Restructured for new direction.
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222
Assets/Shaders/UIFogReveal/UIFogReveal.shader
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222
Assets/Shaders/UIFogReveal/UIFogReveal.shader
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Shader "BriarQueen/UI/Fog Reveal Haar"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1, 1, 1, 1)
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_FogAmount ("Fog Amount", Range(0, 1)) = 0
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_FogColor ("Fog Color", Color) = (0.18, 0.20, 0.26, 1)
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_FogIntensity ("Fog Intensity", Range(0, 1)) = 0.95
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_EdgeSoftness ("Edge Softness", Range(0.05, 1.0)) = 0.55
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_NoiseScale ("Noise Scale", Range(1, 20)) = 5
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_DriftSpeed ("Drift Speed", Range(0, 0.5)) = 0.04
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_DensityVariation ("Density Variation", Range(0, 1)) = 0.28
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_AspectRatio ("Aspect Ratio", Float) = 1.777
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[Toggle] _FogMotion ("Fog Motion", Float) = 1
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[Toggle] _UseSprite ("Use Sprite", Float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Transparent"
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"IgnoreProjector" = "True"
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"RenderType" = "Transparent"
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"PreviewType" = "Plane"
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"CanUseSpriteAtlas" = "True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma target 3.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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struct AppData
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 uv : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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fixed4 _FogColor;
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float _FogAmount;
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float _FogIntensity;
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float _EdgeSoftness;
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float _NoiseScale;
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float _DriftSpeed;
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float _DensityVariation;
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float _AspectRatio;
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float _FogMotion;
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float _UseSprite;
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// ── Noise ─────────────────────────────────────────────────
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float2 Hash22(float2 p)
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{
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p = float2(dot(p, float2(127.1, 311.7)),
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dot(p, float2(269.5, 183.3)));
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return -1.0 + 2.0 * frac(sin(p) * 43758.5453);
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}
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float GradientNoise(float2 uv)
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{
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float2 i = floor(uv);
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float2 f = frac(uv);
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float2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
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return lerp(
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lerp(dot(Hash22(i + float2(0, 0)), f - float2(0, 0)),
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dot(Hash22(i + float2(1, 0)), f - float2(1, 0)), u.x),
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lerp(dot(Hash22(i + float2(0, 1)), f - float2(0, 1)),
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dot(Hash22(i + float2(1, 1)), f - float2(1, 1)), u.x),
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u.y);
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}
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float HaarFBM(float2 uv, float2 drift)
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{
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float2 p = uv * _NoiseScale;
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float2 uvA = p + drift;
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float n = GradientNoise(uvA) * 0.500;
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n += GradientNoise(uvA * 2.01 + 3.7) * 0.250;
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n += GradientNoise(uvA * 4.03 + 7.3) * 0.125;
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n += GradientNoise(uvA * 8.07 + 1.9) * 0.063;
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float2 uvB = p + drift * float2(0.7, -0.4) + float2(17.3, 5.8);
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float m = GradientNoise(uvB) * 0.500;
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m += GradientNoise(uvB * 2.05 + 9.1) * 0.250;
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m += GradientNoise(uvB * 4.11 + 2.6) * 0.125;
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float combined = lerp(n, m, 0.4);
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return saturate(combined * 0.5 + 0.5);
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}
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// ── Vertex ────────────────────────────────────────────────
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Varyings Vert(AppData input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.worldPosition = input.vertex;
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output.vertex = UnityObjectToClipPos(input.vertex);
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output.uv = input.texcoord;
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output.color = input.color * _Color;
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return output;
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}
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// ── Fragment ──────────────────────────────────────────────
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fixed4 Frag(Varyings input) : SV_Target
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{
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#ifdef UNITY_UI_CLIP_RECT
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float clipAlpha = UnityGet2DClipping(input.worldPosition.xy, _ClipRect);
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#else
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float clipAlpha = 1.0;
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#endif
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fixed4 texColor = (tex2D(_MainTex, input.uv) + _TextureSampleAdd) * input.color;
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float2 centredUv = input.uv - 0.5;
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centredUv.x *= _AspectRatio;
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float dist = length(centredUv) * 2.0;
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float2 drift = _FogMotion > 0.5
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? float2(_Time.y * _DriftSpeed, _Time.y * _DriftSpeed * 0.3)
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: float2(0.0, 0.0);
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float fogNoise = HaarFBM(input.uv, drift);
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float noiseBias = (fogNoise - 0.5) * _EdgeSoftness * 2.5;
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float softEdge = _EdgeSoftness * 0.8;
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float threshold = lerp(-_EdgeSoftness * 2.0, 2.5, _FogAmount);
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float fogMask = 1.0 - smoothstep(
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threshold - softEdge + noiseBias,
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threshold + softEdge + noiseBias,
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dist
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);
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fogMask = saturate(fogMask);
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fixed4 result;
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if (_UseSprite > 0.5)
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{
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// Sprite mode — fog mask directly gates the sprite's alpha
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// Pixels outside the fog are fully transparent
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// Pixels inside the fog draw the sprite normally
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// The fog edge produces a soft natural reveal with noise
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result.rgb = texColor.rgb;
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result.a = texColor.a * fogMask * clipAlpha;
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}
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else
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{
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// Transparent mode — purely procedural fog colour
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float density = 1.0 - fogNoise * _DensityVariation;
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result.rgb = _FogColor.rgb * density;
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result.a = fogMask * _FogIntensity * clipAlpha;
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}
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#ifdef UNITY_UI_ALPHACLIP
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clip(result.a - 0.001);
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#endif
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return result;
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}
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ENDCG
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}
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}
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}
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