 23:57
Glad it isnt just me ...
It wasn't my intention to upset anyone ...
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Jerry Tremble
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Posted: 25th May 2017 00:01
Dark here too, on my laptop. 2nd one is brighter, but not by much.
Desktop: i7 4770@3.4Ghz (passmark 9809), 12GB RAM, Win 10/64, GeForce GTX 1080 (passmark 12006), 1TB SSD, 1TB HDD; Laptop: i7 4800MQ@2.7Ghz, 16GB RAM, Win 10/64, GeForce GTX870M , 1TB SSD.
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Belidos
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Posted: 25th May 2017 05:12
Lol, not sure why you think I'm upset synchromesh, I'm not

The scene is darker than the others, its from my actual level which is a high time scene, the others were from an empty scene, I wanted to show it in the atmosphere its going to be used in, but shouldn't be so dark you can't see it, I'm a little baffled why its black for some and not others.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
synchromesh
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Posted: 25th May 2017 10:06 Edited at: 25th May 2017 11:05
Here is an experiment .... I took a screenshot of my screen... what I see
How does this look to everyone ? In theory it should be as dark as I see it . I can always delete this later



And a screenshot of another in this thread to show others look perfectly normal..

The only person ever to get all his work done by "Friday" was Robinson Crusoe..

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Gtox
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Posted: 25th May 2017 11:32
Looks dark to me, too. The original is also dark.
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GraPhiX
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Posted: 25th May 2017 12:00
strange it does not look so dark on my desktop, I was using my Mac last night, mmmmmm my mac as an amd graphics card my desktop as NVidia.

its very weird
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