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211 lines
6.6 KiB
211 lines
6.6 KiB
5 years ago
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// DYNAMIC: "DISTORT_TYPE" "0..2"
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#include "shader_constant_register_map.h"
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#include "common_ps_fxc.h"
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sampler BaseTextureSampler : register( s0 );
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// Faster, but less readable maths.
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#define OPTIMISED 1
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const float4 g_vWarpParms0 : register( c0 );
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#if OPTIMISED
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#define stereo_distortion_ScaleX g_vWarpParms0.x
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#define stereo_distortion_OffsetX g_vWarpParms0.y
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#define stereo_distortion_ScaleY g_vWarpParms0.z
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#define stereo_distortion_OffsetY g_vWarpParms0.w
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#else
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#define stereo_distortion_grow_outside g_vWarpParms0.x
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#define stereo_distortion_grow_inside g_vWarpParms0.y
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#define stereo_distortion_grow_above g_vWarpParms0.z
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#define stereo_distortion_grow_below g_vWarpParms0.w
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#endif
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const float4 g_vWarpParms1 : register( c1 );
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#define distortion_l_centre g_vWarpParms1.xy
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#define distortion_r_centre g_vWarpParms1.zw
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const float4 g_vWarpParms2 : register( c2 );
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#define distortion_l_coeff0 g_vWarpParms2.x
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#define distortion_l_coeff1 g_vWarpParms2.y
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#define distortion_l_coeff2 g_vWarpParms2.z
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#define distortion_red_coeff0delta g_vWarpParms2.w
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const float4 g_vWarpParms3 : register( c3 );
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#define distortion_r_coeff0 g_vWarpParms3.x
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#define distortion_r_coeff1 g_vWarpParms3.y
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#define distortion_r_coeff2 g_vWarpParms3.z
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#define distortion_blue_coeff0delta g_vWarpParms3.w
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const float4 g_vWarpParms4 : register( c4 );
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#define aspect_height_over_width_t2 g_vWarpParms4.x
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struct PS_INPUT
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{
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float2 vBaseTexCoord : TEXCOORD0;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float2 vOriginal = i.vBaseTexCoord.xy;
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float BaseX;
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float2 centre;
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float dcoeff0;
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float dcoeff1;
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float dcoeff2;
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#if OPTIMISED
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float stereo_distortion_OffsetX_Corrected;
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#else
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float stereo_distortion_grow_left;
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float stereo_distortion_grow_right;
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#endif
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if ( vOriginal.x < 0.5 )
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{
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BaseX = 0.25;
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#if OPTIMISED
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stereo_distortion_OffsetX_Corrected = stereo_distortion_OffsetX;
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#else
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stereo_distortion_grow_left = stereo_distortion_grow_outside;
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stereo_distortion_grow_right = stereo_distortion_grow_inside;
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#endif
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centre = distortion_l_centre;
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dcoeff0 = distortion_l_coeff0;
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dcoeff1 = distortion_l_coeff1;
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dcoeff2 = distortion_l_coeff2;
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}
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else
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{
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BaseX = 0.75;
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#if OPTIMISED
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stereo_distortion_OffsetX_Corrected = -stereo_distortion_OffsetX;
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#else
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stereo_distortion_grow_left = stereo_distortion_grow_inside;
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stereo_distortion_grow_right = stereo_distortion_grow_outside;
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#endif
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centre = distortion_r_centre;
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dcoeff0 = distortion_r_coeff0;
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dcoeff1 = distortion_r_coeff1;
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dcoeff2 = distortion_r_coeff2;
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}
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float fLocalAspectHeightOverWidthTimes2 = aspect_height_over_width_t2;
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float2 Delta;
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Delta.x = ( vOriginal.x - BaseX ) * 4.0;
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Delta.y = ( vOriginal.y - 0.5 ) * fLocalAspectHeightOverWidthTimes2;
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// Delta now runs from -1.0 to +1.0, i.e. NDC, of the right/left destination (i.e. left/right half of the rendertarget).
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// Vertically, it has the same scale in pixels as horizontally, but because the aspect ratio is usually not 1:1, the range may be larger or smaller than [-1,+1]
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// Offset by the calibration center.
