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Minecraft 1.20.1, 1.21.1 కోసం AuraLite Shaders

Minecraft 1.16.5–26.2 కోసం తేలికైన OpenGL 4.6 షేడర్లు, వాల్యూమెట్రిక్ godrays, HDR రెండరింగ్, 3D మేఘాలు మరియు LabPBR మద్దతుతో.

నుండి AlexanderNyr · Modrinth
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అప్‌డేట్ చేయబడింది
అప్‌డేట్ చేయబడింది 04.09.2026
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🌌 AuraLite Shaders (Minecraft 1.16 – 26.2)

AuraLite is a modern, lightweight, and highly optimized shader pack built on top of the OpenGL 4.6 / GLSL 460 standard. It is specifically designed and tested for Minecraft 1.16 – 26.2 with Sodium + Iris (and compatible with OptiFine, Oculus).

AuraLite delivers a breathtaking, realistic visual experience without overcomplicating the screen with bloated post-processing effects (such as aggressive motion blur or heavy bloom). A lightweight HDR bloom (gaussian pyramid since v1.1.3, half-resolution and skippable since v1.1.4) softly glows emissive sources without smearing the scene. Optional FXAA/SMAA anti-aliasing, SSR, TAA, godrays, and SSAO are profile-scaled so AuraLite keeps high FPS and smooth frametimes on modern GPUs.

🧪 v1.1.4 note: Adds tiny physical-atmosphere LUTs (begin/begin1 → 64×32 colortex5 + 32×16 colortex6), a hard Distant Horizons seam (the v1.1.3 screen-door dither punched white holes on DH 3.2), DH-aware TAA with a material reactive mask, a Gerstner water spectrum, half-res schedulable bloom, and an Iris 1.7.6 compatibility workaround (dhShadow.enabled=false by default). TAA remains on by default in HIGH/ULTRA/EXTREME; camera jitter stays OFF. See changelog below.

ℹ️ Historical note: older changelog sections below are preserved as original release notes.

AuraLite Shaders — స్క్రీన్‌షాట్ 3

🚀 What's New in v1.1.4 — Atmosphere LUTs, Distant Horizons Seam Fix & Half-Res Bloom

Version 1.1.4 rebuilds the experimental physical sky around shared low-frequency LUTs, replaces the hole-producing DH screen-door seam with a deterministic hand-off, and cuts post-process cost with skippable half-resolution bloom. It also finishes the TAA story for Distant Horizons (correct DH reprojection + Halton jitter on LOD geometry) and swaps glittery water fBm for a coherent Gerstner swell.

AuraLite Shaders — స్క్రీన్‌షాట్ 4

🧪 Shared Physical-Atmosphere LUTs (begin / begin1)

  • Tiny HDR LUTs, not fullscreen buffers. v1.1.3 deleted unused full-screen colortex5/colortex6 to save VRAM. v1.1.4 brings them back as 64×32 solar-transmittance (colortex5) and 32×16 multi-scatter / ground-bounce (colortex6) tables — kilobytes, not megabytes.
  • begin.fsh rebuilds direct solar transmittance every frame: sun elevation on X (−0.16…1.0, including civil twilight), camera altitude on Y (0–30 km), Kasten–Young airmass × Rayleigh + aerosol extinction, zeroed below the night hemisphere.
  • begin1.fsh layers bounded multi-scattering and biome-aware ground bounce on top of that transmittance. Noon is Rayleigh-blue; low sun is warm; swamp/snow/vegetation tints come from GROUND_BOUNCE_MODE.
  • Shared by every physical-sky consumer — gbuffers_skybasic, terrain fog, water analytic reflection, volumetric godrays, clouds and the SSR sky fallback all sample the same LUTs instead of each running a second atmosphere march.
  • When SKY_MODE=0 (every shipped profile) the LUT passes write constants and cost almost nothing. Enable Physical Sky manually in the Experimental tab.

New Experimental → Atmosphere options (off-profile defaults stay cinematic / auto):

  • ATMOSPHERE_TURBIDITY — Crisp / Balanced / Hazy aerosol load.
  • ATMOSPHERE_SCALE — Compact 25 m / Balanced 50 m / Cinematic 100 m per block (how Minecraft Y maps into atmosphere kilometres).
  • GROUND_BOUNCE_MODE — Auto (biome-aware) / Neutral Soil / Vegetation / Snow / Desert.
  • SKY_TEMPORAL — rotation-only history blend for the sky (requires TAA). Physical sky uses a higher history weight than the animated gradient sky so stars/aurora do not trail.

