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https://github.com/Ultimaker/Cura.git
synced 2025-07-06 22:47:29 -06:00
use transparency in xray view and merge shader duplication
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parent
890b6dc0b4
commit
42a1b02d4c
4 changed files with 13 additions and 169 deletions
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@ -162,7 +162,7 @@ class SolidView(View):
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self._xray_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader"))
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if not self._xray_composite_shader:
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self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SolidView"), "xray_composite.shader"))
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self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray_composite.shader"))
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theme = Application.getInstance().getTheme()
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self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
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self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
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@ -2,7 +2,7 @@
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# Cura is released under the terms of the LGPLv3 or higher.
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import os.path
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from PyQt5.QtGui import QOpenGLContext
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from PyQt5.QtGui import QOpenGLContext, QImage
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from UM.Application import Application
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from UM.Logger import Logger
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@ -34,6 +34,7 @@ class XRayView(CuraView):
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self._composite_pass = None
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self._old_composite_shader = None
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self._old_layer_bindings = None
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self._xray_error_image = None
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def beginRendering(self):
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scene = self.getController().getScene()
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@ -88,12 +89,19 @@ class XRayView(CuraView):
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self.getRenderer().addRenderPass(self._xray_pass)
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if not self._xray_composite_shader:
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self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray_composite.shader"))
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if not self._xray_error_image:
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self._xray_error_image = OpenGL.getInstance().createTexture()
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img = QImage(1, 1, QImage.Format_RGB888)
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theme = Application.getInstance().getTheme()
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img.setPixelColor(0, 0, theme.getColor("xray_error"))
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self._xray_error_image.setImage(img)
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if not self._xray_composite_shader:
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self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray_composite.shader"))
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self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
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self._xray_composite_shader.setUniformValue("u_error_color", Color(*theme.getColor("xray_error").getRgb()))
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self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
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self._xray_composite_shader.setUniformValue("u_xray_error_strength", 0.8)
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self._xray_composite_shader.setTexture(3, self._xray_error_image)
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if not self._composite_pass:
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self._composite_pass = self.getRenderer().getRenderPass("composite")
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@ -1,164 +0,0 @@
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[shaders]
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vertex =
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uniform highp mat4 u_modelViewProjectionMatrix;
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attribute highp vec4 a_vertex;
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attribute highp vec2 a_uvs;
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varying highp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment =
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif // GL_FRAGMENT_PRECISION_HIGH
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#endif // GL_ES
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uniform sampler2D u_layer0; //Default pass.
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uniform sampler2D u_layer1; //Selection pass.
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uniform sampler2D u_layer2; //X-ray pass.
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uniform vec2 u_offset[9];
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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uniform vec4 u_error_color;
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uniform vec4 u_background_color;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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const vec3 z_axis = vec3(0.0, 0.0, 1.0);
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varying vec2 v_uvs;
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float kernel[9];
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void main()
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{
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kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = u_background_color;
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vec4 layer0 = texture2D(u_layer0, v_uvs);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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float intersection_count = texture2D(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
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{
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result = u_error_color;
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}
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 9; i++)
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{
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vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
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sum += color * (kernel[i] / u_outline_strength);
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}
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vec4 layer1 = texture2D(u_layer1, v_uvs);
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if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
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{
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gl_FragColor = result;
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}
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else
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{
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gl_FragColor = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
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}
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelViewProjectionMatrix;
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in highp vec4 a_vertex;
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in highp vec2 a_uvs;
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out highp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment41core =
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#version 410
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uniform sampler2D u_layer0; //Default pass.
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uniform sampler2D u_layer1; //Selection pass.
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uniform sampler2D u_layer2; //X-ray pass.
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uniform vec2 u_offset[9];
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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uniform vec4 u_error_color;
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uniform vec4 u_background_color;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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const vec3 z_axis = vec3(0.0, 0.0, 1.0);
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in vec2 v_uvs;
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out vec4 frag_color;
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float kernel[9];
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void main()
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{
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kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = u_background_color;
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vec4 layer0 = texture(u_layer0, v_uvs);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
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{
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result = u_error_color;
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}
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 9; i++)
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{
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vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
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sum += color * (kernel[i] / u_outline_strength);
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}
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vec4 layer1 = texture(u_layer1, v_uvs);
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if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
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{
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frag_color = result;
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}
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else
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{
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frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
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}
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}
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[defaults]
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u_layer0 = 0
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u_layer1 = 1
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u_layer2 = 2
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u_background_color = [0.965, 0.965, 0.965, 1.0]
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u_outline_strength = 1.0
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u_outline_color = [0.05, 0.66, 0.89, 1.0]
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u_error_color = [1.0, 0.0, 0.0, 1.0]
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[bindings]
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[attributes]
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a_vertex = vertex
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a_uvs = uv
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