added raymarching
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README.md
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README.md
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# Metal
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# Metal
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Repository to accompany the following blog posts:
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Repository to accompany the following blog posts:
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- [Introducing the Metal framework](http://mhorga.org/2016/01/04/introducing-the-metal-framework.html)
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- [Introducing the Metal framework](http://metalkit.org/2016/01/04/introducing-the-metal-framework.html)
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- [Using MetalKit part 1](http://mhorga.org/2016/01/11/using-metalkit-part-1.html)
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- [Using MetalKit part 1](http://metalkit.org/2016/01/11/using-metalkit-part-1.html)
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- [Using MetalKit part 2](http://mhorga.org/2016/01/18/using-metalkit-part-2.html)
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- [Using MetalKit part 2](http://metalkit.org/2016/01/18/using-metalkit-part-2.html)
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- [Using MetalKit part 3](http://mhorga.org/2016/01/25/using-metalkit-part-3.html)
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- [Using MetalKit part 3](http://metalkit.org/2016/01/25/using-metalkit-part-3.html)
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- [Using MetalKit part 4](http://mhorga.org/2016/02/01/using-metalkit-part-4.html)
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- [Using MetalKit part 4](http://metalkit.org/2016/02/01/using-metalkit-part-4.html)
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- [Using MetalKit part 5](http://mhorga.org/2016/02/08/using-metalkit-part-5.html)
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- [Using MetalKit part 5](http://metalkit.org/2016/02/08/using-metalkit-part-5.html)
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- [Using MetalKit part 6](http://mhorga.org/2016/02/15/using-metalkit-part-6.html)
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- [Using MetalKit part 6](http://metalkit.org/2016/02/15/using-metalkit-part-6.html)
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- [Using MetalKit part 7](http://mhorga.org/2016/02/29/using-metalkit-part-7.html)
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- [Using MetalKit part 7](http://metalkit.org/2016/02/29/using-metalkit-part-7.html)
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- [Using MetalKit part 8](http://mhorga.org/2016/03/07/using-metalkit-part-8.html)
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- [Using MetalKit part 8](http://metalkit.org/2016/03/07/using-metalkit-part-8.html)
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- [Using MetalKit part 9](http://mhorga.org/2016/04/18/using-metalkit-part-9.html)
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- [Using MetalKit part 9](http://metalkit.org/2016/04/18/using-metalkit-part-9.html)
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- [Using MetalKit part 10](http://mhorga.org/2016/05/02/using-metalkit-part-10.html)
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- [Using MetalKit part 10](http://metalkit.org/2016/05/02/using-metalkit-part-10.html)
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- [Using MetalKit part 11](http://mhorga.org/2016/05/10/using-metalkit-part-11.html)
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- [Using MetalKit part 11](http://metalkit.org/2016/05/10/using-metalkit-part-11.html)
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- [Using MetalKit part 12](http://mhorga.org/2016/05/18/using-metalkit-part-12.html)
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- [Using MetalKit part 12](http://metalkit.org/2016/05/18/using-metalkit-part-12.html)
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- [Using MetalKit part 13](http://mhorga.org/2016/05/25/using-metalkit-part-13.html)
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- [Using MetalKit part 13](http://metalkit.org/2016/05/25/using-metalkit-part-13.html)
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- [Using MetalKit part 14](http://mhorga.org/2016/06/01/using-metalkit-part-14.html)
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- [Using MetalKit part 14](http://metalkit.org/2016/06/01/using-metalkit-part-14.html)
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- [Using MetalKit part 15](http://mhorga.org/2016/06/23/using-metalkit-part-15.html)
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- [Using MetalKit part 15](http://metalkit.org/2016/06/23/using-metalkit-part-15.html)
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- [Using MetalKit part 16](http://mhorga.org/2016/07/06/using-metalkit-part-16.html)
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- [Using MetalKit part 16](http://metalkit.org/2016/07/06/using-metalkit-part-16.html)
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- [Using MetalKit part 17](http://mhorga.org/2016/09/24/using-metalkit-part-17.html)
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- [Using MetalKit part 17](http://metalkit.org/2016/09/24/using-metalkit-part-17.html)
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- [Using MetalKit part 18](http://mhorga.org/2016/09/30/using-metalkit-part-2-3-2.html)
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- [Using MetalKit part 18](http://metalkit.org/2016/10/01/using-metalkit-part-2-3-2.html)
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- [Raymarching in Metal](http://metalkit.org/2016/12/29/raymarching-in-metal.html)
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import MetalKit
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import PlaygroundSupport
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let frame = NSRect(x: 0, y: 0, width: 300, height: 300)
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let delegate = MetalView()
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let view = MTKView(frame: frame, device: delegate.device)
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view.delegate = delegate
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PlaygroundPage.current.liveView = view
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#include <metal_stdlib>
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using namespace metal;
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struct Ray {
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float3 origin;
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float3 direction;
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Ray(float3 o, float3 d) {
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origin = o;
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direction = d;
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}
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};
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struct Sphere {
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float3 center;
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float radius;
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Sphere(float3 c, float r) {
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center = c;
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radius = r;
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}
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};
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float distToSphere(Ray ray, Sphere s) {
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return length(ray.origin - s.center) - s.radius;
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}
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float distToScene(Ray r) {
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Sphere s = Sphere(float3(1.), 0.5);