The swamp detector now also matches BIOME_MANGROVE_SWAMP.

🌍 Distant Horizons — Hard Seam, TAA & Iris Workaround

⚠️ AuraLite still does NOT claim full Distant Horizons compatibility. v1.1.4 is a targeted correctness pass on the v1.1.2/v1.1.3 experimental path.

  • Hard deterministic hand-off at far. The v1.1.3 16 m screen-door dither discarded random LOD fragments in the seam band; on DH 3.2 those holes showed sky/white whenever vanilla geometry did not fill the same pixel. DH fragments with dist 25% far → 16 samples ×1.8 radius, >50% → 8 ×2.8
  • Aggressive: >15% → 16×2.0, >35% → 8×3.5, >60% → 4×5.0
  • Beyond 95% far shadow sampling is skipped entirely.
  • shadowMapResolution now includes 8192. EXTREME uses 8192 for maximum texel density at 384m. HIGH stays 2048, ULTRA 4096.
  • New SHADOW_PCSS_BLUR toggle — fixed softness vs PCSS penumbra softening. When enabled, penumbra grows with blocker distance and rain. When disabled, shadows use constant softness.
  • PCSS correctness fixes in composite.fsh:sampleShadow(): added UV bounds checks (prevents clamp-to-border artifacts), avgBlockerDepth clamped to 1e-4 to avoid NaN, penumbraSize clamped 0-2.0, lightSize reduced 140→40 to prevent light bleeding, actualSpread capped to 16.0, out-of-bounds samples counted as unshadowed (1.0) for correct averaging.
  • Shadow bias distBias now scales with far instead of shadowDistance, plus extra water receiver bias for tagged water pixels (colortex2.a≈0.8).

🔧 HDR Pipeline Strictness Fix

  • Dummy #define RGBA16F 0 guards added before the const int colortex*Format = RGBA16F directives. This satisfies strict GLSL validators (C1503 undefined variable RGBA16F) while Iris/OptiFine's parser still reads the format names (spec second clause). In v1.1.1 the directives were inside a /* */ comment and were ignored by some loaders.
  • Now all used buffers are explicitly RGBA16F: colortex0/1/2 (main HDR + PBR + material tags), colortex3/4/5/6 (unused today but set to HDR for a full pipeline), colortex7 (TAA history, colortex7Clear=false), and optional shadowcolor0/1Format = RGBA16F.
  • Cost noted: ~16MB per 1080p RGBA16F buffer → ~128MB VRAM for 8 buffers.

🌍 Experimental — Partial Distant Horizons Support (WIP, not full support)

⚠️ AuraLite does NOT yet claim full Distant Horizons compatibility. v1.1.2 only adds a minimal, experimental code path so LOD chunks are no longer invisible under Iris. It's functional enough for testing, but considered partial and work-in-progress.

  • Why it was needed: Without dh_terrain.vsh/.fsh, dh_water.vsh/.fsh, dh_shadow.vsh/.fsh, Iris marks the pack as incompatible with DH and simply doesn't draw DH's simplified LOD chunks at all — symptom "shader works but DH chunks invisible". Presence of these files is enough for Iris/DH auto-detection (dhShadow.enabled defaults true).
  • What v1.1.2 does:
  • dh_terrain/dh_water write the same colortex0/1/2 layout as vanilla passes, so existing lighting/fog/shadow/cloud/godray code in composite.fsh applies to LOD geometry without other changes.
  • Depth reconciliation in composite.fsh: detects `depthtex0>=1.0 && dhDepthTex0 ⚠️ Some localization strings may be inaccurate. If something looks strange, compare with the English original.

