Psx Retro Rendering logo

Psx Retro Rendering

Organization
SummerEngine
psx-retro-rendering

PlayStation 1 rendering in Summer Engine — low-res output, RGB5 and exact dither, affine textures, vertex snapping, blend modes, fog; limits named.

Overview

PublisherSummerEngine
Repositorysummer
Skill namepsx-retro-rendering
Stars
91
Forks
8
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by SummerEngine on GitHub. Read the source before you install it.

Installation

Install the Psx Retro Rendering AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/SummerEngine/summer/tree/main/library/skills/psx-retro-rendering
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/SummerEngine/summer.git /tmp/summer
mkdir -p .claude/skills
cp -r /tmp/summer/library/skills/psx-retro-rendering .claude/skills/psx-retro-rendering
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Psx Retro Rendering in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Psx Retro Rendering on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Psx Retro Rendering is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

PSX Retro Rendering in Summer Engine

Outcome

Recreate the visible behavior of the original PlayStation rendering pipeline while keeping three things distinct:

  1. behavior the PS1 actually had;
  2. the engine technique used to imitate it;
  3. places where the imitation cannot reproduce the hardware exactly.

The characteristic result comes from several interacting constraints, not from a single fullscreen filter: a low-resolution framebuffer, 5-bit color, conditional polygon dithering, unfiltered affine textures, integer screen-coordinate vertices, CPU-style polygon ordering, vertex colors and lighting, fixed semi-transparency equations, and depth-cued fog.

The article author's MIT-licensed addon is useful implementation evidence:

  • https://github.com/wyvernbw/godot-psxlike
  • Treat it as a reference implementation, not as proof that every approximation is hardware-exact, compatible with the current Summer Engine build, or suitable for every scene.

When to Use

  • The game targets a PS1/PSX look and needs more than low resolution and vertex wobble.
  • An existing PSX shader needs to be checked against hardware behavior.
  • Artists need predictable rules for palettes, mesh subdivision, vertex colors, transparency, or fog.

Do not activate this skill for an ordinary low-resolution or pixel-art presentation that does not need PS1-specific rendering behavior.

Authenticity Boundary

Visible behaviorOriginal hardware mechanismPractical engine implementationAccuracy boundary
Low resolution1 MB VRAM shared by framebuffers and texturesRender the root viewport at a PSX-era base sizeDoes not reproduce the VRAM budget
RGB5 colorGPU draws RGB555 plus one mask bitQuantize fragment color to 31 levels per channelMask-bit write protection is normally omitted
DitheringSony 4x4 matrix, enabled per polygonApply the exact matrix in the material, commonly toggled per meshA fullscreen dither is not equivalent
Texture warpingUVs are interpolated affinelyCancel the GPU's perspective correction with clip wSubdivision strongly changes the result
Vertex wobbleInteger screen coordinates and no subpixel rasterizationQuantize clip/NDC coordinates against the viewportDo not use an arbitrary object-space grid
Polygon overlapNo hardware Z-buffer; the CPU submits depth-sorted primitivesFlat DEPTH, mesh subdivision, and an optional depth biasFlat depth is only a proxy for draw ordering
LightingCPU/GTE-derived colors, Gouraud interpolationCalculate light at vertices and carry it through COLORThe engine's ordinary per-pixel light pass is different
Semi-transparencyFour fixed framebuffer blend equationsSample the screen texture in a transparent materialTransparent objects cannot reliably blend with each other
FogGTE depth cue and color operationsQuantized per-vertex factor plus modulation or a fragment blendAuthentic Silent Hill fog is a two-pass technique

The PS1 GPU is fundamentally a 2D ordered polygon rasterizer. Avoid saying that it had a "flat depth buffer" or that its Z-fighting came from flat per-polygon depth; it had no depth buffer at all.

Summer Engine Integration

ShaderMaterial supports shared shaders, material uniforms, and per-instance uniforms through GeometryInstance3D.set_instance_shader_parameter(). Prefer per-instance uniforms over duplicating materials when changing mesh-local PSX settings.

In Summer's material workflow, attach a .tres material override to the MeshInstance3D, not its parent Node3D, and save the scene after assignment. A custom PSX pipeline is an appropriate ShaderMaterial use because StandardMaterial3D cannot express affine interpolation, screen-coordinate snapping, or fixed framebuffer blend equations.

