Roll shaderc
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@ -102,12 +102,11 @@ void init() {
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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layout(location = 0) in vec4 v_color;
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void main() {
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fragColor = v_color;
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})"
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);
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})");
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renderpass = CreateDefaultRenderPass(device);
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depthStencilView = CreateDefaultDepthStencilView(device);
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@ -52,7 +52,7 @@ void init() {
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const char* fs =
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"#version 450\n"
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"out vec4 fragColor;"
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"layout(location = 0) out vec4 fragColor;"
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"void main() {\n"
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" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
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@ -109,7 +109,7 @@ void initRender() {
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0);
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}
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@ -93,17 +93,17 @@ void init() {
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})"
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);
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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nxt::ShaderModule fsModule =
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utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(set = 0, binding = 0) uniform myBlock {
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int a;
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float b;
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} myUbo;
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, myUbo.a / 255.0, myUbo.b, 1.0);
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})"
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);
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})");
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nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::UniformBuffer, 0, 1)
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@ -142,20 +142,19 @@ void init() {
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 2) in vec3 f_col;
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(f_col, 1.0);
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})"
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);
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})");
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nxt::ShaderModule fsReflectionModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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nxt::ShaderModule fsReflectionModule =
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utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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layout(location = 2) in vec3 f_col;
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(mix(f_col, vec3(0.5, 0.5, 0.5), 0.5), 1.0);
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})"
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);
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})");
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auto inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32, 0)
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@ -64,11 +64,10 @@ void init() {
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})"
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);
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})");
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auto inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
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@ -68,11 +68,10 @@ void init() {
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nxt::ShaderModule fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})"
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);
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})");
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auto inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
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@ -102,11 +102,10 @@ void init() {
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layout(set = 0, binding = 0) uniform sampler mySampler;
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layout(set = 0, binding = 1) uniform texture2D myTexture;
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = texture(sampler2D(myTexture, mySampler), gl_FragCoord.xy / vec2(640.0, 480.0));
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})"
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);
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})");
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auto inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
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@ -50,11 +50,10 @@ void init() {
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int a;
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float b;
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} myUbo;
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, myUbo.a / 255.0, myUbo.b, 1.0);
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})"
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);
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})");
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nxt::BindGroupLayout bgl = device.CreateBindGroupLayoutBuilder()
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.SetBindingsType(nxt::ShaderStageBit::Fragment, nxt::BindingType::UniformBuffer, 0, 1)
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@ -180,11 +180,10 @@ class PrimitiveTopologyTest : public NXTTest {
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fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0, 1.0, 0.0, 1.0);
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})"
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);
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})");
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inputState = device.CreateInputStateBuilder()
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.SetAttribute(0, 0, nxt::VertexFormat::FloatR32G32B32A32, 0)
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@ -88,7 +88,7 @@ class RenderPassLoadOpTests : public NXTTest {
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)";
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const char* fsSource = R"(
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#version 450
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out vec4 color;
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layout(location = 0) out vec4 color;
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void main() {
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color = vec4(0.f, 0.f, 1.f, 1.f);
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}
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@ -32,7 +32,7 @@ class InputStateTest : public ValidationTest {
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nxt::ShaderModuleBuilder fsModuleBuilder = AssertWillBeSuccess(device.CreateShaderModuleBuilder());
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utils::FillShaderModuleBuilder(fsModuleBuilder, nxt::ShaderStage::Fragment, R"(
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#version 450
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@ -38,11 +38,10 @@ class RenderPipelineValidationTest : public ValidationTest {
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fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0, 1.0, 0.0, 1.0);
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})"
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);
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})");
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}
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nxt::RenderPipelineBuilder& AddDefaultStates(nxt::RenderPipelineBuilder&& builder) {
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@ -25,11 +25,10 @@ class VertexBufferValidationTest : public ValidationTest {
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fsModule = utils::CreateShaderModule(device, nxt::ShaderStage::Fragment, R"(
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#version 450
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0, 1.0, 0.0, 1.0);
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})"
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);
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})");
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}
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void MakeRenderPassAndFrameBuffer(uint32_t subpassCount) {
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@ -1 +1 @@
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Subproject commit f00c245a5f697cde2257e1280969429314a84958
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Subproject commit b5b08462442239e6537315ea1405b6afcd53043e
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@ -1 +1 @@
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Subproject commit 01921d49da5d4d4311f3e2bd1ae2a27834974ab6
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Subproject commit c60725343fd6c0822bb7f580661d2ec6460391c0
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@ -1 +1 @@
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Subproject commit 661ad91124e6af2272afd00f804d8aa276e17107
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Subproject commit 061097878467b8e040fbf153a837d844ef9f9f96
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@ -1 +1 @@
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Subproject commit 06d4fd52c244ee5abf6819f721b9f68e5a3fcdb0
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Subproject commit 90862fe4b1c6763b32ce683d2d32c2f281f577cf
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