[Lighting Settings]

  • Dynamic Shadows — Toggle sun/moon shadows.
  • Shadow Resolution — 512 / 1024 / 2048 / 4096 / 8192 — real Iris shadowMapResolution const (8192 for EXTREME).
  • Shadow Softness (v0.2.2) — Sharp / Soft / Ultra Soft — rotated Poisson disk filtering.
  • Shadow Distance (v0.2.2, extended in v1.1.2, rebalanced in v1.1.4) — Near (60m) / Standard (80-120m) / DH Seam (192m) / Far (256m) / DH Extended (512m) / DH Far (768m) — fades with SHADOW_LOD; 192/512/768 m give Distant Horizons a useful shadow-map footprint.
  • Shadow LOD (v1.1.2) — Off / Balanced / Aggressive — reduces samples (32→16→8→4) and expands filter radius at distance.
  • 🆕 Distant Horizons Shadow Range (DH_SHADOW_RANGE) (v1.1.4) — Seam (1.25×) / Extended (2×) / Far (4×) of vanilla far. No effect without Distant Horizons. The DH-specific shadow pass is off by default (dhShadow.enabled=false) to protect vanilla terrain shadows on Iris 1.7.6 + DH 3.2.
  • Shadow PCSS Blur (v1.1.2) — Disabled (fixed softness) / Enabled (distance/rain-based penumbra).
  • Shadow Tint (v0.2.2) — Neutral Gray / Cool Blue (Realistic) / Warm.
  • Shadow Lift / Ambient (v0.2.2) — Dark / Standard / Lifted (Bright).
  • Light Wrap (Terminator) (v0.2.2) — Realistic (Lambert) / Soft / Stylized.
  • Torch Warmth — Cozy / Warm / Intense — Customize block light warmth.
  • Torch Flickering (COZY_LIGHTS) — Real-time flicker animations for torches, campfires, and lanterns.
  • PBR Lighting — Toggle PBR specular reflections and normal mapping.
  • 3D Block Relief (POM) — Enable Parallax Occlusion Mapping for true 3D block textures (LabPBR resource pack required).
  • PBR Intensity — Subtle / Standard / Mirror
  • 🆕 SSAO / SAO Occlusion (v0.2.5) — Screen-space ambient occlusion for contact shadows in corners, under blocks, and around geometry intersections.
  • 🆕 SSAO Strength (v0.2.5) — Subtle / Balanced / Deep.
  • 🆕 Screen-Space Reflections (SSR) (v0.2.9) — loader-agnostic screen-space reflections for water and wet glossy surfaces.
  • 🆕 SSR Quality (v0.2.9) — Fast / Balanced / High raymarch step budget.
  • 🆕 SSR Strength (v0.2.9) — Soft / Balanced / Mirror reflection intensity.
  • 🆕 PBR Render Distance (PBR_DISTANCE) (v1.0.3) — Near (16m) / Standard (48m) / Far (128m) / Unlimited — maximum distance for PBR specular calculations. Saves GPU on far terrain.

[Sun & Moon] (since v0.2.2)

  • Sun Intensity — Dim / Standard / Bright / Blazing
  • Sun Colour Temperature — Cool / Neutral · Realistic (Tanner Helland) · Warm Golden
  • Sun Halo (Mie Scatter) — toggle the warm forward-scatter glow when looking near the sun.
  • Enhanced Sunrise/Sunset Glow — toggle stronger warm back-scatter at low sun angles.
  • Moon Intensity — Pitch Night / Standard / Bright Moon / Full Night
  • Moon Colour Temperature — Icy Blue / Silver (Realistic 4100K) / Warm Cream

[Foliage Settings]

  • Waving Leaves — Toggle leaves animation.
  • Waving Foliage — Toggle grass, flowers, and crops animation.
  • Wind Speed — Gentle / Breeze / Gale
  • 🆕 Foliage SSS (FOLIAGE_SSS) (v1.0.3) — Subsurface scattering / translucency for leaves and plants (light bleeding when looking toward the sun).

