More Airboarder visual touchups/fixes (#892)

* Fixed Airboarder bopping, reworked floor texture

- Airboarder bops will no longer interrupt whiff animations or YEAAAAAAAH LET'S GO
- The floor now uses a custom shader that makes the textures much more vibrant

* Added glow effect to charge animation
This commit is contained in:
wookywok 2024-04-23 09:57:27 -05:00 committed by GitHub
parent a1691bd109
commit 2128310b92
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GPG key ID: B5690EEEBB952194
10 changed files with 20573 additions and 31 deletions

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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Texture0:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TextureSample0:
m_Texture: {fileID: 2800000, guid: f181c9819c5bc7b488b3eedee117d8e0, type: 3}
m_Scale: {x: 128, y: 1}
m_Offset: {x: 0, y: 0}
- _TextureSample1:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ToonRamp:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ToonShade:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _texcoord:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: [] m_Ints: []
m_Floats: m_Floats:
- _ASEOutlineWidth: 0
- _BumpScale: 1 - _BumpScale: 1
- _Cutoff: 0 - _Cutoff: 0
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1
- _DstBlend: 0 - _DstBlend: 0
- _EdgeLength: 15
- _GlossMapScale: 0.05 - _GlossMapScale: 0.05
- _Glossiness: 0.1 - _Glossiness: 0.1
- _GlossyReflections: 1 - _GlossyReflections: 1
- _Metallic: 0.2 - _Metallic: 0.2
- _Mode: 0 - _Mode: 0
- _NoiseMapStrength: 0
- _OcclusionStrength: 0 - _OcclusionStrength: 0
- _Parallax: 0.02 - _Parallax: 0.02
- _RimOffset: 0.24
- _RimPower: 10
- _SmoothnessTextureChannel: 0 - _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1 - _SpecularHighlights: 1
- _SrcBlend: 1 - _SrcBlend: 1
- _Threshold: 0
- _UVSec: 0 - _UVSec: 0
- _ZWrite: 1 - _ZWrite: 1
- __dirty: 0
m_Colors: m_Colors:
- _AlphaColor: {r: 0.3773585, g: 0.3773585, b: 0.3773585, a: 1} - _ASEOutlineColor: {r: 0, g: 0, b: 0, a: 0}
- _AlphaColor: {r: 0, g: 0, b: 0, a: 1}
- _BlendColor: {r: 1, g: 1, b: 1, a: 1}
- _Blue: {r: 0, g: 0, b: 1, a: 1}
- _BlueColor: {r: 1, g: 1, b: 1, a: 1} - _BlueColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 0.97547174, b: 0.97547174, a: 1} - _Color: {r: 1, g: 0.97547174, b: 0.97547174, a: 1}
- _Color0: {r: 0, g: 0, b: 1, a: 0}
- _Color1: {r: 0, g: 0, b: 0, a: 1}
- _Color2: {r: 1, g: 0, b: 0, a: 0}
- _Color3: {r: 0.103773594, g: 0.103773594, b: 0.103773594, a: 0}
- _Color9: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0.078431375, g: 0.078431375, b: 0.078431375, a: 1} - _EmissionColor: {r: 0.078431375, g: 0.078431375, b: 0.078431375, a: 1}
- _GreenColor: {r: 1, g: 1, b: 1, a: 0} - _GreenColor: {r: 1, g: 1, b: 1, a: 0}
- _NoiseMapPannerSpeed: {r: 0, g: 0, b: 0, a: 0}
- _NoiseMapSize: {r: 512, g: 512, b: 0, a: 0}
- _RedColor: {r: 0.8274511, g: 0.1254902, b: 0.8078432, a: 1} - _RedColor: {r: 0.8274511, g: 0.1254902, b: 0.8078432, a: 1}
- _RimColor: {r: 0, g: 1, b: 0.8758622, a: 0}
- _RingPannerSpeed: {r: 0, g: 0, b: 0, a: 0}
- _SpecColor: {r: 0.047169805, g: 0.047169805, b: 0.047169805, a: 1} - _SpecColor: {r: 0.047169805, g: 0.047169805, b: 0.047169805, a: 1}
- _SpecularColor: {r: 0.18867922, g: 0.18867922, b: 0.18867922, a: 0}
- _TilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _TilingScale: {r: 1, g: 1, b: 0, a: 0}
- _Tint: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: [] m_BuildTextureStacks: []