Use this project shape:

text
Project Settings
|-- Display > Window > Size: 320 x 240, or another intentional PSX-era size
|-- Display > Window > Stretch > Mode: viewport
|-- Display > Window > Stretch > Aspect: keep
|-- Display > Window > Stretch > Scale Mode: integer, when perfect output pixels are desired
|-- Rendering > Renderer: forward_plus for the reference addon's batching path
`-- Rendering > Anti Aliasing: disabled for the PSX render path

Scene
|-- WorldEnvironment
|   `-- Environment with modern tonemapping, glow, SSAO, SSR, and similar effects disabled
|-- Camera3D
|-- MeshInstance3D using the shared opaque PSX material
|-- MeshInstance3D using the separate transparent PSX material when required
`-- PsxLightSystem autoload, only when using the reference addon's custom lights

Assign the spatial shader material to meshes. A WorldEnvironment or camera environment cannot replace mesh materials.

Shared materials, texture arrays, instance uniforms, and Forward+ can improve batching opportunities. They do not guarantee that arbitrary meshes render in one draw call. Transparent and opaque rendering already require separate materials.

Check compatibility-sensitive names and shader behavior against the installed Summer Engine build.

Agent Procedure

Implement one visible layer at a time. After each layer, run the game and compare a controlled test scene before composing the next layer. Do not diagnose a combined shader when a low-resolution, color-space, affine, depth, transparency, lighting, or fog boundary can be tested independently.

1. Establish the Low-Resolution Output

Use project settings where possible. At runtime, configure the root Window, not a nonexistent content_scale_integer property:

gdscript
func configure_psx_output() -> void:
    var root: Window = get_tree().root
    root.content_scale_size = Vector2i(320, 240)
    root.content_scale_mode = Window.CONTENT_SCALE_MODE_VIEWPORT
    root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_KEEP
    root.content_scale_stretch = Window.CONTENT_SCALE_STRETCH_INTEGER

Integer scaling is optional. It preserves even output pixels but can introduce letterboxing when the window is not an integer multiple of the base resolution.

Disable MSAA, TAA, FXAA, texture filtering, and modern post-effects on the PSX path. Decide separately whether UI should share the low-resolution viewport or render at display resolution.

2. Keep the Color Pipeline Explicit

RGB5 quantization and the PS1 dither operate on display-encoded RGB values, not on linear-light values. The Forward+ color conversions can otherwise change the palette and dither response.

Choose one coherent texture path:

  • Raw sRGB samples: omit source_color on the texture uniform, perform modulation/dither/RGB5 in sRGB, then convert to linear before assigning ALBEDO.
  • Linear samples: use source_color, convert the sample back to sRGB before PS1 operations, then convert the final result back to linear.

Do not mix the two paths. Color uniforms declared with source_color arrive in linear space and must be converted before combining them with raw sRGB texels.

The end of an opaque fragment pipeline should have this order:

glsl
color = dither(color, FRAGCOORD.xy);
color = to_rgb5(color);
ALBEDO = to_linear(color);

Do not quantize before dithering. Do not describe sRGB itself as a post-effect to disable.

3. Quantize to RGB5 and Use the Exact Dither

Use round() rather than floor() in the final implementation. With fog and dithering, floor() can make a flat RGB5-representable color alternate with the next darker shade.

glsl
vec3 to_rgb5(vec3 color) {
    return round(clamp(color, vec3(0.0), vec3(1.0)) * 31.0) / 31.0;
}

The matrix is the PS1 pattern, not a generic Bayer matrix:

glsl
instance uniform bool use_dither = true;

vec3 psx_dither(vec3 color, vec2 fragcoord, bool eligible) {
    const int[16] DITHER = int[](
        -4,  0, -3,  1,
         2, -2,  3, -1,
        -3,  1, -4,  0,
         3, -1,  2, -2
    );

    if (use_dither && eligible) {
        ivec2 cell = ivec2(fragcoord) % ivec2(4);
        color += vec3(float(DITHER[cell.y * 4 + cell.x]) / 255.0);
    }
    return color;
}

On hardware, dithering was selectable per polygon and was available only to Gouraud-shaded or texture-modulated polygons. In a normal mesh shader, a per-mesh instance uniform is a practical compromise:

glsl
bool dither_eligible = shading == SHADING_GOURAUD || use_modulation;
color = psx_dither(color, FRAGCOORD.xy, dither_eligible);

Do not apply one fullscreen dither pass to the entire scene. Flat, unmodulated polygons should remain flat.

