From 5fd28bf007c920b3b07ea6d7638f201a72a9be52 Mon Sep 17 00:00:00 2001
From: Rye Mutt <rye@alchemyviewer.org>
Date: Sat, 18 Sep 2021 01:40:22 -0400
Subject: [PATCH] Dead uniform cleanup

---
 indra/llrender/llrender.cpp                      |  5 -----
 indra/llrender/llshadermgr.cpp                   | 16 +---------------
 indra/llrender/llshadermgr.h                     | 15 ---------------
 .../shaders/class1/deferred/cloudShadowF.glsl    |  1 -
 .../shaders/class1/deferred/cofF.glsl            |  2 --
 .../shaders/class1/deferred/multiSpotLightF.glsl |  2 --
 .../shaders/class1/deferred/spotLightF.glsl      |  2 --
 .../shaders/class1/deferred/underWaterF.glsl     |  1 -
 .../shaders/class1/deferred/waterF.glsl          |  3 +--
 .../shaders/class1/environment/underWaterF.glsl  |  1 -
 .../shaders/class1/environment/waterF.glsl       |  3 +--
 .../shaders/class1/windlight/cloudShadowF.glsl   |  1 -
 .../shaders/class2/deferred/multiSpotLightF.glsl |  2 --
 .../shaders/class2/deferred/spotLightF.glsl      |  2 --
 indra/newview/lldrawpoolwater.cpp                |  6 +-----
 indra/newview/pipeline.cpp                       |  4 ----
 16 files changed, 4 insertions(+), 62 deletions(-)

diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 703c2e76bd2..3eafd9334cf 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1325,11 +1325,6 @@ void LLRender::syncMatrices()
 				shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat);
 			}
 
-            if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX))
-            {                
-	            shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, cached_inv_mdv.m); 
-            }
-
 			//update MVP matrix
 			mvp_done = true;
 			loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 8b2a74c231b..e620fe31628 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -1169,7 +1169,6 @@ void LLShaderMgr::initAttribsAndUniforms()
 	mReservedUniforms.push_back("projection_matrix");
 	mReservedUniforms.push_back("inv_proj");
 	mReservedUniforms.push_back("modelview_projection_matrix");
-    mReservedUniforms.push_back("inv_modelview");
 	mReservedUniforms.push_back("normal_matrix");
 	mReservedUniforms.push_back("texture_matrix0");
 	mReservedUniforms.push_back("texture_matrix1");
@@ -1195,7 +1194,6 @@ void LLShaderMgr::initAttribsAndUniforms()
 
     //NOTE: MUST match order in eGLSLReservedUniforms
 	mReservedUniforms.push_back("proj_mat");
-	mReservedUniforms.push_back("proj_near");
 	mReservedUniforms.push_back("proj_p");
 	mReservedUniforms.push_back("proj_n");
 	mReservedUniforms.push_back("proj_origin");
@@ -1205,9 +1203,8 @@ void LLShaderMgr::initAttribsAndUniforms()
 	mReservedUniforms.push_back("shadow_fade");
 	mReservedUniforms.push_back("proj_focus");
 	mReservedUniforms.push_back("proj_lod");
-	mReservedUniforms.push_back("proj_ambient_lod");
 
-	llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1);
+	llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_LOD+1);
 
 	mReservedUniforms.push_back("color");
 		
@@ -1284,8 +1281,6 @@ void LLShaderMgr::initAttribsAndUniforms()
     mReservedUniforms.push_back("moon_dir");
 	mReservedUniforms.push_back("shadow_res");
 	mReservedUniforms.push_back("proj_shadow_res");
-	mReservedUniforms.push_back("depth_cutoff");
-	mReservedUniforms.push_back("norm_cutoff");
 	mReservedUniforms.push_back("shadow_target_width");
 	
 	llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH+1);
@@ -1333,7 +1328,6 @@ void LLShaderMgr::initAttribsAndUniforms()
 	mReservedUniforms.push_back("translationPalette");
 	
 	mReservedUniforms.push_back("screenTex");
-	mReservedUniforms.push_back("screenDepth");
 	mReservedUniforms.push_back("refTex");
 	mReservedUniforms.push_back("eyeVec");
 	mReservedUniforms.push_back("time");
@@ -1352,8 +1346,6 @@ void LLShaderMgr::initAttribsAndUniforms()
 	mReservedUniforms.push_back("fresnelOffset");
 	mReservedUniforms.push_back("blurMultiplier");
 	mReservedUniforms.push_back("sunAngle");
-	mReservedUniforms.push_back("scaledAngle");
-	mReservedUniforms.push_back("sunAngle2");
 	
 	mReservedUniforms.push_back("camPosLocal");
 // [RLVa:KB] - @setsphere
@@ -1377,14 +1369,8 @@ void LLShaderMgr::initAttribsAndUniforms()
 
 	mReservedUniforms.push_back("origin");
 