View file

@ -263,6 +263,7 @@ namespace HeavenStudio.Games
foreach (var e in blockEvents) foreach (var e in blockEvents)
{ {
double unswungBeat = Conductor.instance.GetUnSwungBeat(e.beat);
switch (e.datamodel) { switch (e.datamodel) {
case "airboarder/duck": case "airboarder/duck":
RequestArch(e.beat - 25, false); RequestArch(e.beat - 25, false);
@ -335,7 +336,7 @@ namespace HeavenStudio.Games
public void Update() public void Update()
{ {
var cond = Conductor.instance; var cond = Conductor.instance;
var currentBeat = cond.songPositionInBeatsAsDouble; var currentBeat = cond.unswungSongPositionInBeatsAsDouble;
ColorUpdate(); ColorUpdate();
@ -377,7 +378,10 @@ namespace HeavenStudio.Games
{ {
Player.DoScaledAnimationAsync("jump",1f, 0, 1); Player.DoScaledAnimationAsync("jump",1f, 0, 1);
SoundByte.PlayOneShotGame("airboarder/jump"); SoundByte.PlayOneShotGame("airboarder/jump");
playerCantBop = false;} BeatAction.New(this, new() {
new(currentBeat, ()=>playerCantBop = true),
new(currentBeat+1.5f, ()=>playerCantBop = false)});
}
} }
} }
@ -510,15 +514,28 @@ namespace HeavenStudio.Games
if(voiceOn) if(voiceOn)
{ {
BeatAction.New(instance, new List<BeatAction.Action>(){ BeatAction.New(instance, new List<BeatAction.Action>(){
new BeatAction.Action(beat, delegate {SoundByte.PlayOneShotGame("airboarder/start1");}), new BeatAction.Action(beat, delegate {SoundByte.PlayOneShotGame("airboarder/start1");}),
new BeatAction.Action(beat + 6.5, delegate {SoundByte.PlayOneShotGame("airboarder/start2");}), new BeatAction.Action(beat + 6.5, delegate {SoundByte.PlayOneShotGame("airboarder/start2");}),
new BeatAction.Action(beat + 7, delegate {SoundByte.PlayOneShotGame("airboarder/start3");}), new BeatAction.Action(beat + 7, delegate {SoundByte.PlayOneShotGame("airboarder/start3");}),
}); });
} }
BeatAction.New(instance, new List<BeatAction.Action>(){ BeatAction.New(instance, new List<BeatAction.Action>(){
new BeatAction.Action(beat, delegate {CPU1.DoScaledAnimationAsync("letsgo", 1f, 0, 1);}),
new BeatAction.Action(beat, delegate {CPU2.DoScaledAnimationAsync("letsgo", 1f, 0, 1);}), new BeatAction.Action(beat, delegate {
new BeatAction.Action(beat, delegate {Player.DoScaledAnimationAsync("letsgo", 1f, 0, 1);}) cpu1CantBop = true;
cpu2CantBop = true;
playerCantBop = true;
CPU1.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
CPU2.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
Player.DoScaledAnimationAsync("letsgo", 1f, 0, 1);
}),
new BeatAction.Action(beat+7, delegate {
cpu1CantBop = false;
cpu2CantBop = false;
playerCantBop = false;
})
} }
); );