[Water Settings]

  • Water Waves — Toggle 3D vertex water waves.
  • Water Density — Clear / Balanced / Deep — Adjust water transparency.
  • Water Ripple Strength (WATER_RIFFLES) — Calm / Standard / Choppy — Fine normal-map ripples.
  • Water Specular Glow (WATER_SPECULAR_STRENGTH) — Soft / Standard / Glinting — Brightness of sun/moon highlights on the ripples.
  • 🆕 Water Wave Scale (WATER_WAVE_SCALE) (v0.2.9, spectrum rebuilt in v1.1.4) — Calm / Standard / Choppy / Stormy — Gerstner swell amplitude used by SSR/refraction.
  • 🆕 Water Wave Detail (WATER_WAVE_DETAIL) (v0.2.9, spectrum rebuilt in v1.1.4) — Coarse / Standard / Dense — Gerstner wavelength/capillary density.
  • 🆕 Underwater Night Darkness (v0.2.9) — Moonlit Pool / Dim / True Night / Pitch Dark — controls how dark underwater scenes become at night.
  • 🆕 Water Diagnostics (WATER_DEBUG) (v1.1.3) — developer overlay (Off / Classify / Lightmap / Raw tag alpha) for diagnosing water classification on Iris builds that drop translucent MRT writes. Keep Off in normal play.

[Sky & Clouds]

  • Volumetric 3D Clouds — Toggle raymarched clouds.
  • Cloud Altitude — Low (~110m) / Standard (~160m) / High (~240m)
  • Cloud Thickness — Thin (Cirrus) / Standard (Cumulus) / Dense (Stormy)
  • 🆕 Cloud Render Distance (v0.2.5) — Near / Standard / Far / Very Far — Maximum draw distance for volumetric clouds.
  • 🆕 Cloud Quality (CLOUD_QUALITY) (v1.1.3) — Cheap (8 steps) / Standard (12 steps) / High (16 steps) — raymarch step budget for volumetric clouds.
  • 🆕 Cloud Shadows (v0.2.7) — transparent procedural shadows from cloud density.
  • 🆕 Cloud Shadow Strength (v0.2.7) — Soft / Balanced / Dramatic.
  • 🆕 Godrays / Sun Shafts (v0.2.7) — physically-inspired volumetric single-scattering light shafts.
  • 🆕 Godrays Quality (v0.2.7) — Fast / Balanced / High.
  • Aurora Borealis — Disabled / Only in Cold Biomes / Always Enabled
  • Aurora Speed — Slow / Standard / Fast
  • Aurora Brightness — Soft / Standard / Glowing
  • Milky Way Brightness — Dim / Standard / Bright
  • Stars Brightness — Faint / Standard / Brilliant
  • Stars Density — Few / Standard / Dense
  • 🆕 Meteors (Falling Stars) (v1.0.0) — Physically-based meteor streaks across the night sky.
  • 🆕 Meteor Activity (ZHR) (v1.0.0) — Sporadic (~10/hr) / Active Shower / Meteor Storm.
  • 🆕 Meteor Brightness (v1.0.0) — Faint (Realistic) / Standard / Bright Fireballs.
  • Rainbow Intensity — Subtle / Balanced / Vivid — Post-rain rainbow arc.

[Post-Processing & Fog]

  • Fog Density — Low / Medium / High — Atmospheric horizon mist.
  • Low Ground Mist (GROUND_MIST) — Realistic dawn/evening radiation fog at Y ≈ 60–70.
  • Exposure Brightness — Muted / Balanced / Vibrant
  • Color Vibrancy (COLOR_SATURATION) — Muted / Balanced / Colorful / Vivid
  • Image Contrast (CONTRAST) — Soft / Filmic (ACES) / Intense (High Contrast) / Photographic (AgX-like) — Choose the tone mapping curve.
  • 🆕 HDR Bloom (BLOOM / HDR_BLOOM) (v1.0.1, pyramid in v1.1.3, half-res + skippable in v1.1.4) — gaussian-pyramid bloom (composite3–7): threshold brightpass + tight & wide separable gaussian octaves. v1.1.4 runs the chain at half resolution(v1.0.1, pyramid in v1.1.3, half-res + skippable in v1.1.4)_ — gaussian-pyramid bloom (composite3–7): threshold brightpass + tight & wide separable gaussian octaves. v1.1.4 runs the chain at half resolution and skips the five passes entirely when Bloom is off (VERY_LOW/LOW). Strength: Subtle / Balanced / Strong.
  • 🆕 Temporal Anti-Aliasing (TAA) (v0.2.7, completed in v1.1.3, DH/sky/reactive in v1.1.4) — Halton sub-pixel camera jitter + motion reprojection + YCoCg variance clipping. On by default in HIGH/ULTRA/EXTREME since v1.1.3, off on lighter profiles. v1.1.4 adds DH-correct reprojection, a material reactive mask (water/foliage/emissive) and optional sky temporal resolve.
  • 🆕 TAA Strength (v0.2.7) — Light / Balanced / Stable — presets the variance-clip tightness (1.50 / 1.25 / 1.10 γ).
  • 🆕 TAA Camera Jitter (TAA_JITTER) (v1.1.3) — Off / Subtle / Standard / Strong — sub-pixel Halton camera jitter amplitude (±0.25 / ±0.5 / ±0.75 px) for full sub-pixel reconstruction. Off by default for a steady image; enable it to eliminate high-frequency shimmer. Requires TAA.
  • 🆕 Post-Sharpen (POST_SHARPEN) (v1.1.3) — gentle unsharp mask that recovers texture detail softened by TAA history blending (on in MED+ profiles).
  • 🆕 Spatial Anti-Aliasing (SPATIAL_AA_MODE) (v1.0.3) — Off / FXAA / SMAA — post-process edge smoothing. FXAA uses Sobel gradient-directed blending; SMAA adds depth discontinuity detection for geometry edges. Freely combinable with TAA.
  • Vignette — Toggle cinematic corner darkening.
  • (Hidden) Rain Wetness Reflections (WET_REFLECTIONS) — Wet glossy ground during rain (enabled by default in MED+ profiles).

