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@@ -0,0 +1,224 @@
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+/**
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+ * @author bhouston / http://clara.io/ *
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+ */
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+
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+THREE.MSAAPass = function ( scene, camera, params ) {
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+
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+ this.scene = scene;
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+ this.camera = camera;
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+
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+ this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
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+
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+ this.params = params || { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
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+ this.params.minFilter = THREE.NearestFilter;
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+ this.params.maxFilter = THREE.NearestFilter;
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+ console.log( 'this.params', this.params );
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+ this.enabled = true;
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+
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+ this.needsSwap = true;
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+
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+ if ( THREE.CompositeShader === undefined ) {
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+ console.error( "THREE.MSAAPass relies on THREE.CompositeShader" );
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+ }
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+
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+ var compositeShader = THREE.CompositeShader;
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+ this.uniforms = THREE.UniformsUtils.clone( compositeShader.uniforms );
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+
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+ this.materialComposite = new THREE.ShaderMaterial( {
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+
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+ uniforms: this.uniforms,
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+ vertexShader: compositeShader.vertexShader,
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+ fragmentShader: compositeShader.fragmentShader,
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+ transparent: true,
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+ blending: THREE.CustomBlending,
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+ blendSrc: THREE.OneFactor,
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+ blendDst: THREE.OneMinusSrcAlphaFactor,
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+ blendEquation: THREE.AddEquation,
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+ depthTest: false,
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+ depthWrite: false
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+
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+ } );
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+
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+ this.camera2 = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
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+ this.scene2 = new THREE.Scene();
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+ this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.materialComposite );
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+ this.scene2.add( this.quad2 );
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+
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+};
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+
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+THREE.MSAAPass.prototype = {
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+
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+ dispose: function() {
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+
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+ if( this.sampleRenderTarget ) {
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+
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+ this.sampleRenderTarget.dispose();
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+ this.sampleRenderTarget = null;
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+
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+ }
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+
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+ },
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+
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+
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+ setSize: function ( width, height ) {
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+
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+ this.sampleRenderTarget.setSize( width, height );
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+
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+ },
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+
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+ render: function ( renderer, writeBuffer, readBuffer, delta ) {
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+
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+ if( ! this.sampleRenderTarget ) {
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+
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+ this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params, "msaa.renderTarget0" );
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+
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+ }
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+
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+ var camera = ( this.camera || this.scene.camera );
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+
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+ var jitterOffsets = THREE.MSAAPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
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+
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+ var autoClear = renderer.autoClear;
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+ renderer.autoClear = false;
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+
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+ this.uniforms[ "tForeground" ].value = this.sampleRenderTarget;
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+
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+ // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
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+ for( var i = 0; i < jitterOffsets.length; i ++ ) {
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+
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+ // only jitters perspective cameras. TODO: add support for jittering orthogonal cameras
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+ if( camera.setViewOffset ) camera.setViewOffset( readBuffer.width, readBuffer.height, jitterOffsets[i].x, jitterOffsets[i].y, readBuffer.width, readBuffer.height );
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+
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+ // on first sample, no need to accumulate
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+ if( i == 0 ) {
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+
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+ renderer.render( this.scene, camera, writeBuffer, true );
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+
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+ }
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+ else {
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+
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+ renderer.render( this.scene, camera, this.sampleRenderTarget, true );
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+
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+ // this accumulation strategy is used to prevent decimation at low bit depths with lots of samples.
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+ this.uniforms[ "scale" ].value = 1.0 / ( i + 1 );
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+
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+ renderer.render( this.scene2, this.camera2, writeBuffer, false );
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+
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+ }
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+
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+ }
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+
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+ // reset jitter to nothing. TODO: add support for orthogonal cameras
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+ if( camera.setViewOffset ) camera.setViewOffset( undefined, undefined, undefined, undefined, undefined, undefined );
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+ renderer.autoClear = true;
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+
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+ }
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+
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+};
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+
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+THREE.MSAAPass.normalizedJitterOffsets = function( jitterVectors ) {
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+
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+ var scaledJitterOffsets = [];
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+
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+ for( var i = 0; i < jitterVectors.length; i ++ ) {
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+
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+ scaledJitterOffsets.push( new THREE.Vector2( jitterVectors[i][0], jitterVectors[i][1] ).multiplyScalar( 1.0 / 16.0 ) );
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+
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+ }
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+
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+ return scaledJitterOffsets;
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+
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+},
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+
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+// These jitter vectors are specified in integers because it is easier.
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+// I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
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+// before being used, thus these integers need to be scaled by 1/16.
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+//
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+// Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
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+THREE.MSAAPass.JitterVectors = [
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+ THREE.MSAAPass.normalizedJitterOffsets( [
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+ [ 0, 0 ]
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+ ] ),
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+ THREE.MSAAPass.normalizedJitterOffsets( [
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+ [ 4, 4 ],
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+ [ -4, -4 ]
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+ ] ),
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+ THREE.MSAAPass.normalizedJitterOffsets( [
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+ [ -2, -6 ],
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+ [ 6, -2 ],
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+ [ -6, 2 ],
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+ [ 2, 6 ]
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+ ] ),
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+ THREE.MSAAPass.normalizedJitterOffsets( [
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+ [ 1, -3 ],
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+ [ -1, 3 ],
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+ [ 5, 1 ],
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+ [ -3, -5 ],
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+ [ -5, 5 ],
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+ [ -7, -1 ],
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+ [ 3, 7 ],
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+ [ 7, -7 ]
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+ ] ),
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+ THREE.MSAAPass.normalizedJitterOffsets( [
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+ [ 1, 1 ],
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+ [ -1, -3 ],
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+ [ -3, 2 ],
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+ [ 4, -1 ],
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+
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+ [ -5, -2 ],
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+ [ 2, 5 ],
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+ [ 5, 3 ],
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+ [ 3, -5 ],
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+
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+ [ -2, 6 ],
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+ [ 0, -7 ],
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+ [ -4, -6 ],
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+ [ -6, 4 ],
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+
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+ [ -8, 0 ],
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+ [ 7, -4 ],
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+ [ 6, 7 ],
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+ [ -7, -8 ]
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+ ] ),
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+ THREE.MSAAPass.normalizedJitterOffsets( [
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+ [ -4, -7 ],
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+ [ -7, -5 ],
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+ [ -3, -5 ],
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+ [ -5, -4 ],
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+
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+ [ -1, -4 ],
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+ [ -2, -2 ],
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+ [ -6, -1 ],
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+ [ -4, 0 ],
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+
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+ [ -7, 1 ],
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+ [ -1, 2 ],
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+ [ -6, 3 ],
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+ [ -3, 3 ],
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+
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+ [ -7, 6 ],
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+ [ -3, 6 ],
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+ [ -5, 7 ],
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+ [ -1, 7 ],
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+
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+ [ 5, -7 ],
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+ [ 1, -6 ],
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+ [ 6, -5 ],
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+ [ 4, -4 ],
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+
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+ [ 2, -3 ],
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+ [ 7, -2 ],
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+ [ 1, -1 ],
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+ [ 4, -1 ],
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+
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+ [ 2, 1 ],
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+ [ 6, 2 ],
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+ [ 0, 4 ],
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+ [ 4, 4 ],
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+
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+ [ 2, 5 ],
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+ [ 7, 5 ],
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+ [ 5, 6 ],
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+ [ 3, 7 ]
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+ ] )
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+];
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