View file

@ -0,0 +1,99 @@
// Made with Amplify Shader Editor v1.9.2.2
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Specular Glow"
{
Properties
{
_Albedo("Albedo", 2D) = "white" {}
_Specular("Specular", 2D) = "white" {}
_EmissionTexture("Emission Texture", 2D) = "white" {}
_AlbedoColor("Albedo Color", Color) = (1,1,1,1)
_SpecularColor("Specular Color", Color) = (0.2156863,0.2156863,0.2156863,0)
_Emission("Emission", Color) = (1,1,1,1)
_Smoothness("Smoothness", Range( 0 , 100)) = 0
_EmissionTextureGlow("Emission Texture Glow", Range( 0 , 1)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows exclude_path:deferred
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;
uniform float4 _AlbedoColor;
uniform sampler2D _EmissionTexture;
uniform float4 _EmissionTexture_ST;
uniform float _EmissionTextureGlow;
uniform float4 _Emission;
uniform sampler2D _Specular;
uniform float4 _Specular_ST;
uniform float4 _SpecularColor;
uniform float _Smoothness;
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
o.Albedo = ( tex2D( _Albedo, uv_Albedo ) * _AlbedoColor ).rgb;
float2 uv_EmissionTexture = i.uv_texcoord * _EmissionTexture_ST.xy + _EmissionTexture_ST.zw;
float4 color33 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
o.Emission = ( ( tex2D( _EmissionTexture, uv_EmissionTexture ) + ( color33.a * _EmissionTextureGlow ) ) * _Emission ).rgb;
float2 uv_Specular = i.uv_texcoord * _Specular_ST.xy + _Specular_ST.zw;
float4 temp_output_6_0 = ( tex2D( _Specular, uv_Specular ) * _SpecularColor );
o.Specular = temp_output_6_0.rgb;
o.Smoothness = ( temp_output_6_0 * _Smoothness * 0.1 ).r;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=19202
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;0,0;Float;False;True;-1;2;ASEMaterialInspector;0;0;StandardSpecular;Specular Glow;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;;0;False;;False;0;False;;0;False;;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;ForwardOnly;12;all;True;True;True;True;0;False;;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;2;15;10;25;False;0.5;True;0;0;False;;0;False;;0;0;False;;0;False;;0;False;;0;False;;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;;-1;0;False;;0;0;0;False;0.1;False;;0;False;;False;17;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;16;FLOAT4;0,0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
Node;AmplifyShaderEditor.SamplerNode;4;-561.849,-379.6918;Inherit;True;Property;_Specular;Specular;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;5;-275.5963,-428.9292;Inherit;False;Property;_SpecularColor;Specular Color;4;0;Create;True;0;0;0;False;0;False;0.2156863,0.2156863,0.2156863,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;2;-614.7783,134.9062;Inherit;False;Property;_AlbedoColor;Albedo Color;3;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;1;-778.9177,-86.56062;Inherit;True;Property;_Albedo;Albedo;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-384.1176,-12.8627;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;6;-166.1549,-119.7796;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;20;-494.1024,-160.6708;Inherit;False;Property;_Smoothness;Smoothness;6;0;Create;True;0;0;0;False;0;False;0;0;0;100;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;23;-247.8493,-40.5531;Inherit;False;Constant;_Float0;Float 0;7;0;Create;True;0;0;0;False;0;False;0.1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;8;384.8788,-293.1961;Inherit;False;Property;_Emission;Emission;5;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;7;80.382,-561.5367;Inherit;True;Property;_EmissionTexture;Emission Texture;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;292.3847,-114.4826;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;33;408.1147,-692.324;Inherit;False;Constant;_AlphaSamlple;Alpha Samlple;8;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;40;446.2459,-535.1497;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;42;185.1021,-298.8689;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;34;639.1148,-455.3241;Inherit;False;Property;_EmissionTextureGlow;Emission Texture Glow;7;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
WireConnection;0;0;3;0
WireConnection;0;2;9;0
WireConnection;0;3;6;0
WireConnection;0;4;21;0
WireConnection;3;0;1;0
WireConnection;3;1;2;0
WireConnection;6;0;4;0
WireConnection;6;1;5;0
WireConnection;21;0;6;0
WireConnection;21;1;20;0
WireConnection;21;2;23;0
WireConnection;9;0;42;0
WireConnection;9;1;8;0
WireConnection;40;0;33;4
WireConnection;40;1;34;0
WireConnection;42;0;7;0
WireConnection;42;1;40;0
ASEEND*/
//CHKSM=09FE79B78A6BE2E8E56AFE063A52AF77811EE807

