shadows flag in Renderer #2
@@ -16,20 +16,23 @@ void main(void) {
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in vec3 view_dir, world_dir;
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uniform vec2 dt, shadow_size;
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uniform vec2 dt;
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uniform float z_near;
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uniform sampler2D tex_coeff_brdf, tex_noise;
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uniform sampler2D tex_0, tex_1, tex_2, tex_3, tex_4, tex_5, tex_sh;
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//uniform sampler2DShadow tex_shadow[16];
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#ifdef SHADOWS
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uniform vec2 shadow_size;
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uniform sampler2DArrayShadow tex_shadows_cone;
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uniform sampler2DArray tex_depths_cone;
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uniform samplerCubeArrayShadow tex_shadows_omni;
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uniform samplerCubeArray tex_depths_omni;
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uniform samplerCube tex_env;
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uniform int lights_start, lights_count, soft_shadows_samples = 16, noise_size = 64;
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uniform bool soft_shadows_enabled = false;
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uniform float soft_shadows_quality = 1.;
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uniform int soft_shadows_samples = 16, noise_size = 64;
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#endif
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uniform samplerCube tex_env;
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uniform int lights_start, lights_count;
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uniform vec4 fog_color = vec4(0.5, 0.5, 0.5, 1.);
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uniform float fog_decay = 10., fog_density = 0.;
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uniform mat3 view_mat;
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@@ -43,7 +46,7 @@ ivec2 tc;
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vec4 pos, lpos, shp;
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vec3 li, si, ldir, halfV, bn, bn2, lwdir;
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vec3 normal, geom_normal, vds, vds2;
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float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist, shadow, shadow_dz;
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float rough_diff, rough_spec, dist, NdotL, NdotH, spot, ldist, diff, spec, sdist;
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uint flags;
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@@ -54,6 +57,7 @@ vec4 mapScreenToShadow(in int light_index, in vec3 offset) {
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}
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#ifdef SHADOWS
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#ifdef SPOT
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float getShadowCone(in vec3 uvz, in int layer) {
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@@ -141,6 +145,7 @@ float rand(vec2 co) {
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float e = sin(mod(d, 3.14)) * c;
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return fract(e) - 0.5;
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}
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#endif // SHADOWS
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vec4 qgl_lightTexture(int index, vec2 coord, vec4 tex_shift) {
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coord *= qgl_light_parameter[index].map.scale;
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@@ -173,6 +178,7 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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spot *= light_map_pix.a;
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#endif
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#ifdef SHADOWS
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if (int(round(qgl_light_parameter[index].flags)) == 1 && bitfieldExtract(flags, 3, 1) == 1 && (spot > 1E-4)) {
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#ifndef SPOT
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vec3 odir = -(view_mat * ldir);
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@@ -260,6 +266,7 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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//shadow += getShadowCone(shp.xyz, layer, vec2(0));
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}
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#endif // SHADOWS
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vec3 dist_decay = vec3(1., ldist, ldist*ldist);
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spot /= dot(qgl_light_parameter[index].decay_intensity.xyz, dist_decay);
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@@ -99,6 +99,8 @@ Renderer::Renderer(QGLView * view_)
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shader_defines[srGeometrySolidPass] << "SOLID";
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shader_defines[srLightSpotPass] << "SPOT";
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shader_defines[srShadowOmniPass] << "OMNI";
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shader_defines[srLightSpotPass] << "SHADOWS";
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shader_defines[srLightOmniPass] << "SHADOWS";
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PICodeInfo::EnumInfo * obre = PICodeInfo::enumsInfo->value("Renderer::DeferredBufferRole");
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if (obre) {
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@@ -352,24 +354,26 @@ void Renderer::renderLight(int first_wr_buff, bool clear_only) {
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prog->setUniformValue("fog_decay", qMax(view->fogDecay(), 0.001f));
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prog->setUniformValue("fog_density", view->fogDensity());
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prog->setUniformValue("view_mat", cam->viewMatrix().inverted().toGenericMatrix<3, 3>());
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prog->setUniformValue("shadow_size", view->shadow_map_size);
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prog->setUniformValue("noise_size", noise_size);
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prog->setUniformValue("soft_shadows_enabled", view->soft_shadows);
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prog->setUniformValue("soft_shadows_samples", view->soft_shadows_samples);
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prog->setUniformValue("soft_shadows_quality", view->soft_shadows_quality);
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prog->setUniformValue("tex_shadows_cone", (int)tarShadowsCone);
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prog->setUniformValue("tex_shadows_omni", (int)tarShadowsOmni);
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prog->setUniformValue("tex_depths_cone", (int)tarDepthsCone);
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prog->setUniformValue("tex_depths_omni", (int)tarDepthsOmni);
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GLenum filter = view->softShadows() ? GL_NEAREST : GL_LINEAR;