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Ray repeatRay = r;
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repeatRay.origin = fmod(r.origin, 2.0);
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return distToSphere(repeatRay, s);
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}
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kernel void compute(texture2d<float, access::write> output [[texture(0)]],
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constant float &time [[buffer(0)]],
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uint2 gid [[thread_position_in_grid]]) {
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int width = output.get_width();
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int height = output.get_height();
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float2 uv = float2(gid) / float2(width, height);
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uv = uv * 2.0 - 1.0;
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float3 camPos = float3(1000. + sin(time) + 1., 1000. + cos(time) + 1., time);
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Ray ray = Ray(camPos, normalize(float3(uv, 1.)));
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float3 col = float3(0.);
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for (int i=0.; i<100.; i++) {
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float dist = distToScene(ray);
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if (dist < 0.001) {
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col = float3(1.);
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break;
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}
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ray.origin += ray.direction * dist;
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}
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float3 posRelativeToCamera = ray.origin - camPos;
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output.write(float4(col * abs((posRelativeToCamera) / 10.0), 1.), gid);
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}
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import MetalKit
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public class MetalView: NSObject, MTKViewDelegate {
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public var device: MTLDevice!
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var queue: MTLCommandQueue!
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var cps: MTLComputePipelineState!
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var time: Float = 0
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var timeBuffer: MTLBuffer!
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override public init() {
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super.init()
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registerShaders()
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}
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func registerShaders() {
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device = MTLCreateSystemDefaultDevice()!
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queue = device.makeCommandQueue()
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let path = Bundle.main.path(forResource: "Shaders", ofType: "metal")
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do {
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let input = try String(contentsOfFile: path!, encoding: String.Encoding.utf8)
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let library = try device.makeLibrary(source: input, options: nil)
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let kernel = library.makeFunction(name: "compute")!
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cps = try device.makeComputePipelineState(function: kernel)
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} catch let e {
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Swift.print("\(e)")
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}
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timeBuffer = device!.makeBuffer(length: MemoryLayout<Float>.size, options: [])
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}
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public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {}
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public func draw(in view: MTKView) {
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if let drawable = view.currentDrawable {
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let commandBuffer = queue.makeCommandBuffer()
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let commandEncoder = commandBuffer.makeComputeCommandEncoder()
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commandEncoder.setComputePipelineState(cps)
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commandEncoder.setTexture(drawable.texture, at: 0)
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commandEncoder.setBuffer(timeBuffer, offset: 0, at: 0)
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time += 0.01
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let bufferPointer = timeBuffer.contents()
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memcpy(bufferPointer, &time, MemoryLayout<Float>.size)
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let threadGroupCount = MTLSizeMake(8, 8, 1)
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let threadGroups = MTLSizeMake(drawable.texture.width / threadGroupCount.width, drawable.texture.height / threadGroupCount.height, 1)
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commandEncoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadGroupCount)
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commandEncoder.endEncoding()
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commandBuffer.present(drawable)
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commandBuffer.commit()
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}
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}
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}
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<playground version='5.0' target-platform='osx' executeOnSourceChanges='false'>
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<timeline fileName='timeline.xctimeline'/>
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</playground>
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7
raymarching/raymarching.playground/playground.xcworkspace/contents.xcworkspacedata
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7
raymarching/raymarching.playground/playground.xcworkspace/contents.xcworkspacedata
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<?xml version="1.0" encoding="UTF-8"?>
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<Workspace
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version = "1.0">
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<FileRef
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location = "self:">
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</FileRef>
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</Workspace>
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BIN
raymarching/raymarching.playground/playground.xcworkspace/xcuserdata/marius.xcuserdatad/UserInterfaceState.xcuserstate
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BIN
raymarching/raymarching.playground/playground.xcworkspace/xcuserdata/marius.xcuserdatad/UserInterfaceState.xcuserstate
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<?xml version="1.0" encoding="UTF-8"?>
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<Timeline
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version = "3.0">
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<TimelineItems>
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</TimelineItems>
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</Timeline>
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