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Delta -= centre;
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float r2 = Delta.x * Delta.x + Delta.y * Delta.y;
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// case DISTORT_DPOLY3:
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// {
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// T rdistortion = T(1.0) / (T(1.0) + r2 * (T(dcoeff[0]) + r2 * (T(dcoeff[1]) + r2 * T(dcoeff[2]))));
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// xp = xp*rdistortion;
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// yp = yp*rdistortion;
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// }
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// break;
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float rdistortion_r = 1.0;
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float rdistortion_g = 1.0;
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float rdistortion_b = 1.0;
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#if ( DISTORT_TYPE == 1 )
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{
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rdistortion_r = 1.0 / (1.0 + r2 * ((dcoeff0+distortion_red_coeff0delta) + r2 * (dcoeff1 + r2 * dcoeff2)));
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rdistortion_g = 1.0 / (1.0 + r2 * ( dcoeff0 + r2 * (dcoeff1 + r2 * dcoeff2)));
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rdistortion_b = 1.0 / (1.0 + r2 * ((dcoeff0+distortion_blue_coeff0delta) + r2 * (dcoeff1 + r2 * dcoeff2)));
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}
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#elif ( DISTORT_TYPE == 2 )
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{
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rdistortion_r = (1.0 + r2 * ((dcoeff0+distortion_red_coeff0delta) + r2 * (dcoeff1 + r2 * dcoeff2)));
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rdistortion_g = (1.0 + r2 * ( dcoeff0 + r2 * (dcoeff1 + r2 * dcoeff2)));
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rdistortion_b = (1.0 + r2 * ((dcoeff0+distortion_blue_coeff0delta) + r2 * (dcoeff1 + r2 * dcoeff2)));
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}
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#endif
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float2 DeltaR = Delta * rdistortion_r;
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float2 DeltaG = Delta * rdistortion_g;
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float2 DeltaB = Delta * rdistortion_b;
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// Offset back from the calibration center.
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DeltaR += centre;
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DeltaG += centre;
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DeltaB += centre;
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float inv_aspect = 2.0 / fLocalAspectHeightOverWidthTimes2;
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#if OPTIMISED
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float stereo_distortion_ScaleY_corrected = stereo_distortion_ScaleY * inv_aspect;
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DeltaR.x = DeltaR.x * stereo_distortion_ScaleX + stereo_distortion_OffsetX_Corrected;
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DeltaR.y = DeltaR.y * stereo_distortion_ScaleY_corrected + stereo_distortion_OffsetY;
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DeltaG.x = DeltaG.x * stereo_distortion_ScaleX + stereo_distortion_OffsetX_Corrected;
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DeltaG.y = DeltaG.y * stereo_distortion_ScaleY_corrected + stereo_distortion_OffsetY;
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DeltaB.x = DeltaB.x * stereo_distortion_ScaleX + stereo_distortion_OffsetX_Corrected;
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DeltaB.y = DeltaB.y * stereo_distortion_ScaleY_corrected + stereo_distortion_OffsetY;
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#else
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// This is now in NDC of the left/right half of the source, if there was no distortion growth.
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// So now include the growth.
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float ScaleX = 2.0f / ( stereo_distortion_grow_left + stereo_distortion_grow_right + 2.0f );
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float ScaleY = 2.0f / ( stereo_distortion_grow_above + stereo_distortion_grow_below + 2.0f );
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float OffsetX = ( stereo_distortion_grow_left - stereo_distortion_grow_right ) * ScaleX * 0.5;
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float OffsetY = ( stereo_distortion_grow_above - stereo_distortion_grow_below ) * ScaleY * 0.5;
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ScaleY *= inv_aspect;
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DeltaR.x = DeltaR.x * ScaleX + OffsetX;
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DeltaR.y = DeltaR.y * ScaleY + OffsetY;
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DeltaG.x = DeltaG.x * ScaleX + OffsetX;
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DeltaG.y = DeltaG.y * ScaleY + OffsetY;
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DeltaB.x = DeltaB.x * ScaleX + OffsetX;
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DeltaB.y = DeltaB.y * ScaleY + OffsetY;
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#endif
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// Now convert back to useful texcoords.
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float2 PixPosR, PixPosG, PixPosB;
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PixPosR.x = DeltaR.x * 0.25 + BaseX;
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PixPosR.y = DeltaR.y * 0.5 + 0.5;
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PixPosG.x = DeltaG.x * 0.25 + BaseX;
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PixPosG.y = DeltaG.y * 0.5 + 0.5;
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PixPosB.x = DeltaB.x * 0.25 + BaseX;
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PixPosB.y = DeltaB.y * 0.5 + 0.5;
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float4 vFinal = 0.0;
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if ( ( DeltaG.x > -1.0 ) && ( DeltaG.y > -1.0 ) && ( DeltaG.x < 1.0 ) && ( DeltaG.y < 1.0 ) )
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{
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vFinal.r = tex2D( BaseTextureSampler, PixPosR ).r;
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vFinal.g = tex2D( BaseTextureSampler, PixPosG ).g;
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vFinal.b = tex2D( BaseTextureSampler, PixPosB ).b;
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}
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#if 0 // useful for checking where the center of distortion is.
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if ( ( r2 > 0.45*0.45 ) && ( r2 < 0.55*0.55 ) )
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{
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vFinal.g = 0.0;
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}
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#endif
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return vFinal;
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}
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