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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-01-07 01:43:35 +08:00
Voronoi node revamped
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f06a680212
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@ -17,34 +17,63 @@ func _get_return_icon_type() -> VisualShaderNode.PortType:
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return PORT_TYPE_SCALAR
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func _get_input_port_count() -> int:
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return 3
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var distance_index: int = get_option_index(0)
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match distance_index:
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2:
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return 4
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_:
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return 3
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func _get_input_port_name(port: int) -> String:
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match port:
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0:
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return "uv"
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1:
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return "cell density"
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var distance_index: int = get_option_index(0)
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match distance_index:
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2:
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return "angle offset"
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return ""
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match port:
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0:
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return "uv"
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1:
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return "cell density"
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2:
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return "angle offset"
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_:
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return "chebyshev power"
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_:
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match port:
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0:
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return "uv"
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1:
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return "cell density"
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_:
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return "angle offset"
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func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
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match port:
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0:
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return PORT_TYPE_VECTOR_2D
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1, 2:
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_:
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return PORT_TYPE_SCALAR
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return PORT_TYPE_SCALAR
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func _get_input_port_default_value(port: int) -> Variant:
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match port:
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1:
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return 5.0
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var distance_index: int = get_option_index(0)
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match distance_index:
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2:
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return 2.0
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match port:
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1:
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return 5.0
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2:
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return 2.0
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3:
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return 2.0
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_:
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return null
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_:
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return null
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match port:
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1:
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return 5.0
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2:
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return 2.0
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_:
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return null
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func _get_output_port_count() -> int:
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return 2
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@ -53,13 +82,24 @@ func _get_output_port_name(port: int) -> String:
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match port:
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0:
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return "output"
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1:
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_:
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return "cells"
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return ""
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func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
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return PORT_TYPE_SCALAR
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func _get_property_count() -> int:
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return 1
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func _get_property_name(index: int) -> String:
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return "Distance"
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func _get_property_default_index(index: int) -> int:
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return 0
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func _get_property_options(index: int) -> PackedStringArray:
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return ["Euclidean", "Manhattan", "Chebyshev"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("Voronoi.gdshaderinc").code
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return code
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@ -70,9 +110,17 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
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if input_vars[0]:
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uv = input_vars[0]
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var distance_index: int = get_option_index(0)
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var cell_density: String = input_vars[1]
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var angle_offset: String = input_vars[2]
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var chebyshev_power: String = "0."
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if distance_index == 2:
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if input_vars[3]:
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chebyshev_power = input_vars[3]
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var output: String = output_vars[0]
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var cells: String = output_vars[1]
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return "voronoi_noise(%s,%s, %s, %s, %s);" % [uv, cell_density, angle_offset, output, cells]
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return "voronoi_noise(%s, %s, %s, %s, %s, %s, %s);" % [uv, cell_density, angle_offset, distance_index, chebyshev_power, output, cells]
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@ -1,24 +1,54 @@
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void voronoi_noise(vec2 uv, float cell_density, float angle_offset, out float output, out float cells){
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vec2 _g = floor(uv * cell_density);
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vec2 _f = fract(uv * cell_density);
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vec3 _res = vec3(8.0, 0.0, 0.0);
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mat2 _matrix = mat2(vec2(15.27, 47.63), vec2(99.41, 89.98));
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for(int y=-1; y<=1; y++)
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{
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for(int x=-1; x<=1; x++)
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{
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vec2 lattice = vec2(float(x), float(y));
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vec2 new_uv = lattice + _g;
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new_uv = fract(sin(new_uv * _matrix) * 46839.32);
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vec2 offset = vec2(sin(new_uv.y * angle_offset) * 0.5 + 0.5, cos(new_uv.x * angle_offset) * 0.5 + 0.5);
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float d = distance(lattice + offset, _f);
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if(d < _res.x)
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{
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_res = vec3(d, offset.x, offset.y);
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output = _res.x;
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cells = _res.y;
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vec2 voronoi_random_vector(vec2 p) {
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mat2 matrix = mat2(vec2(15.27, 47.63), vec2(99.41, 89.98));
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return fract(sin(p * matrix) * 46839.32);
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}
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float voronoi_euclidean_distance(vec2 point1, vec2 point2){
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return distance(point1, point2);
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}
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float voronoi_manhattan_distance(vec2 point1, vec2 point2) {
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vec2 d = point1 - point2;
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return abs(d.x) + abs(d.y);
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}
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float voronoi_chebyshev_distance(vec2 point1, vec2 point2, float power) {
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vec2 p = point1 - point2;
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return pow(pow(p.x, power) + pow(p.y, power), 1. / power);
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}
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void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance_index, float chebyshev_power, out float output, out float cells){
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vec2 grid_uv = fract(uv * cell_density);
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vec2 grid_id = floor(uv * cell_density);
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vec2 cell_id = vec2(0);
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float min_dist = 100.;
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for(float y = -1.; y <= 1.; y++) {
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for(float x = -1.; x <= 1.; x++) {
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vec2 offset = vec2(x, y);
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vec2 n = voronoi_random_vector(grid_id + offset);
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vec2 p = offset + sin(n + angle_offset) * .5 + .5;
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float d = min_dist;
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switch(distance_index){
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case 1:
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d = voronoi_manhattan_distance(grid_uv, p);
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break;
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case 2:
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d = voronoi_chebyshev_distance(grid_uv, p, chebyshev_power);
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break;
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default:
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d = voronoi_euclidean_distance(grid_uv, p);
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break;
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}
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if(d < min_dist) {
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min_dist = d;
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cell_id = voronoi_random_vector(grid_id + offset);
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}
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}
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}
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output = min_dist;
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cells = cell_id.y;
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}
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@ -2,12 +2,18 @@
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Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generated by calculating distances between a pixel and a lattice of points. By offsetting these points by a pseudo-random number, controlled by <b><i>angle offset</i></b>, a cluster of cells can be generated.
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<hr>
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**Controls**
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|Name|Options|Description|
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|Distance|Euclidean, Manhattan, Chebyshev|Distance matrix used to calculate the noise|
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|uv|vec2|UV|Input UV value|
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|cell density|float|none|Density of generated cells|
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|angle offset|float|none|Offset values for points|
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|chebyshev power|float|none|Power values for Chebyshev distance matrix|
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**Outputs**
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|Name|Type|Binding|Description|
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