Merge branch 'main' into feature/esm-modules
This commit is contained in:
@@ -20,13 +20,14 @@
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// Each shader can access these standard input values:
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// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// float uProgress: A value which transitions from 0 to 1 during the animation.
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// float uDuration: The duration of the current animation in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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// float uPadding: The empty area around the actual window (e.g. where the shadow
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// is drawn). For now, this will only be set on GNOME.
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// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
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// bool uIsFullscreen: True if the window is maximized or in fullscreen mode.
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// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
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// float uProgress: A value which transitions from 0 to 1 during the animation.
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// float uDuration: The duration of the current animation in seconds.
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// vec2 uSize: The size of uTexture in pixels.
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// float uPadding: The empty area around the actual window (e.g. where the shadow
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// is drawn). For now, this will only be set on GNOME.
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// Furthermore, there are two global methods for reading the window input color and
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// setting the shader output color. Both methods assume straight alpha:
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@@ -35,6 +36,7 @@
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// void setOutputColor(vec4 outColor)
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uniform bool uForOpening;
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uniform bool uIsFullscreen;
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uniform float uProgress;
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uniform float uDuration;
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@@ -62,6 +64,15 @@ vec4 getInputColor(vec2 coords) {
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}
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void setOutputColor(vec4 outColor) {
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// If a uniform is not used, it will be optimized away. This condition is always
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// false, but it will prevent the compiler from optimizing away the uniforms uForOpening
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// and uIsFullscreen. On KWin, we need to do this as we do not have a way to check if a
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// uniform is used in the shader.
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if (outColor.a > 10e42 && uForOpening && uIsFullscreen) {
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outColor = vec4(0.0);
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}
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fragColor = vec4(outColor.rgb * outColor.a, outColor.a);
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}
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@@ -88,6 +99,14 @@ vec4 getInputColor(vec2 coords) {
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}
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void setOutputColor(vec4 outColor) {
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// If a uniform is not used, it will be optimized away. This condition is always
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// false, but it will prevent the compiler from optimizing away the uniforms uForOpening
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// and uIsFullscreen. On KWin, we need to do this as we do not have a way to check if a
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// uniform is used in the shader.
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if (outColor.a > 10e42 && uForOpening && uIsFullscreen) {
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outColor = vec4(0.0);
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}
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gl_FragColor = vec4(outColor.rgb * outColor.a, outColor.a);
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}
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@@ -168,14 +187,18 @@ float easeOutBack(float x, float e) {
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// --------------------------------------------------------------------- edge mask helpers
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// This method returns a mask which smoothly transitions towards zero when approaching
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// the window's borders. There is a variant which takes the transition area width in
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// the window's borders. If the window is currently maximized or in fullscreen mode, this
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// will return 1.0 everywhere. There is a variant which takes the transition area width in
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// pixels and one which takes this as a percentage.
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float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
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float mask = 1.0;
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mask *= smoothstep(0.0, 1.0, clamp(uv.x / fadeWidth, 0.0, 1.0));
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mask *= smoothstep(0.0, 1.0, clamp(uv.y / fadeWidth, 0.0, 1.0));
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mask *= smoothstep(0.0, 1.0, clamp((maxUV.x - uv.x) / fadeWidth, 0.0, 1.0));
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mask *= smoothstep(0.0, 1.0, clamp((maxUV.y - uv.y) / fadeWidth, 0.0, 1.0));
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if (!uIsFullscreen) {
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mask *= smoothstep(0.0, 1.0, clamp(uv.x / fadeWidth, 0.0, 1.0));
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mask *= smoothstep(0.0, 1.0, clamp(uv.y / fadeWidth, 0.0, 1.0));
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mask *= smoothstep(0.0, 1.0, clamp((maxUV.x - uv.x) / fadeWidth, 0.0, 1.0));
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mask *= smoothstep(0.0, 1.0, clamp((maxUV.y - uv.y) / fadeWidth, 0.0, 1.0));
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}
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return mask;
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}
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@@ -15,8 +15,10 @@
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// The content from common.glsl is automatically prepended to each shader effect.
