artist page: compositor scroll pipeline + final hero design (crossfade twins, mirror seam, bloom retired)
Scroll-driven animation conversion - apply() writes nothing per frame on the supported path; the hero squeeze, fade line and header curves all ride scroll-driven animations on the compositor. - Section boundaries flip via IntersectionObserver sentinels; the scroll listener is gone from the hot path. - The scrollbar thumb rides its own scroll-driven animation. - @supports-not fallback keeps the previous rAF --p path verbatim, so unsupported engines render identically. - Curves verified exact to 1e-6 against the old path, 0.000px continuity across boundary flips, correct retarget on resize. Perf fixes - Forced-layout reads pulled out of both scroll handlers. - Resize settle-reflow: a second reflow 200ms after resize quiesces, and the pane is observed too. This was the root cause of the fullscreen fade-wedge and of the long-standing intermittent where rows stayed hidden after a resize. Glass - backdrop-filter removed from chips and preview surfaces. - Bar glass blur 20 -> 12. - Choose-hero pill removed from the UI; pickArtistHero/clearArtistHero backend is untouched and the control can be re-homed later. Hero design (final) - Crossfade twins are permanent. Twin blur is baked via bakeBlur() (clamp-to-edge pad -> blur -> crop) so the frames stay pixel-aligned with no edge fringe and no geometry scaling. - Bloom strip retired everywhere; HeroGpuCanvas's internal bloom canvases are hidden by one scoped rule and the component is unchanged. - Seam is a pure mirror: the artwork's top strip flipped inside the glass band, clipped at the bar's top line, riding the squeeze with the hero and dissolving in lockstep on rotation. - GPU twin overlay crossfades on rotation instead of snapping — the incoming baked frame fades in on hero-banner-in with a 2-frame cap. - ~930 lines of experimental variants and the perf-flag system deleted; the surviving path is a pixel no-op against the approved configuration. Debug overlay - PERF/SEAM rows dropped; the overlay keeps stats plus an FPS/drops/worst counter (Ctrl+Shift+D).
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@@ -11,6 +11,8 @@
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let visible = $state(false);
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let stats = $state(null);
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let fps = $state(0);
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let drops = $state(0); // main-thread frames >25ms since overlay opened
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let worstGap = $state(0);
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let dlSpeed = $state(0); // bytes/sec of the CURRENT track's stream
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function onKeydown(e) {
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@@ -45,9 +47,20 @@
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let frames = 0;
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let fpsWindow = performance.now();
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let prevFrame = performance.now();
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drops = 0;
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worstGap = 0;
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let raf = requestAnimationFrame(function loop() {
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frames += 1;
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const now = performance.now();
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// Main-thread frame gap — the jank signal. >25ms = a frame the
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// user can feel; count it and remember the worst.
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const gap = now - prevFrame;
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prevFrame = now;
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if (gap > 25) {
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drops += 1;
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if (gap > worstGap) worstGap = Math.round(gap);
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}
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if (now - fpsWindow >= 500) {
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fps = Math.round((frames * 1000) / (now - fpsWindow));
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frames = 0;
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@@ -80,7 +93,7 @@
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<svelte:window onkeydown={onKeydown} />
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{#if visible}
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<aside class="debug-overlay" aria-hidden="true">
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<aside class="debug-overlay">
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<div class="hdr">DEBUG <span class="dim">Ctrl+Shift+D</span></div>
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{#if stats}
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<div class="sec">
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@@ -91,7 +104,10 @@
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<div><b>NET</b> ↓ {rate(stats.netRxBps)} · ↑ {rate(stats.netTxBps)}</div>
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</div>
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<div class="sec">
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<div><b>FPS</b> {fps}</div>
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<div>
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<b>FPS</b> {fps} · drops {drops}{#if worstGap > 0} · worst {worstGap}ms{/if}
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<button class="mini" onclick={() => { drops = 0; worstGap = 0; }}>reset</button>
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</div>
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<div>
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<b>PLAYER</b> {player.status}{player.track ? ` · ${player.track.title}` : ""}
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{#if stats.mainFadeGain != null && stats.mainFadeGain < 0.999}· fade {stats.mainFadeGain.toFixed(2)}{/if}
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@@ -195,4 +211,27 @@
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height: 100%;
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background: #7fd0ff;
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}
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/* The overlay is passthrough glass (pointer-events: none on the aside)
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— only its buttons take clicks. */
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button {
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pointer-events: auto;
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background: rgba(255, 255, 255, 0.08);
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border: 1px solid rgba(255, 255, 255, 0.18);
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border-radius: 4px;
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color: #d7e0ea;
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font: inherit;
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font-size: 10px;
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padding: 1px 7px;
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margin-left: 4px;
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cursor: pointer;
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}
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button:hover {
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border-color: #7fd0ff;
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color: #fff;
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}
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button.mini {
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font-size: 9px;
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padding: 0 5px;
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opacity: 0.7;
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}
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</style>
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+46
-1
@@ -26,6 +26,21 @@
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const PAD = 8; // gap between the thumb's travel and the top header / bottom edge