View file

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: d71b68f2455a53f49a89b1116164a1e8
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,108 @@
// Made with Amplify Shader Editor v1.9.2.2
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "RGB Mapped Specular"
{
Properties
{
_BlueColor("Blue Color", Color) = (0,0,1,1)
_ColorMask("Color Mask", 2D) = "white" {}
_GreenColor("Green Color", Color) = (0,1,0,1)
_RedColor("Red Color", Color) = (1,0,0,1)
_SpecularTexture("Specular Texture", 2D) = "white" {}
_SpecularColor("Specular Color", Color) = (0,0,0,0)
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform float4 _RedColor;
uniform sampler2D _ColorMask;
uniform float4 _ColorMask_ST;
uniform float4 _GreenColor;
uniform float4 _BlueColor;
uniform sampler2D _SpecularTexture;
uniform float4 _SpecularTexture_ST;
uniform float4 _SpecularColor;
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv_ColorMask = i.uv_texcoord * _ColorMask_ST.xy + _ColorMask_ST.zw;
float4 tex2DNode56 = tex2D( _ColorMask, uv_ColorMask );
float4 temp_cast_0 = (tex2DNode56.r).xxxx;
float4 temp_output_1_0_g30 = temp_cast_0;
float4 color145 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
float4 temp_cast_1 = (color145.r).xxxx;
float4 temp_output_2_0_g30 = temp_cast_1;
float temp_output_11_0_g30 = distance( temp_output_1_0_g30 , temp_output_2_0_g30 );
float4 lerpResult21_g30 = lerp( _RedColor , temp_output_1_0_g30 , saturate( ( ( temp_output_11_0_g30 - 0.0 ) / max( 0.0 , 1E-05 ) ) ));
float4 temp_cast_2 = (tex2DNode56.g).xxxx;
float4 temp_output_1_0_g33 = temp_cast_2;
float4 temp_cast_3 = (color145.g).xxxx;
float4 temp_output_2_0_g33 = temp_cast_3;
float temp_output_11_0_g33 = distance( temp_output_1_0_g33 , temp_output_2_0_g33 );
float4 lerpResult21_g33 = lerp( _GreenColor , temp_output_1_0_g33 , saturate( ( ( temp_output_11_0_g33 - 0.0 ) / max( 0.0 , 1E-05 ) ) ));
float4 temp_cast_4 = (tex2DNode56.b).xxxx;
float4 temp_output_1_0_g32 = temp_cast_4;
float4 temp_cast_5 = (color145.b).xxxx;
float4 temp_output_2_0_g32 = temp_cast_5;
float temp_output_11_0_g32 = distance( temp_output_1_0_g32 , temp_output_2_0_g32 );
float4 lerpResult21_g32 = lerp( _BlueColor , temp_output_1_0_g32 , saturate( ( ( temp_output_11_0_g32 - 0.0 ) / max( 0.0 , 1E-05 ) ) ));
o.Albedo = ( lerpResult21_g30 + lerpResult21_g33 + lerpResult21_g32 ).rgb;
float2 uv_SpecularTexture = i.uv_texcoord * _SpecularTexture_ST.xy + _SpecularTexture_ST.zw;
o.Specular = ( tex2D( _SpecularTexture, uv_SpecularTexture ) * _SpecularColor ).rgb;
float4 color180 = IsGammaSpace() ? float4(0.490566,0.490566,0.490566,0) : float4(0.2054128,0.2054128,0.2054128,0);
o.Smoothness = color180.r;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=19202
Node;AmplifyShaderEditor.ColorNode;85;923.9312,-104.79;Inherit;False;Property;_GreenColor;Green Color;2;0;Create;True;0;0;0;False;0;False;0,1,0,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.FunctionNode;133;609.7323,-354.0471;Inherit;True;Replace Color;-1;;30;896dccb3016c847439def376a728b869;1,12,0;5;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;FLOAT;0;False;5;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;145;283.1273,-165.9594;Inherit;False;Constant;_SAMPLER1;SAMPLER;5;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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