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uniform vec2 uSeed;
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uniform vec3 uColor;
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uniform float uScale;
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uniform vec3 uColor1;
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uniform vec3 uColor2;
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uniform vec3 uColor3;
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const float WISPS_RADIUS = 20.0;
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const float WISPS_SPEED = 10.0;
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@@ -28,7 +30,7 @@ const float SCALING = 0.9;
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// Returns a grid of randomly moving points. Each grid cell contains one point which
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// moves on an ellipse.
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float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
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vec4 getWisps(vec2 texCoords, float gridSize, vec2 seed) {
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// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
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vec2 coords = (texCoords + hash22(seed)) * uSize;
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@@ -56,13 +58,16 @@ float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
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cellUV += offset;
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vec3 color = tritone(hash12(cellID * seed * 1.256), uColor1, uColor2, uColor3);
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// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
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float dist = length(cellUV - 0.5) * gridSize / radius;
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if (dist < 1.0) {
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return min(5.0, 0.01 / pow(dist, 2.0));
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float alpha = min(5.0, 0.01 / pow(dist, 2.0));
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return vec4(color * alpha, alpha);
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}
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return 0.0;
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return vec4(0.0);
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}
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void main() {
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@@ -78,9 +83,9 @@ void main() {
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// Compute several layers of moving wisps.
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vec2 uv = (iTexCoord.st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
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uv /= uScale;
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float wisps = 0.0;
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vec4 wisps = vec4(0.0);
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for (float i = 0.0; i < WISPS_LAYERS; ++i) {
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wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1.0));
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wisps = alphaOver(wisps, getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1.0)));
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}
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// Compute shrinking edge mask.
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@@ -100,8 +105,8 @@ void main() {
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oColor.a *= windowMask * mask;
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// Add the wisps.
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vec4 wispColor = wisps * vec4(uColor, min(wispsIn, 1.0 - wispsOut) * mask);
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oColor = alphaOver(oColor, wispColor);
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wisps.a *= min(wispsIn, 1.0 - wispsOut) * mask;
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oColor = alphaOver(oColor, wisps);
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// These are pretty useful for understanding how this works.
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// oColor = vec4(vec3(windowMask), 1.0);
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@@ -78,17 +78,33 @@ SPDX-License-Identifier: GPL-3.0-or-later
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<child>
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<object class="AdwActionRow">
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<property name="title" translatable="yes">Color</property>
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<property name="activatable-widget">wisps-color</property>
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<child>
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<object class="GtkColorButton" id="wisps-color">
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<property name="use_alpha">0</property>
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<property name="show_editor">1</property>
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<property name="width-request">250</property>
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<property name="valign">center</property>
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<object class="GtkBox">
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<style>
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<class name="linked" />
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</style>
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<child>
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<object class="GtkColorButton" id="wisps-color-1">
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<property name="show_editor">1</property>
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<property name="valign">center</property>
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</object>
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</child>
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<child>
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<object class="GtkColorButton" id="wisps-color-2">
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<property name="show_editor">1</property>
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<property name="valign">center</property>
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</object>
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</child>
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<child>
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<object class="GtkColorButton" id="wisps-color-3">
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<property name="show_editor">1</property>
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<property name="valign">center</property>
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</object>
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</child>
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</object>
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</child>
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<child>
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<object class="GtkButton" id="reset-wisps-color">
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<object class="GtkButton" id="reset-wisps-colors">
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<property name="icon-name">edit-clear-symbolic</property>
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<property name="valign">center</property>
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<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
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@@ -51,6 +51,12 @@ SPDX-License-Identifier: GPL-3.0-or-later
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</item>
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</submenu>
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</section>
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<section>
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<item>
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<attribute name="label" translatable="yes">Open Effect-Profile Directory</attribute>
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<attribute name="action">prefs.profile-dir</attribute>
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</item>
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</section>
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<section>
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<item>
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<attribute name="label" translatable="yes">About Burn-My-Windows</attribute>
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