2024-08-21 13:01:33 -07:00
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// based on the WebGL example in the `wasm-bindgen` guide
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//
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// https://rustwasm.github.io/wasm-bindgen/examples/webgl.html
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//
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2024-08-21 17:31:17 -07:00
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// and this StackOverflow answer by wangdq
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//
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// https://stackoverflow.com/a/39684775
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//
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2024-08-21 13:01:33 -07:00
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extern crate js_sys;
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/* use std::f64::consts::PI as PI; */
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use sycamore::{prelude::*, rt::{JsCast, JsValue}};
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use web_sys::{console, WebGl2RenderingContext, WebGlProgram, WebGlShader};
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fn compile_shader(
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context: &WebGl2RenderingContext,
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shader_type: u32,
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source: &str,
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) -> WebGlShader {
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let shader = context.create_shader(shader_type).unwrap();
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context.shader_source(&shader, source);
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context.compile_shader(&shader);
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shader
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}
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2024-08-21 17:31:17 -07:00
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// load the given data into the vertex input of the given name
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fn bind_vertex_attrib(
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context: &WebGl2RenderingContext,
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program: &WebGlProgram,
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name: &str,
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size: i32,
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data: &[f32]
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) {
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// create a data buffer and bind it to ARRAY_BUFFER
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let buffer = context.create_buffer().unwrap();
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context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
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// load the given data into the buffer. the function `Float32Array::view`
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// creates a raw view into our module's `WebAssembly.Memory` buffer.
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// allocating more memory will change the buffer, invalidating the view.
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// that means we have to make sure we don't allocate any memory until the
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// view is dropped
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unsafe {
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context.buffer_data_with_array_buffer_view(
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WebGl2RenderingContext::ARRAY_BUFFER,
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&js_sys::Float32Array::view(&data),
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WebGl2RenderingContext::STATIC_DRAW,
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);
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}
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// find the target attribute in the program's attribute list
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let attrib_index = context.get_attrib_location(&program, name);
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// allow the target attribute to be used
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context.enable_vertex_attrib_array(attrib_index as u32);
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// take whatever's bound to ARRAY_BUFFER---here, the data buffer created
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// above---and bind it to the target attribute
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//
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// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
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//
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context.vertex_attrib_pointer_with_i32(
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attrib_index as u32,
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size,
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WebGl2RenderingContext::FLOAT,
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false, // don't normalize
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0, // zero stride
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0, // zero offset
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);
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}
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2024-08-21 13:01:33 -07:00
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fn main() {
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// set up a config option that forwards panic messages to `console.error`
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#[cfg(feature = "console_error_panic_hook")]
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console_error_panic_hook::set_once();
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sycamore::render(|| {
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let tip = create_signal(0.0);
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let display = create_node_ref();
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on_mount(move || {
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// get the display canvas
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let canvas = display
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.get::<DomNode>()
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.unchecked_into::<web_sys::HtmlCanvasElement>();
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let ctx = canvas
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.get_context("webgl2")
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.unwrap()
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.unwrap()
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.dyn_into::<WebGl2RenderingContext>()
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.unwrap();
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// compile and attach the vertex and fragment shaders
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let vertex_shader = compile_shader(
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&ctx,
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WebGl2RenderingContext::VERTEX_SHADER,
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r##"#version 300 es
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in vec3 position;
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in vec3 color;
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out vec4 vertexColor;
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const float focal_length = 3.0;
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const float near_clip = 0.1;
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const float far_clip = 20.0;
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const float depth_inv = 1. / (far_clip - near_clip);
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void main() {
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const mat4 world_to_clip = mat4(
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focal_length, 0.0, 0.0, 0.0,
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0.0, focal_length, 0.0, 0.0,
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0.0, 0.0, (near_clip + far_clip) * depth_inv, -1.,
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0.0, 0.0, 2. * near_clip * far_clip * depth_inv, 0.0
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);
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gl_Position = world_to_clip * vec4(position, 1.);
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vertexColor = vec4(color, 1.);
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}
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"##,
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);
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let fragment_shader = compile_shader(
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&ctx,
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WebGl2RenderingContext::FRAGMENT_SHADER,
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r##"#version 300 es
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precision highp float;
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in vec4 vertexColor;
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out vec4 outColor;
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void main() {
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outColor = vertexColor;
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}
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"##,
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);
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let program = ctx.create_program().unwrap();
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ctx.attach_shader(&program, &vertex_shader);
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ctx.attach_shader(&program, &fragment_shader);
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ctx.link_program(&program);
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let link_status = ctx
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.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
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.as_bool()
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.unwrap();
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let link_msg = if link_status {
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"Linked successfully"
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} else {
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"Linking failed"
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};
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console::log_1(&JsValue::from(link_msg));
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ctx.use_program(Some(&program));
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// create a vertex array and bind it to the graphics context
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let vertex_array = ctx.create_vertex_array().unwrap();
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ctx.bind_vertex_array(Some(&vertex_array));
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// set up a repainting routine
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create_effect(move || {
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const VERTEX_CNT: usize = 9;
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// set the vertex positions
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let tip_shift = 4.0/3.0 * tip.get() as f32;
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let positions: [f32; 3*VERTEX_CNT] = [
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// triangle 1
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1.0 - tip_shift, 1.0 - tip_shift, -5.0 - tip_shift,
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1.0, -1.0, -7.0,
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-1.0, 1.0, -7.0,
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// triangle 2
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1.0 - tip_shift, 1.0 - tip_shift, -5.0 - tip_shift,
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-1.0, 1.0, -7.0,
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-1.0, -1.0, -7.0,
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// triangle 3
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1.0 - tip_shift, 1.0 - tip_shift, -5.0 - tip_shift,
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-1.0, -1.0, -7.0,
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1.0, -1.0, -7.0
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];
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bind_vertex_attrib(&ctx, &program, "position", 3, &positions);
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// set the vertex colors
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let colors: [f32; 3*VERTEX_CNT] = [
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// triangle 1
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1.0, 0.0, 0.5,
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1.0, 0.0, 0.5,
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1.0, 0.0, 0.5,
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// triangle 2
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0.0, 0.5, 1.0,
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0.0, 0.5, 1.0,
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0.0, 0.5, 1.0,
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// triangle 3
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0.5, 0.0, 1.0,
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0.5, 0.0, 1.0,
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0.5, 0.0, 1.0
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];
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bind_vertex_attrib(&ctx, &program, "color", 3, &colors);
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// clear the screen and draw the scene
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ctx.clear_color(0.0, 0.0, 0.0, 1.0);
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ctx.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT);
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ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
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});
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});
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view! {
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div(id="app") {
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canvas(ref=display, width="600", height="600")
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input(
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type="range",
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max=1.0,
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step=0.01,
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bind:valueAsNumber=tip
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)
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}
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}
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});
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}
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