-    mReservedUniforms.push_back("inscatter");
-    mReservedUniforms.push_back("sun_size");
     mReservedUniforms.push_back("fog_color");
 
-    mReservedUniforms.push_back("transmittance_texture");
-    mReservedUniforms.push_back("scattering_texture");
-    mReservedUniforms.push_back("single_mie_scattering_texture");
-    mReservedUniforms.push_back("irradiance_texture");
     mReservedUniforms.push_back("blend_factor");
     mReservedUniforms.push_back("no_atmo");
     mReservedUniforms.push_back("moisture_level");
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index cf92a6b2d28..86fb7f0e65c 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -43,7 +43,6 @@ class LLShaderMgr
         PROJECTION_MATRIX,                  //  "projection_matrix"
         INVERSE_PROJECTION_MATRIX,          //  "inv_proj"
         MODELVIEW_PROJECTION_MATRIX,        //  "modelview_projection_matrix"
-        INVERSE_MODELVIEW_MATRIX,           //  "inv_modelview"
         NORMAL_MATRIX,                      //  "normal_matrix"
         TEXTURE_MATRIX0,                    //  "texture_matrix0"
         TEXTURE_MATRIX1,                    //  "texture_matrix1"
@@ -62,7 +61,6 @@ class LLShaderMgr
         MULTI_LIGHT_COL,                    //  "light_col"
         MULTI_LIGHT_FAR_Z,                  //  "far_z"
         PROJECTOR_MATRIX,                   //  "proj_mat"
-        PROJECTOR_NEAR,                     //  "proj_near"
         PROJECTOR_P,                        //  "proj_p"
         PROJECTOR_N,                        //  "proj_n"
         PROJECTOR_ORIGIN,                   //  "proj_origin"
@@ -72,7 +70,6 @@ class LLShaderMgr
         PROJECTOR_SHADOW_FADE,              //  "shadow_fade"
         PROJECTOR_FOCUS,                    //  "proj_focus"
         PROJECTOR_LOD,                      //  "proj_lod"
-        PROJECTOR_AMBIENT_LOD,              //  "proj_ambient_lod"
         DIFFUSE_COLOR,                      //  "color"
         DIFFUSE_MAP,                        //  "diffuseMap"
         ALTERNATE_DIFFUSE_MAP,              //  "altDiffuseMap"
@@ -139,8 +136,6 @@ class LLShaderMgr
         DEFERRED_MOON_DIR,                  //  "moon_dir"
         DEFERRED_SHADOW_RES,                //  "shadow_res"
         DEFERRED_PROJ_SHADOW_RES,           //  "proj_shadow_res"
-        DEFERRED_DEPTH_CUTOFF,              //  "depth_cutoff"
-        DEFERRED_NORM_CUTOFF,               //  "norm_cutoff"
         DEFERRED_SHADOW_TARGET_WIDTH,       //  "shadow_target_width"
 
         FXAA_TC_SCALE,                      //  "tc_scale"
@@ -182,7 +177,6 @@ class LLShaderMgr
         AVATAR_TRANSLATION,                 //  "translationPalette"
 
         WATER_SCREENTEX,                    //  "screenTex"
-        WATER_SCREENDEPTH,                  //  "screenDepth"
         WATER_REFTEX,                       //  "refTex"
         WATER_EYEVEC,                       //  "eyeVec"
         WATER_TIME,                         //  "time"
@@ -201,8 +195,6 @@ class LLShaderMgr
         WATER_FRESNEL_OFFSET,               //  "fresnelOffset"
         WATER_BLUR_MULTIPLIER,              //  "blurMultiplier"
         WATER_SUN_ANGLE,                    //  "sunAngle"
-        WATER_SCALED_ANGLE,                 //  "scaledAngle"
-        WATER_SUN_ANGLE2,                   //  "sunAngle2"
 
         WL_CAMPOSLOCAL,                     //  "camPosLocal"
 // [RLVa:KB] - @setsphere
@@ -226,15 +218,8 @@ class LLShaderMgr
 
         SHINY_ORIGIN,                       //  "origin"
 