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const HOVER_ZONE = 22; // px in from the right edge that reveals the thumb on hover
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// Scroll-driven-animation support, gated EXACTLY like CatalogArtist's
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// scrollDriven const so the two can never disagree about which engine owns
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// per-scroll motion. Where supported, the thumb's slide is a compositor
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// scroll-driven animation (float-thumb-ride in global.css) and onScroll never
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// reads scrollTop at all — the per-scroll place() read was forcing a full
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// style+layout pass every frame on pages whose scroll-driven animations had
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// already dirtied style (measured: 652 forced UpdateStyleAndLayout, ~248ms
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// per 6.9s of continuous scrolling on the artist page). The thumb's mapping
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// is exactly linear in scrollTop — y = (topInset - padTop) +
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// (scrollTop / maxScroll) * (trackH - thumbH) — so the default animation
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// range (the scroller's entire scroll range) reproduces it identically;
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// measure() writes the two endpoint vars. The !SDA path is byte-identical to
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// the old behavior.
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const SDA = typeof CSS !== "undefined" && CSS.supports("animation-timeline", "scroll()");
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export function floatScroll(node) {
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node.classList.add("float-scroll");
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node.style.scrollbarWidth = "none"; // inline: beats scoped component rules
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@@ -40,6 +55,16 @@ export function floatScroll(node) {
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thumb.className = "float-thumb";
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rail.appendChild(thumb);
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node.prepend(rail);
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if (SDA) {
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// scroll(nearest) from the thumb resolves to `node`: the only
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// intermediate ancestor is the zero-height .float-rail, which is not
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// a scroll container (no overflow set — the thumb visibly hangs out
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// of its zero-height box, so it could never be otherwise). The named
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// --artist-pane timeline lives on the same element on the artist
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// page; nearest-lookup and the name agree there by construction.
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thumb.style.animation = "float-thumb-ride auto linear both";
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thumb.style.animationTimeline = "scroll(nearest block)";
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}
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let hideTimer = 0;
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let dragging = false;
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@@ -112,7 +137,21 @@ export function floatScroll(node) {
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maxScroll = scrollH - viewH;
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thumb.style.display = "block";
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thumb.style.height = `${thumbH}px`;
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place();
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if (SDA) {
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// The ride's two endpoints (see float-thumb-ride in global.css).
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// Progress over the default range is scrollTop / maxScroll — the
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// exact `ratio` place() computes — so the animated transform is
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// the same pixel place() would have written at every scrollTop.
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// An inline transform would lose to the running animation anyway,
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// so the place() call below is gated to the fallback path.
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thumb.style.setProperty("--ft-y0", `${topInset - padTop}px`);
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thumb.style.setProperty(
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"--ft-y1",
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`${topInset - padTop + Math.max(0, trackH - thumbH)}px`,
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);
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} else {
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place();
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}
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}
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function scheduleMeasure() {
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if (!measureRaf) measureRaf = requestAnimationFrame(measure);
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@@ -130,6 +169,12 @@ export function floatScroll(node) {
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}
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function onScroll() {
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// SDA path: the compositor owns the slide; touching scrollTop here
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// would force the style+layout pass this fix exists to remove.
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if (SDA) {
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show();
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return;
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}
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place();
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show();
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}
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@@ -130,6 +130,21 @@
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opacity: 1;
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pointer-events: auto;
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}
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/* The thumb's slide as a scroll-driven animation (scrollbar.js sets it up
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where animation-timeline is supported). Endpoints are written by measure():
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--ft-y0 = topInset - padTop, --ft-y1 = --ft-y0 + (trackH - thumbH). The
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default animation range spans the scroller's whole scroll range, so linear
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progress IS scrollTop / maxScroll — the exact ratio the JS fallback
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computes — and the compositor tracks the scroll with zero main-thread
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work (and none of the fallback's one-frame lag under threaded scrolling). */
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@keyframes float-thumb-ride {
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from {
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transform: translateY(var(--ft-y0, 0px));
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}
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to {
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transform: translateY(var(--ft-y1, 0px));
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}
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}
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* {
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margin: 0;
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+1351
-257
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