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shadow_maps_cone.bind(view, tarShadowsCone);
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view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
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view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
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shadow_maps_omni.bind(view, tarShadowsOmni);
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view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
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view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
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depth_maps_cone.bind(view, tarDepthsCone);
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depth_maps_omni.bind(view, tarDepthsOmni);
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if (shadows_enabled) {
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prog->setUniformValue("shadow_size", view->shadow_map_size);
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prog->setUniformValue("noise_size", noise_size);
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prog->setUniformValue("soft_shadows_enabled", view->soft_shadows);
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prog->setUniformValue("soft_shadows_samples", view->soft_shadows_samples);
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prog->setUniformValue("soft_shadows_quality", view->soft_shadows_quality);
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prog->setUniformValue("tex_shadows_cone", (int)tarShadowsCone);
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prog->setUniformValue("tex_shadows_omni", (int)tarShadowsOmni);
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prog->setUniformValue("tex_depths_cone", (int)tarDepthsCone);
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prog->setUniformValue("tex_depths_omni", (int)tarDepthsOmni);
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GLenum filter = view->softShadows() ? GL_NEAREST : GL_LINEAR;
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shadow_maps_cone.bind(view, tarShadowsCone);
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view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
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view->glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
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shadow_maps_omni.bind(view, tarShadowsOmni);
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view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, filter);
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view->glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, filter);
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depth_maps_cone.bind(view, tarDepthsCone);
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depth_maps_omni.bind(view, tarDepthsOmni);
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}
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renderQuad(prog, quad, cam);
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}
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}
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@@ -522,15 +526,17 @@ void Renderer::renderScene() {
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}
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phase.end();
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/// cone shadows and shadow matrix
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phase.begin("shadows cone");
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renderConeShadows();
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phase.end();
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if (shadows_enabled) {
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/// cone shadows and shadow matrix
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phase.begin("shadows cone");
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renderConeShadows();
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phase.end();
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/// omni shadows and shadow matrix
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phase.begin("shadows omni");
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renderOmniShadows();
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phase.end();
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/// omni shadows and shadow matrix
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phase.begin("shadows omni");
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renderOmniShadows();
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phase.end();
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}
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/// lights
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phase.begin("lights prepare");
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@@ -729,3 +735,14 @@ void Renderer::addFramebufferEffect(FramebufferEffectBase * e) {
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e->r = this;
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fb_effects << e;
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}
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void Renderer::setSadowsEnabled(bool on) {
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shader_defines[srLightSpotPass].removeAll("SHADOWS");
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shader_defines[srLightOmniPass].removeAll("SHADOWS");
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if (on) {
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shader_defines[srLightSpotPass] << "SHADOWS";
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shader_defines[srLightOmniPass] << "SHADOWS";
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}
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shadows_enabled = on;
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reloadShaders();
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}
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@@ -110,6 +110,9 @@ public:
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QImage materialThumbnail(Material * m) { return rend_mat.materialThumbnail(m); }
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void recreateMaterialThumbnails(bool force_all = false) { rend_mat.recreateMaterialThumbnails(force_all); }
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void setSadowsEnabled(bool on);
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bool isShadowsEnabled() const { return shadows_enabled; }
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protected:
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void fillObjectsBuffer(const ObjectBaseList & ol, RenderPass pass);
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void renderObjects(Scene & scene, RenderPass pass);
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@@ -157,7 +160,8 @@ private:
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QVector<FramebufferEffectBase *> fb_effects;
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QImage last_img;
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QString obr_defines, timings;
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bool is_grabbing = false;
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bool shadows_enabled = true;
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bool is_grabbing = false;
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};
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#endif // RENDERER_H
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Block a user