-        INSCATTER_RT,                       //  "inscatter"
-        SUN_SIZE,                           //  "sun_size"
         FOG_COLOR,                          //  "fog_color"
 
-        // precomputed textures
-        TRANSMITTANCE_TEX,                  //  "transmittance_texture"
-        SCATTER_TEX,                        //  "scattering_texture"
-        SINGLE_MIE_SCATTER_TEX,             //  "single_mie_scattering_texture"
-        ILLUMINANCE_TEX,                    //  "irradiance_texture"
         BLEND_FACTOR,                       //  "blend_factor"
 
         NO_ATMO,                            //  "no_atmo"
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
index 0157d166e0d..e69bc6b0790 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
@@ -51,7 +51,6 @@ uniform float cloud_scale;
 uniform float cloud_variance;
 uniform vec3 camPosLocal;
 uniform vec3 sun_dir;
-uniform float sun_size;
 uniform float far_z;
 
 #if !defined(DEPTH_CLAMP)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index 079d8458c93..f4ae98e81aa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -37,8 +37,6 @@ uniform sampler2DRect diffuseRect;
 uniform sampler2DRect depthMap;
 uniform sampler2D bloomMap;
 
-uniform float depth_cutoff;
-uniform float norm_cutoff;
 uniform float focal_distance;
 uniform float blur_constant;
 uniform float tan_pixel_angle;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index b80ff45b0c3..0de7c36bbb6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -43,13 +43,11 @@ uniform sampler2D projectionMap;
 uniform sampler2D lightFunc;
 
 uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
 uniform vec3 proj_p; //plane projection is emitting from (in screen space)
 uniform vec3 proj_n;
 uniform float proj_focus; //distance from plane to begin blurring
 uniform float proj_lod;  //(number of mips in proj map)
 uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
 uniform float proj_ambiance;
 uniform float near_clip;
 uniform float far_clip;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 22e079cec6b..50fecc3725b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -43,13 +43,11 @@ uniform sampler2D projectionMap;
 uniform sampler2D lightFunc;
 
 uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
 uniform vec3 proj_p; //plane projection is emitting from (in screen space)
 uniform vec3 proj_n;
 uniform float proj_focus; //distance from plane to begin blurring
 uniform float proj_lod;  //(number of mips in proj map)
 uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
 uniform float proj_ambiance;
 uniform float near_clip;
 uniform float far_clip;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
index a49d0e85074..4710918bac9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
@@ -35,7 +35,6 @@ uniform sampler2D diffuseMap;
 uniform sampler2D bumpMap;   
 uniform sampler2D screenTex;
 uniform sampler2D refTex;
-uniform sampler2D screenDepth;
 
 uniform vec4 fogCol;
 uniform vec3 lightDir;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 2977d8f4144..628a1f5224e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -42,7 +42,6 @@ uniform float blend_factor;
 uniform sampler2D screenTex;
 uniform sampler2D refTex;
 uniform float sunAngle;
-uniform float sunAngle2;
 uniform vec3 lightDir;
 uniform vec3 specular;
 uniform float refScale;
@@ -159,7 +158,7 @@ void main()
 	color.rgb = mix(fb.rgb, refcol.rgb, df1);
 	color.rgb += spec * specular;
     
-	color.a   = spec * sunAngle2;
+	color.a   = spec * sunAngle;
     
 	vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
 
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index cec489f5e23..8c7d600f6e3 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -33,7 +33,6 @@ uniform sampler2D diffuseMap;
 uniform sampler2D bumpMap;   
 uniform sampler2D screenTex;
 uniform sampler2D refTex;
-uniform sampler2D screenDepth;
 
 uniform vec4 fogCol;
 uniform vec3 lightDir;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index f65987a57e5..d51517baa2f 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -39,7 +39,6 @@ uniform sampler2D screenTex;
 uniform sampler2D refTex;
 
 uniform float sunAngle;
-uniform float sunAngle2;
 uniform vec3 lightDir;
 uniform vec3 specular;
 uniform float refScale;
@@ -155,7 +154,7 @@ void main()
 	
 	color.rgb = atmosTransport(color.rgb);
 	color.rgb = scaleSoftClip(color.rgb);
-	color.a = spec * sunAngle2;
+	color.a = spec * sunAngle;
 	
 	frag_color = color;
 
diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
index 82fad4db5a6..075ae6ea998 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
@@ -51,7 +51,6 @@ uniform float cloud_scale;
 uniform float cloud_variance;
 uniform vec3 camPosLocal;
 uniform vec3 sun_dir;
-uniform float sun_size;
 uniform float far_z;
 