4. Sample and Author Textures Like PS1 Assets

The PS1 does not bilinearly filter textures. Sample exact texels at mip level zero:

glsl
uniform sampler2D[10] textures;
instance uniform int tex_id = 0;

vec3 sample_psx_texture(vec2 uv) {
    ivec2 size = textureSize(textures[tex_id], 0);
    ivec2 texel = ivec2(uv * vec2(size));
    texel = clamp(texel, ivec2(0), size - ivec2(1));
    return texelFetch(textures[tex_id], texel, 0).rgb;
}

Disable imported filtering and mipmaps unless a deliberate approximation needs them. Handle repeat/wrap behavior explicitly when UVs can leave [0, 1].

Full CLUT/VRAM emulation provides no modern performance benefit and complicates authoring. To reproduce the visible palette limitation, author indexed textures with 16 colors for a 4-bit-style asset or 256 colors for an 8-bit-style asset.

On PS1 textured polygons, a pure-black texel is transparent. If this behavior is enabled, discard black only for the relevant textured path; do not accidentally discard an intentionally black untextured polygon:

glsl
if (texturing == TEX_TEXTURED && all(equal(color, vec3(0.0)))) {
    discard;
}

5. Support Raw Textures, Vertex Colors, and Texture Modulation

PS1 polygons can be flat- or Gouraud-shaded, textured or untextured, and raw-textured or texture-modulated. Preserve those as explicit modes.

True per-triangle flat colors are awkward in an ordinary mesh shader. Practical choices are:

  • use one flat_color instance uniform for a whole mesh;
  • duplicate triangle vertices and bake the same color into all three;
  • use Gouraud mode with equal colors at a triangle's vertices.

Texture modulation is visually important and is not ordinary multiplication:

glsl
vec3 modulated = texel * vertex_color * 2.0;

The factor of two produces the PS1 overbright response. A half-gray vertex/tint color, vec3(0.5), is neutral. Expose raw texture mode separately so textures can bypass vertex-color modulation.

6. Cancel Perspective-Correct UV Interpolation

Merely dividing ordinary interpolated UVs by w is incomplete. Multiply at each vertex first, allow the GPU to interpolate, then divide in the fragment shader:

glsl
render_mode skip_vertex_transform;

varying vec4 clip_pos;

void vertex() {
    vec4 world = MODEL_MATRIX * vec4(VERTEX, 1.0);
    vec4 clip = PROJECTION_MATRIX * VIEW_MATRIX * world;

    POSITION = clip;
    clip_pos = clip;
    UV *= clip.w;
}

void fragment() {
    vec2 affine_uv = UV / clip_pos.w;
    // Sample the texture using affine_uv.
}

Affine distortion becomes extreme on large polygons and at grazing camera angles. Mesh subdivision is not just an optimization: it is the main artistic control for texture distortion and also improves the draw-order approximation. Fixed cameras and shorter view distances help. Some PS1 games tessellated geometry dynamically.

7. Quantize Vertices in Screen Space

The wobble comes from integer screen coordinates and the absence of subpixel rasterization. Quantize after projection, relative to the actual low-resolution viewport:

glsl
vec4 snap_to_psx_grid(vec4 clip) {
    vec4 snapped = clip;
    snapped.xy = round(
        clip.xy / clip.w * VIEWPORT_SIZE.xy
    ) / VIEWPORT_SIZE.xy * clip.w;
    return snapped;
}

Use the snapped value for POSITION and for the clip position carried to the fragment shader. Do not snap local-space vertices to an arbitrary world grid; that produces a different motion artifact. Keep the snap resolution synchronized with the render viewport and visually verify the exact pixel cadence.

8. Treat Flat Depth as an Approximation

The original GPU drew polygons in submission order. A spatial shader cannot reproduce the CPU ordering table, so the reference shader uses a non-interpolated depth value:

glsl
varying flat float polygon_depth;
instance uniform float depth_modifier = 0.0;

void vertex() {
    polygon_depth = clip.z / clip.w + depth_modifier / 100.0;
}

void fragment() {
    DEPTH = polygon_depth;
}

Important limitations:

  • A flat varying normally comes from one provoking vertex, not the average of the triangle.
  • A large floor can cover nearer objects because one value represents the entire triangle.
  • Intersecting meshes can pop as whole triangles rather than resolve per pixel.
  • depth_modifier is an artist-controlled ordering bias and is most manageable with fixed cameras.
  • Subdivide large surfaces first. Use the bias only for residual ordering problems.