[Experimental] (since v1.1.0, expanded in v1.1.4)

  • Sky Mode (SKY_MODE) — Gradient (Legacy) / Physical (Realtime). Off in every shipped profile.
  • Sky Style (SKY_STYLE) — Realistic / Semi-realistic / Fantasy.
  • Sky Quality (SKY_QUALITY) — Fast / Standard / High primary raymarch samples.
  • 🆕 Atmospheric Turbidity (v1.1.4) — Crisp / Balanced / Hazy.
  • 🆕 Atmosphere Scale (v1.1.4) — Compact (25 m/block) / Balanced (50 m) / Cinematic (100 m).
  • 🆕 Ground Bounce Albedo (v1.1.4) — Auto / Neutral Soil / Vegetation / Snow / Desert.
  • 🆕 Sky Temporal Resolve (SKY_TEMPORAL) (v1.1.4) — rotation-only TAA for the sky (on in HIGH+). Requires TAA.

🎚️ Quality Profiles (rebalanced in v1.1.4 — shadows 60–768 m with LOD + DH range; TAA on in HIGH+ since v1.1.3, camera jitter off by default everywhere)

Profile - Target - Shadows - Clouds - Cloud Shadows - Godrays - TAA - SSR - PBR - PBR Dist - AA - SSAO - Heat Shimmer - Heavy Extras

VERY_LOW - Maximum FPS - ❌ 512/60m - ❌ - ❌ - ❌ - ❌ - ❌ - ❌ - 16m - Off - ❌ - ❌ - Most extras off, bloom off LOW - Weak GPUs - ❌ 512/60m - ❌ - ❌ - ❌ - ❌ - ❌ - ❌ - 16m - FXAA - ❌ - ❌ - Water/foliage motion, stars, vignette MED - Balanced - ✅ 1024/192m - ✅ Std - ✅ Soft - ✅ Fast - ❌ - ✅ F - ✅ - 48m - FXAA - ❌ - ✅ Subtle - Wet refl + ground mist + SSS + bloom HIGH - High quality - ✅ 2048/512m - ✅ Far - ✅ Balanced - ✅ Bal - ✅ - ✅ B - ✅ - 128m - SMAA - ✅ Subtle - ✅ Balanced - Full atmosphere + SSR + TAA ULTRA - Very high - ✅ 4096/512m Aggr LOD - ✅ VFar - ✅ Balanced - ✅ High - ✅ - ✅ H - ✅ - 128m - SMAA - ✅ Balanced - ✅ Balanced - High-end visuals + TAA EXTREME - Max quality - ✅ 8192/768m Aggr LOD - ✅ Dense - ✅ Dramatic - ✅ High - ✅ - ✅ H - ✅ - ∞ - SMAA - ✅ Deep - ✅ Strong - Heaviest cinematic + TAA