 #if !defined(DEPTH_CLAMP)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 2ddecd5aef6..c4c03343b69 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -42,13 +42,11 @@ uniform sampler2D projectionMap;
 uniform sampler2D lightFunc;
 
 uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
 uniform vec3 proj_p; //plane projection is emitting from (in screen space)
 uniform vec3 proj_n;
 uniform float proj_focus; //distance from plane to begin blurring
 uniform float proj_lod;  //(number of mips in proj map)
 uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
 uniform float proj_ambiance;
 uniform float near_clip;
 uniform float far_clip;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 9f0ae224b7e..b8edd71bc97 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -42,13 +42,11 @@ uniform sampler2D projectionMap;
 uniform sampler2D lightFunc;
 
 uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
 uniform vec3 proj_p; //plane projection is emitting from (in screen space)
 uniform vec3 proj_n;
 uniform float proj_focus; //distance from plane to begin blurring
 uniform float proj_lod;  //(number of mips in proj map)
 uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
 uniform float proj_ambiance;
 uniform float near_clip;
 uniform float far_clip;
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index fae63b4d108..660a0b6da01 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -583,12 +583,9 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li
     shader->uniform1f(LLShaderMgr::WATER_BLUR_MULTIPLIER, pwater->getBlurMultiplier());
 
 	F32 sunAngle = llmax(0.f, light_dir.mV[1]);
-	F32 scaledAngle = 1.f - sunAngle;
 
     shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
-	shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE, sunAngle);
-	shader->uniform1f(LLShaderMgr::WATER_SCALED_ANGLE, scaledAngle);
-	shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE2, 0.1f + 0.2f*sunAngle);
+	shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE, 0.1f + 0.2f * sunAngle);
 
     LLVector4 rotated_light_direction = environment.getRotatedLightNorm();
     shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV);
@@ -646,7 +643,6 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li
 	shader->disableTexture(LLShaderMgr::BUMP_MAP);
 	shader->disableTexture(LLShaderMgr::DIFFUSE_MAP);
 	shader->disableTexture(LLShaderMgr::WATER_REFTEX);
-	shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH);
 
 	shader->unbind();
 }
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 21718dbc69f..f8526426605 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8753,8 +8753,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
     shader.uniform3fv(LLShaderMgr::DEFERRED_MOON_DIR, 1, mTransformedMoonDir.mV);
 	shader.uniform2f(LLShaderMgr::DEFERRED_SHADOW_RES, mShadow[0].getWidth(), mShadow[0].getHeight());
 	shader.uniform2f(LLShaderMgr::DEFERRED_PROJ_SHADOW_RES, mShadow[4].getWidth(), mShadow[4].getHeight());
-	shader.uniform1f(LLShaderMgr::DEFERRED_DEPTH_CUTOFF, RenderEdgeDepthCutoff);
-	shader.uniform1f(LLShaderMgr::DEFERRED_NORM_CUTOFF, RenderEdgeNormCutoff);
 	
 	if (shader.getUniformLocation(LLShaderMgr::DEFERRED_NORM_MATRIX) >= 0)
 	{
@@ -9416,7 +9414,6 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
 	glh::matrix4f light_proj = gl_perspective(fovy, aspect, near_clip, far_clip);
 	screen_to_light = trans * light_proj * screen_to_light;
 	shader.uniformMatrix4fv(LLShaderMgr::PROJECTOR_MATRIX, 1, FALSE, screen_to_light.m);
-	shader.uniform1f(LLShaderMgr::PROJECTOR_NEAR, near_clip);
 	shader.uniform3fv(LLShaderMgr::PROJECTOR_P, 1, p1.v);
 	shader.uniform3fv(LLShaderMgr::PROJECTOR_N, 1, n.v);
 	shader.uniform3fv(LLShaderMgr::PROJECTOR_ORIGIN, 1, screen_origin.v);
@@ -9487,7 +9484,6 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
 
 			shader.uniform1f(LLShaderMgr::PROJECTOR_FOCUS, focus);
 			shader.uniform1f(LLShaderMgr::PROJECTOR_LOD, lod_range);
-			shader.uniform1f(LLShaderMgr::PROJECTOR_AMBIENT_LOD, llclamp((proj_range-focus)/proj_range*lod_range, 0.f, 1.f));
 		}
 	}
 		
-- 
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