If exact ordering is a requirement, sort and submit appropriately partitioned geometry on the CPU or build a custom rendering path. Do not call this shader technique a real PS1 depth buffer.

9. Calculate Lighting Before Fragment Quantization

On original hardware, the CPU/GTE calculates vertex colors. Normals are not interpolated and lit per fragment. The GTE provides a basic three-light directional model; games can also implement their own point-light logic.

The normal light() path is per fragment. Enabling vertex lighting gets closer geometrically, but lighting can be applied after the custom fragment pipeline, which leaves gradients too smooth and bypasses the intended RGB5/dither response.

For a consistent result:

  1. collect the supported lights in GDScript;
  2. pack type, visibility, range, direction or position, and color into an Image.FORMAT_RGBF data texture;
  3. sample that texture with texelFetch() in vertex();
  4. calculate Lambert-style illumination per vertex;
  5. multiply or otherwise combine it with COLOR before affine interpolation, fog, dithering, and RGB5 conversion.
glsl
COLOR.rgb *= psx_light(world_position, world_normal);

Keep positions, directions, and normals in the same coordinate space. Cap the active-light count deliberately. The reference addon uses a configurable 16-entry buffer with directional and omni lights; that is a useful game-facing extension, not the original hardware's three-light limit.

10. Implement All Four Semi-Transparency Modes

For existing framebuffer color B and incoming fragment color F, support:

ModeEquation
Average0.5 * B + 0.5 * F
AddB + F
SubtractB - F
Quarter addB + 0.25 * F

These are fixed blend modes, not ordinary source-alpha blending. Screen-texture access moves the material into the transparent pass. Keep common pipeline code in a .gdshaderinc file and provide separate opaque and transparent shaders.

Apply the selected blend before the final dither, RGB5 quantization, and linear conversion:

text
sample and modulate -> fog -> framebuffer blend -> dither -> RGB5 -> linear output

Critical limitation: transparent meshes sampling the screen texture do not contribute to the texture sampled by other transparent meshes in the same pass. When two transparent objects overlap, one can replace or ignore the other. Avoid overlap, split rendering into controlled passes, or use a custom compositor. Document this limitation rather than presenting the effect as generally correct.

11. Choose the Intended Fog Model

First compute a clamped near-to-far factor and quantize it to the GTE's 12-bit-style depth-cue range:

glsl
float psx_fog_factor(float view_distance, float near_distance, float far_distance) {
    float width = max(far_distance - near_distance, 0.0001);
    float fog = clamp((view_distance - near_distance) / width, 0.0, 1.0);
    return floor(fog * 4096.0) / 4096.0;
}

The source addon's view_distance / (far - near) expression omits the near-plane subtraction. Preserve it only when matching that addon's existing visuals; use the normalized expression above when near_distance is intended to mark the start of fog.

Support two modes and label them accurately:

  • Modulation fog: blend the vertex color toward the fog color, then texture-modulate. This is hardware-plausible but only resembles a conventional fog lerp when the fog color is black. Colored modulation fog can become overbright or otherwise look "wrong"; that is authentic to the operation.
  • Silent Hill-style fog: the authentic technique draws world triangles twice—an untextured fog-color contribution and a textured contribution—using additive semi-transparency. This roughly halves available geometry throughput. A single fragment-shader mix() is a cheaper visual approximation, not the original technique.

When the fog factor is a varying in the fragment implementation, subject it to the same affine interpolation compensation as other vertex-derived values when matching the reference shader.

Choose a fog color exactly representable in RGB5:

glsl
vec3 rgb5_fog_color = round(fog_color * 31.0) / 31.0;

This, together with round() in to_rgb5(), prevents a visually flat fog region from acquiring unnecessary alternating dither shades.

Pipeline Invariants

Preserve these relationships even if the implementation is reorganized:

  • Vertex snapping happens after projection and before rasterization.
  • Affine UV compensation multiplies at the vertex and divides after interpolation.
  • Vertex lighting and modulation happen before fragment dithering and quantization.
  • Dithering uses fragment coordinates and precedes RGB5 quantization.
  • RGB5 and dithering operate in sRGB; the final ALBEDO is converted to linear.
  • Flat depth is explicitly labeled as an approximation of ordered drawing.
  • Opaque and transparent materials share code but remain separate render paths.
  • Silent Hill-style single-pass fog is labeled as an approximation if geometry is not actually rendered twice.