💫 Shooting stars are disabled on VERY\_LOW / LOW and enabled from MED upward. 🌿 Foliage SSS is enabled from MED upward (disabled on VERY\_LOW/LOW for maximum FPS). 🔥 Heat shimmer is disabled on VERY\_LOW / LOW and enabled from MED upward. ✨ HDR bloom is skipped entirely on VERY\_LOW / LOW (since v1.1.4). 🎯 TAA is on by default in HIGH / ULTRA / EXTREME and off on lighter profiles (since v1.1.3). The camera jitter is off by default everywhere — enable TAA_JITTER (Off/Subtle/Standard/Strong) in [Post-Processing & Fog] for full sub-pixel reconstruction; TAA_STRENGTH presets the variance-clip tightness. SKY_TEMPORAL is on in HIGH+ (v1.1.4). 🗺️ Distant Horizons: experimental, partial DH support (introduced in v1.1.2). v1.1.4 replaces the v1.1.3 screen-door seam with a hard far hand-off, adds DH TAA jitter/reprojection, a dedicated illuminated material tag (0.24), and DH_SHADOW_RANGE. The DH-specific shadow pass is off by default to protect vanilla terrain shadows on Iris 1.7.6 + DH 3.2. Still WIP, not full compatibility.

📄 License & Compatibility

  • AuraLite is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0).
  • Copyright (c) 2026 AlexanderNyr.
  • Officially Supported Platform: Minecraft 1.16.5 – 26.2 with Sodium + Iris or OptiFine loader.
  • Note: Verified to work flawlessly on Minecraft 1.16.5, 1.20.1, 1.21.1, and 26.1.2.
  • Distant Horizons: v1.1.3 continues experimental, partial DH support (WIP, introduced in v1.1.2) — dh_terrain, dh_water, dh_shadow minimal passes to prevent Iris from hiding LOD chunks, now with a soft screen-door seam at the vanilla↔DH boundary. Provides fog rescaling, depth reconciliation, overdraw culling, emissive/heat-shimmer for distant lava. Still NOT full support: no LabPBR maps for DH, hardcoded full skylight, no POM — full compatibility will be announced separately when ready.

⚖️ Rules & Permissions (FAQ)

  • Videos & Streams: You are free to showcase, stream, and use this shader in your videos (including monetized channels on YouTube, Twitch, etc.).
  • Modpacks: You are free to include this shader in your free modpacks on CurseForge, Modrinth, or other platforms.
  • Personal Tweaks: You can modify the shader code for personal use.
  • No Re-hosting: Do not upload the raw shader files to third-party sites (especially behind ad links like AdFly). Always use and link to our official, authorized sources below.
  • Derivative Works: If you modify this shader and distribute it, your version must be free, open-source, and licensed under the exact same CC BY-NC-SA 4.0 license with clear attribution to the original author.

🌐 Official & Authorized Sources:

  • GitHub: https://github.com/AlexanderNyr/AuraLite-Shaders
  • Modrinth: https://modrinth.com/shader/auralite-shaders
  • CurseForge: https://www.curseforge.com/minecraft/shaders/auralite-shaders

AuraLite Shaders ఎలా ఇన్‌స్టాల్ చేయాలి

  1. Install Millida Launcher

    The launcher is free: download it at millida.net/launcher and sign in with any nickname.

  2. Click “Install” on this page

    The launcher opens and installs the shaders for Minecraft 1.16–26.2 automatically.

  3. Launch the game

    A profile with it appears in the launcher: click “Play”.

వెర్షన్లు

డిపెండెన్సీలతో

Minecraftలోడర్ఫైల్తేదీచర్యలు
1.17.1Iris, OptiFine1.17.1789 KB 2
26.2Iris, OptiFine26.2789 KB 1—
26.1Iris, OptiFine26.1789 KB—
1.21.11Iris, OptiFine1.21.11789 KB—
1.21Iris, OptiFine1.21789 KB—
1.20.1Iris, OptiFine1.20.1789 KB—
1.19.2Iris, OptiFine1.19.2789 KB—
1.18.2Iris, OptiFine1.18.2789 KB—

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రచయిత: AlexanderNyrలైసెన్స్: CC-BY-NC-SA-4.0

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