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Upload new game: Koala Seasons
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games/koala_seasons/resources/audio/dash.ogg
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games/koala_seasons/resources/audio/dash.ogg
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games/koala_seasons/resources/audio/dingo_die.ogg
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games/koala_seasons/resources/audio/dingo_die.ogg
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games/koala_seasons/resources/audio/eat_leaves.ogg
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games/koala_seasons/resources/audio/eat_leaves.ogg
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games/koala_seasons/resources/audio/jngl.xm
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games/koala_seasons/resources/audio/jngl.xm
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games/koala_seasons/resources/audio/jump.ogg
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games/koala_seasons/resources/audio/jump.ogg
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games/koala_seasons/resources/audio/owl_die.ogg
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games/koala_seasons/resources/audio/owl_die.ogg
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games/koala_seasons/resources/audio/resin_hit.ogg
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games/koala_seasons/resources/audio/resin_hit.ogg
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games/koala_seasons/resources/audio/snake_die.ogg
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games/koala_seasons/resources/audio/snake_die.ogg
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games/koala_seasons/resources/audio/wind_sound.ogg
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games/koala_seasons/resources/audio/wind_sound.ogg
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games/koala_seasons/resources/graphics/atlas01.png
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games/koala_seasons/resources/graphics/atlas01.png
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After Width: | Height: | Size: 2.3 MiB |
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games/koala_seasons/resources/graphics/atlas02.png
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games/koala_seasons/resources/graphics/atlas02.png
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After Width: | Height: | Size: 898 KiB |
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games/koala_seasons/resources/graphics/mainfont.png
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games/koala_seasons/resources/graphics/mainfont.png
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After Width: | Height: | Size: 179 KiB |
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games/koala_seasons/resources/shaders/glsl100/base.vs
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games/koala_seasons/resources/shaders/glsl100/base.vs
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#version 100
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvpMatrix;
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// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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games/koala_seasons/resources/shaders/glsl100/blend_color.fs
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games/koala_seasons/resources/shaders/glsl100/blend_color.fs
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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vec3 BlendOverlay(vec3 base, vec3 blend)
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{
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float red;
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float green;
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float blue;
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if (base.r < 0.5) red = 2.0*base.r*blend.r;
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else red = 1.0 - 2.0*(1.0 - base.r)*(1.0 - blend.r);
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if (base.g < 0.5) green = 2.0*base.g*blend.g;
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else green = 1.0 - 2.0 *(1.0 - base.g)*(1.0 - blend.g);
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if (base.b < 0.5) blue = 2.0*base.b*blend.b;
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else blue = 1.0 - 2.0 *(1.0 - base.b)*(1.0 - blend.b);
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return vec3(red, green, blue);
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}
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void main()
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{
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// Blending Overlay
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vec4 base = texture2D(texture0, fragTexCoord);
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// No blending shader -> 64 FPS (1280x720)
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//gl_FragColor = base*fragColor;
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// Option01 -> 50 FPS (1280x720), 200 FPS (640x360)
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vec3 final = BlendOverlay(base.rgb, fragColor.rgb);
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gl_FragColor = vec4(final.rgb, base.a*fragColor.a);
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// Option02 (Doesn't work) -> 63 FPS (1280x720)
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//float luminance = (base.r*0.2126) + (base.g*0.7152) + (base.b*0.0722);
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//gl_FragColor = vec4(tint*luminance, base.a);
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// Option03 (no branches, precalculated ifs) -> 28 FPS (1280x720)
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/*
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vec4 blend = fragColor;
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//if (base.a == 0.0) discard; // No improvement
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vec3 br = clamp(sign(base.rgb - vec3(0.5)), vec3(0.0), vec3(1.0));
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vec3 multiply = 2.0 * base.rgb * blend.rgb;
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vec3 screen = vec3(1.0) - 2.0 * (vec3(1.0) - base.rgb)*(vec3(1.0) - blend.rgb);
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vec3 overlay = mix(multiply, screen, br);
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vec3 finalColor = mix(base.rgb, overlay, blend.a);
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gl_FragColor = vec4(finalColor, base.a);
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*/
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// Option04 (no branches, using built-in functions) -> 38 FPS (1280x720)
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//gl_FragColor = vec4(mix(1 - 2*(1 - base.rgb)*(1 - tint), 2*base.rgb*tint, step(0.5, base.rgb)), base.a);
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}
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games/koala_seasons/resources/shaders/glsl330/base.vs
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games/koala_seasons/resources/shaders/glsl330/base.vs
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvpMatrix;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec4 fragColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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64
games/koala_seasons/resources/shaders/glsl330/blend_color.fs
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games/koala_seasons/resources/shaders/glsl330/blend_color.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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vec3 BlendOverlay(vec3 base, vec3 blend)
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{
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float red;
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float green;
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float blue;
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if (base.r < 0.5) red = 2.0*base.r*blend.r;
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else red = 1.0 - 2.0*(1.0 - base.r)*(1.0 - blend.r);
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if (base.g < 0.5) green = 2.0*base.g*blend.g;
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else green = 1.0 - 2.0 *(1.0 - base.g)*(1.0 - blend.g);
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if (base.b < 0.5) blue = 2.0*base.b*blend.b;
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else blue = 1.0 - 2.0 *(1.0 - base.b)*(1.0 - blend.b);
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return vec3(red, green, blue);
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}
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void main()
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{
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// Blending Overlay
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vec4 base = texture2D(texture0, fragTexCoord);
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// No blending shader -> 64 FPS (1280x720)
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//gl_FragColor = base*tintColor;
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// Option01 -> 50 FPS (1280x720), 200 FPS (640x360)
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vec3 final = BlendOverlay(base.rgb, fragColor.rgb);
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finalColor = vec4(final.rgb, base.a*fragColor.a);
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// Option02 (Doesn't work) -> 63 FPS (1280x720)
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//float luminance = (base.r*0.2126) + (base.g*0.7152) + (base.b*0.0722);
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//gl_FragColor = vec4(tintColor.rgb*luminance, base.a);
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// Option03 (no branches, precalculated ifs) -> 28 FPS (1280x720)
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/*
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vec4 blend = tintColor;
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//if (base.a == 0.0) discard; // No improvement
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vec3 br = clamp(sign(base.rgb - vec3(0.5)), vec3(0.0), vec3(1.0));
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vec3 multiply = 2.0 * base.rgb * blend.rgb;
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vec3 screen = vec3(1.0) - 2.0 * (vec3(1.0) - base.rgb)*(vec3(1.0) - blend.rgb);
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vec3 overlay = mix(multiply, screen, br);
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vec3 finalColor = mix(base.rgb, overlay, blend.a);
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gl_FragColor = vec4(finalColor, base.a);
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*/
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// Option04 (no branches, using built-in functions) -> 38 FPS (1280x720)
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//gl_FragColor = vec4(mix(1 - 2*(1 - base.rgb)*(1 - tintColor.rgb), 2*base.rgb*tintColor.rgb, step(0.5, base.rgb)), base.a);
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}
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