Tunables

ParameterStarting pointTradeoff
Base viewport320 x 240Lower values exaggerate pixels and vertex stepping
Output scalingIntegerCrisp pixels with possible letterboxing
Texture palette16 or 256 colorsStronger or weaker CLUT-style restriction
DitherPer mesh, hardware eligibility enforcedAuthentic control without per-polygon material data
Vertex snapActual viewport sizeMust stay synchronized with render resolution
Mesh subdivisionArt-dependentReduces affine warping and flat-depth failures; increases geometry
Depth modifierNear zeroUseful for fixed-camera ordering; fragile for moving cameras
Active custom lightsSmall explicit capHardware fidelity versus game usability
Fog factor precision12 bitSmall but hardware-informed effect
Fog modeModulation or Silent Hill approximationAuthentic color behavior versus conventional readability

Failure Modes

  • The result is merely pixelated: affine UVs, screen-coordinate snapping, RGB5, or conditional dithering is missing.
  • Dither appears on every flat surface: it was applied fullscreen or without the Gouraud/modulation eligibility check.
  • Colors differ between Compatibility and Forward+: linear and sRGB operations are mixed or performed twice.
  • Textures remain stable at oblique angles: UVs were not multiplied by vertex w before interpolation.
  • Textures explode on large surfaces: subdivide geometry or reduce grazing camera angles; affine mapping is working but uncontrolled.
  • A floor covers nearby meshes: this is a flat-depth proxy failure; subdivide first, then apply a small depth modifier.
  • Transparent objects do not blend with each other: this is the screen-texture/transparent-pass limitation.
  • Lighting gradients look modern and smooth: the engine's per-fragment lighting is bypassing the custom vertex-color pipeline.
  • Colored modulation fog looks too bright: modulation is not a conventional color lerp; choose black or use the labeled Silent Hill-style approximation.
  • Flat fog is excessively patterned: use an RGB5-representable fog color, dither before quantizing, and quantize with round().
  • Batching is worse than expected: different meshes, materials, transparency paths, shader variants, or instance state can split batches; shared materials do not guarantee one draw call.

Verification

Verify the running client, not only shader compilation:

  1. Confirm the root 3D scene renders at the intended base resolution and scales cleanly at several window sizes.
  2. Render an sRGB gradient and compare RGB5 bands with dithering on and off.
  3. Confirm a flat unmodulated polygon does not dither while a Gouraud or modulated polygon does.
  4. Move the camera slowly and verify vertices step in screen pixels rather than in world-space increments.
  5. Rotate a large textured quad to expose affine warping, then subdivide it and confirm the distortion decreases.
  6. Overlap intersecting triangles and verify the chosen flat-depth approximation and depth modifiers are understood.
  7. Test raw texture mode, half-gray neutral modulation, and the pure-black transparency rule independently.
  8. Compare a custom vertex-lit mesh against the engine's per-pixel lighting and confirm the light gradient passes through dither and RGB5.
  9. Exercise every transparency equation over known background colors, then separately demonstrate the overlapping-transparent limitation.
  10. Test black modulation fog, colored modulation fog, and the Silent Hill-style approximation at the near and far planes.
  11. Capture the same scene in Compatibility and Forward+ if both are supported; investigate color-space or feature differences rather than assuming parity.

Confidence

extracted — Hardware mechanisms and the engine techniques are drawn from Calin P's hardware-informed article and MIT reference addon. The skill explicitly identifies modern approximations and known limitations. It has not been verified end to end inside Summer Engine. Test the visible client flow and renderer-specific behavior before calling a project verified.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Psx Retro Rendering AI skill do?

PlayStation 1 rendering in Summer Engine — low-res output, RGB5 and exact dither, affine textures, vertex snapping, blend modes, fog; limits named.

Why use Psx Retro Rendering on TypingMind?

Because you install it once and use it with any model. Psx Retro Rendering is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Psx Retro Rendering in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SummerEngine/summer/tree/main/library/skills/psx-retro-rendering. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Psx Retro Rendering?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Psx Retro Rendering?

As many as you like. As long as a model supports skills, you can use Psx Retro Rendering with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Psx Retro Rendering AI skill free?

Yes. It is published on GitHub by SummerEngine under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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