278 lines
6.9 KiB
C#
278 lines
6.9 KiB
C#
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///Credit judah4
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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using System;
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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#region ColorUtilities
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public static class HSVUtil
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{
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public static HsvColor ConvertRgbToHsv(Color color)
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{
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return ConvertRgbToHsv((int)(color.r * 255), (int)(color.g * 255), (int)(color.b * 255));
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}
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// Converts an RGB color to an HSV color.
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public static HsvColor ConvertRgbToHsv(double r, double b, double g)
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{
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double delta, min;
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double h = 0, s, v;
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min = Math.Min(Math.Min(r, g), b);
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v = Math.Max(Math.Max(r, g), b);
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delta = v - min;
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if (v == 0.0)
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{
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s = 0;
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}
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else
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s = delta / v;
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if (s == 0)
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h = 0.0f;
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else
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{
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if (r == v)
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h = (g - b) / delta;
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else if (g == v)
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h = 2 + (b - r) / delta;
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else if (b == v)
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h = 4 + (r - g) / delta;
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h *= 60;
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if (h < 0.0)
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h = h + 360;
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}
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HsvColor hsvColor = new HsvColor();
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hsvColor.H = h;
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hsvColor.S = s;
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hsvColor.V = v / 255;
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return hsvColor;
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}
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public static Color ConvertHsvToRgb(HsvColor color)
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{
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return ConvertHsvToRgb(color.H, color.S, color.V);
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}
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// Converts an HSV color to an RGB color.
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public static Color ConvertHsvToRgb(double h, double s, double v)
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{
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double r = 0, g = 0, b = 0;
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if (s == 0)
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{
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r = v;
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g = v;
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b = v;
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}
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else
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{
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int i;
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double f, p, q, t;
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if (h == 360)
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h = 0;
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else
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h = h / 60;
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i = (int)(h);
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f = h - i;
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p = v * (1.0 - s);
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q = v * (1.0 - (s * f));
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t = v * (1.0 - (s * (1.0f - f)));
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switch (i)
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{
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case 0:
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r = v;
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g = t;
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b = p;
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break;
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case 1:
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r = q;
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g = v;
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b = p;
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break;
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case 2:
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r = p;
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g = v;
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b = t;
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break;
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case 3:
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r = p;
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g = q;
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b = v;
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break;
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case 4:
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r = t;
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g = p;
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b = v;
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break;
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default:
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r = v;
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g = p;
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b = q;
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break;
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}
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}
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return new Color((float)r, (float)g, (float)b, 1);//255, (byte)(r * 255), (byte)(g * 255), (byte)(b * 255));
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}
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// Generates a list of colors with hues ranging from 0 360
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// and a saturation and value of 1.
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public static List<Color> GenerateHsvSpectrum()
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{
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List<Color> colorsList = new List<Color>(8);
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//for (int i = 0; i < 29; i++)
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//{
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// colorsList.Add(
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// ConvertHsvToRgb(i * 12, 1, 1)
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// );
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//}
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for (int i = 0; i < 359; i++)
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{
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colorsList.Add(
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ConvertHsvToRgb(i, 1, 1)
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);
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}
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colorsList.Add(ConvertHsvToRgb(0, 1, 1));
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return colorsList;
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}
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public static Texture2D GenerateHSVTexture(int width, int height)
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{
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var list = GenerateHsvSpectrum();
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float interval = 1;
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if (list.Count > height)
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{
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interval = (float)list.Count / height;
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}
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var texture = new Texture2D(width, height);
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int ySize = Mathf.Max(1, (int)(1f / (list.Count / interval) * height));
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int colorH = 0;
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Color color = Color.white;
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for (float cnt = 0; cnt < list.Count; cnt += interval)
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{
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color = list[(int)cnt];
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Color[] colors = new Color[width * ySize];
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for (int i = 0; i < width * ySize; i++)
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{
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colors[i] = color;
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}
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if (colorH < height)
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{
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texture.SetPixels(0, colorH, width, ySize, colors);
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}
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colorH += ySize;
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}
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texture.Apply();
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return texture;
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}
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public static Texture2D GenerateColorTexture(Color mainColor, Texture2D texture)
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{
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int width = texture.width;
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int height = texture.height;
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var hsvColor = ConvertRgbToHsv((int)(mainColor.r * 255), (int)(mainColor.g * 255), (int)(mainColor.b * 255));
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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var adjustedColor = hsvColor;
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adjustedColor.V = (float)y / height;
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adjustedColor.S = (float)x / width;
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var color = ConvertHsvToRgb(adjustedColor.H, adjustedColor.S, adjustedColor.V);
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texture.SetPixel(x, y, color);
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}
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}
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texture.Apply();
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return texture;
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}
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public static Texture2D GenerateColorTexture(int width, int height, Color mainColor)
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{
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return GenerateColorTexture(mainColor, new Texture2D(width, height));
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}
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}
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#endregion ColorUtilities
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// Describes a color in terms of
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// Hue, Saturation, and Value (brightness)
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#region HsvColor
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public struct HsvColor
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{
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public double H;
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public double S;
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public double V;
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public HsvColor(double h, double s, double v)
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{
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this.H = h;
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this.S = s;
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this.V = v;
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}
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public override string ToString()
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{
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return "{" + H + "," + S + "," + V + "}";
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}
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}
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#endregion HsvColor
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}
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