Add blurring of lightmap (and refactoring)
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+44
-12
@@ -25,10 +25,13 @@ data RenderData = RenderData
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, _wallTextureShader :: FullShader ((Point2,Point2),Point4)
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, _backgroundShader :: FullShader (Point2,Point2,Point2,Point2)
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, _fullscreenShader :: FullShader ()
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, _boxBlurShader :: FullShader ()
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, _pictureShaders :: [FullShader RenderType]
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, _spareFBO :: FramebufferObject
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, _fboTexture :: TextureObject
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, _fboRenderbufferObject :: RenderbufferObject
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, _fbo2 :: (FramebufferObject, TextureObject)
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, _fbo3 :: (FramebufferObject, TextureObject)
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}
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makeLenses ''RenderData
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@@ -56,14 +59,21 @@ preloadRender = do
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>>= addTexture "data/texture/charMap.png"
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-- fullscreen shader
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fsShad <- makeShader "fullscreen" [vert,frag] [(0,2),(1,2)] TriangleStrip
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(const [[[-1, 1],[0,1]]
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,[[ 1, 1],[1,1]]
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,[[-1,-1],[0,0]]
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,[[ 1,-1],[1,0]]
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]
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)
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n <- F.foldM (pokeShader fsShad) [()] -- fix fullscreen vertex positions now
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fsShad <- makeShader "fullscreen" [vert,frag] [(0,2),(1,2)] TriangleStrip $ const
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[[[-1, 1],[0,1]]
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,[[ 1, 1],[1,1]]
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,[[-1,-1],[0,0]]
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,[[ 1,-1],[1,0]]
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]
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_ <- F.foldM (pokeShader fsShad) [()] -- fix fullscreen vertex positions now
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-- box blur shader
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boxBlurShad <- makeShader "boxBlur" [vert,frag] [(0,2),(1,2)] TriangleStrip $ const
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[[[-1, 1],[0,1]]
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,[[ 1, 1],[1,1]]
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,[[-1,-1],[0,0]]
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,[[ 1,-1],[1,0]]
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]
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_ <- F.foldM (pokeShader boxBlurShad) [()] -- fix fullscreen vertex positions now
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-- background shader
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bgShad <- makeShader "background" [vert,geom,frag] [(0,4),(1,2)] Points pokeBGStrat
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@@ -79,7 +89,10 @@ preloadRender = do
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>>= addUniforms ["perpMat"]
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-- framebuffer for lighting
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(fbo,fboTO,fboRBO) <- setupFramebuffer
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(fbo,fboTO,fboRBO) <- setupFramebufferWithStencil
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framebuf2 <- setupFramebuffer
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framebuf3 <- setupFramebuffer
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-- reset to default framebuffer, ready for drawing direct to screen
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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@@ -93,9 +106,12 @@ preloadRender = do
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, _wallTextureShader = wlTexture
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, _backgroundShader = bgShad
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, _fullscreenShader = fsShad
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, _boxBlurShader = boxBlurShad
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, _spareFBO = fbo
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, _fboTexture = fboTO
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, _fboRenderbufferObject = fboRBO
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, _fbo2 = framebuf2
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, _fbo3 = framebuf3
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}
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-- potential drawing setup
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@@ -111,15 +127,14 @@ preloadRender = do
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--------------------end preloadRender
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setupFramebuffer :: IO (FramebufferObject, TextureObject,RenderbufferObject)
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setupFramebuffer = do
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setupFramebufferWithStencil :: IO (FramebufferObject, TextureObject,RenderbufferObject)
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setupFramebufferWithStencil = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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fboTO <- genObjectName
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textureBinding Texture2D $= Just fboTO
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texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 800 600) 0 (PixelData RGBA UnsignedByte nullPtr)
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texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 8 6) 0 (PixelData RGBA UnsignedByte nullPtr)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
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@@ -134,6 +149,23 @@ setupFramebuffer = do
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return (fboName, fboTO, fboRBO)
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setupFramebuffer :: IO (FramebufferObject, TextureObject)
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setupFramebuffer = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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fboTO <- genObjectName
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textureBinding Texture2D $= Just fboTO
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texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 600 600) 0 (PixelData RGBA UnsignedByte nullPtr)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
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fboStatus <- framebufferStatus Framebuffer
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print fboStatus
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return (fboName, fboTO)
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cleanUpRenderPreload :: RenderData -> IO ()
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cleanUpRenderPreload pd = do
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mapM_ freeShaderPointers $ _pictureShaders pd
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+39
-8
@@ -61,13 +61,14 @@ createLightMap
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-> (Float,Float) -- View from position
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-> GLmatrix GLfloat
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-> IO ()
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createLightMap pdata resDiv wallPoints lightPoints
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(viewFromx,viewFromy) pmat = do
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createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat = do
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(vppos,vpsize) <- get viewport
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-- set the viewport size to that of the render buffer
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viewport $= (vppos, divideSize resDiv vpsize)
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bindFramebuffer Framebuffer $= _spareFBO pdata
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-- store wall and light positions into buffer
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nWallLights <- F.foldM (pokeShader $ _lightingWallShader pdata) wallPoints
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bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
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@@ -84,7 +85,6 @@ createLightMap pdata resDiv wallPoints lightPoints
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depthFunc $= Just Less
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-- draw walls from your point of view in order to set z buffer
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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-- let (tx,ty) = (tranx,trany) -.- (viewFromx,viewFromy)
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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uniform (head $ fromJust $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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$= Vector2 viewFromx viewFromy
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@@ -136,20 +136,51 @@ createLightMap pdata resDiv wallPoints lightPoints
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cullFace $= Nothing
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stencilTest $= Disabled
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blend $= Disabled
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-- set the viewport size to that of the window
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viewport $= (vppos, vpsize)
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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bindFramebuffer Framebuffer $= fst (_fbo2 pdata)
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colorMask $= Color4 Disabled Disabled Disabled Enabled
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bindShaderBuffers [_fullscreenShader pdata] [4]
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bindShaderBuffers [_boxBlurShader pdata] [4]
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textureBinding Texture2D $= Just (_fboTexture pdata)
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-- by upscaling the shadowmap texture and using Linear' magnification
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-- interpolation, we get a poor mans blur
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textureBinding Texture2D $= Just (_fboTexture pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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-- not sure about the perforamnce implications ^^^
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generateMipmap' Texture2D
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drawShader (_fullscreenShader pdata) 4
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-- not sure about the performance implications ^^^
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drawShader (_boxBlurShader pdata) 4
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bindFramebuffer Framebuffer $= fst (_fbo3 pdata)
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textureBinding Texture2D $= Just (snd $ _fbo2 pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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drawShader (_boxBlurShader pdata) 4
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replicateM_ 2 $ pingPongBlur pdata
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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textureBinding Texture2D $= Just (snd $ _fbo3 pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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drawShader (_boxBlurShader pdata) 4
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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blend $= Enabled
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pingPongBlur :: RenderData -> IO ()
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pingPongBlur pdata = do
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bindFramebuffer Framebuffer $= fst (_fbo2 pdata)
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textureBinding Texture2D $= Just (snd $ _fbo3 pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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drawShader (_boxBlurShader pdata) 4
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bindFramebuffer Framebuffer $= fst (_fbo3 pdata)
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textureBinding Texture2D $= Just (snd $ _fbo2 pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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drawShader (_boxBlurShader pdata) 4
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renderBackground
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:: RenderData
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-> Float -- Rotation
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