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Cilj je smanjiti kompajliranje tokom samog igranja.\u003C\u002Fp>\n\u003Ch2>Brza identifikacija\u003C\u002Fh2>\n\u003Col>\u003Cli>Ponovite istu putanju kamere.\u003C\u002Fli>\u003Cli>Ako se zastajkivanja smanje nakon prvog prolaza, sumnjajte na seckanje šejdera.\u003C\u002Fli>\u003Cli>Ako skokovi ostanu nasumični, sumnjajte na CPU raspoređivanje ili strimovanje.\u003C\u002Fli>\u003C\u002Fol>\n\u003Ch2>Praktično ublažavanje\u003C\u002Fh2>\n\u003Cul>\u003Cli>Pustite igru da izgradi šejdere (zagrevanje pri prvom pokretanju) kada je to moguće.\u003C\u002Fli>\u003Cli>Redovno ažurirajte drajvere ako se keširanje šejdera poboljšava za vašu grafičku karticu.\u003C\u002Fli>\u003Cli>Koristite stabilno ograničenje (cap) frejmova kako biste smanjili primetnu jačinu zastajkivanja.\u003C\u002Fli>\u003Cli>Izbegavajte pozadinska opterećenja tokom prvih sesija igranja.\u003C\u002Fli>\u003C\u002Ful>\n\u003Cp>Pravilo: seckanje šejdera je problem u samom procesu obrade (pipeline). Ne gubite sate na nasumično podešavanje grafike.\u003C\u002Fp>\n\u003Ch2>Povezani vodiči\u003C\u002Fh2>\n\u003Ca href=\"\u002Fsr\u002Fblog\u002Fstutter-types-a-quick-triage-that-saves-hours-shader-cpu-streaming\u002F\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Tipovi seckanja\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Brzo identifikujte tip problema.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"\u002Fsr\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Recepti za ograničenje frejmova\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Stabilizujte osećaj tečnosti.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"\u002Fsr\u002Fblog\u002Fcpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible\u002F\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Dubinska analiza seckanja usled CPU ograničenja\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Ako problem nisu šejderi.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"\u002Fsr\u002Fblog\u002Fbackground-load-killers-the-pc-checklist-that-stops-random-heavy-feel\u002F\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Ubice pozadinskog opterećenja\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Smanjite smetnje tokom testiranja.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":627},1771682550559,[540,546,552,564,569,580,585,590,600,609,618],{"id":541,"data":542,"type":544,"tunes":545},"p_ss_02",{"text":543},"Seckanje šejdera (shader stutter) je klasičan problem tipa 'prvi prolaz je loš, drugi je bolji'. Novi efekti se kompajliraju i uzrokuju zastajkivanje kada ulazite u nove oblasti ili aktivirate nove vizuelne efekte. Cilj je smanjiti kompajliranje tokom samog igranja.","paragraph",{},{"id":547,"data":548,"type":550,"tunes":551},"h2_ss_03",{"text":549,"level":47},"Brza identifikacija","header",{},{"id":553,"data":554,"type":562,"tunes":563},"l_ss_04",{"meta":555,"items":557,"style":561},{"counterType":556},"numeric",[558,559,560],"Ponovite istu putanju kamere.","Ako se zastajkivanja smanje nakon prvog prolaza, sumnjajte na seckanje šejdera.","Ako skokovi ostanu nasumični, sumnjajte na CPU raspoređivanje ili strimovanje.","ordered","list",{},{"id":565,"data":566,"type":550,"tunes":568},"h2_ss_05",{"text":567,"level":47},"Praktično ublažavanje",{},{"id":570,"data":571,"type":562,"tunes":579},"l_ss_06",{"meta":572,"items":573,"style":578},{},[574,575,576,577],"Pustite igru da izgradi šejdere (zagrevanje pri prvom pokretanju) kada je to moguće.","Redovno ažurirajte drajvere ako se keširanje šejdera poboljšava za vašu grafičku karticu.","Koristite stabilno ograničenje (cap) frejmova kako biste smanjili primetnu jačinu zastajkivanja.","Izbegavajte pozadinska opterećenja tokom prvih sesija igranja.","unordered",{},{"id":581,"data":582,"type":544,"tunes":584},"p_ss_07",{"text":583},"Pravilo: seckanje šejdera je problem u samom procesu obrade (pipeline). Ne gubite sate na nasumično podešavanje grafike.",{},{"id":586,"data":587,"type":550,"tunes":589},"h2_rel_ss",{"text":588,"level":47},"Povezani vodiči",{},{"id":591,"data":592,"type":598,"tunes":599},"lt_ss_1",{"link":593,"meta":594},"\u002Fsr\u002Fblog\u002Fstutter-types-a-quick-triage-that-saves-hours-shader-cpu-streaming\u002F",{"image":595,"title":596,"description":597},{"url":13},"Tipovi seckanja","Brzo identifikujte tip problema.","linkTool",{},{"id":601,"data":602,"type":598,"tunes":608},"lt_ss_2",{"link":603,"meta":604},"\u002Fsr\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F",{"image":605,"title":606,"description":607},{"url":13},"Recepti za ograničenje frejmova","Stabilizujte osećaj tečnosti.",{},{"id":610,"data":611,"type":598,"tunes":617},"lt_ss_3",{"link":612,"meta":613},"\u002Fsr\u002Fblog\u002Fcpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible\u002F",{"image":614,"title":615,"description":616},{"url":13},"Dubinska analiza seckanja usled CPU ograničenja","Ako problem nisu šejderi.",{},{"id":619,"data":620,"type":598,"tunes":626},"lt_ss_4",{"link":621,"meta":622},"\u002Fsr\u002Fblog\u002Fbackground-load-killers-the-pc-checklist-that-stops-random-heavy-feel\u002F",{"image":623,"title":624,"description":625},{"url":13},"Ubice pozadinskog opterećenja","Smanjite smetnje tokom testiranja.",{},"2.31","Seckanje zbog šejdera se dešava kada se novi efekti kompajliraju u realnom vremenu. Naučite kako da ga brzo identifikujete i praktične načine da smanjite zastoje bez placebo podešavanja.",false,"PUBLISHED","2026-02-20T23:40:00.000Z","2026-02-20T14:48:28.131Z","2026-02-21T14:06:24.209Z",{"en":635,"de":636,"sr":637,"es":638,"fr":639,"it":640,"ru":641,"zh":642},"\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fde\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fsr\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fes\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Ffr\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fit\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fru\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it","\u002Fzh\u002Fblog\u002Fshader-stutter-why-first-runs-hitch-and-how-to-reduce-it",[644,648,652,656,660,664,668,672],{"id":645,"name":646,"slug":647},43,"Искуство","experience",{"id":649,"name":650,"slug":651},82,"Опрема","gear",{"id":653,"name":654,"slug":655},60,"Приручници","playbooks",{"id":657,"name":658,"slug":659},62,"Застајкивање шејдера","shader-stutter",{"id":661,"name":662,"slug":663},263,"Клиника за муцање","stutter-clinic",{"id":665,"name":666,"slug":667},327,"Поправите сецкање","fix-stutter-playbook",{"id":669,"name":670,"slug":671},328,"Идентификујте тип сецкања","identify-stutter-type",{"id":673,"name":674,"slug":675},329,"Решења за сецкање шејдера","shader-stutter-fixes",{"id":283,"login":677,"email":13,"displayName":678},"aleksandar","Aleksandar Stajic",[680,757],{"lang":8,"title":681,"content":682,"contentJson":683,"excerpt":756},"Shader Stutter: Why First Runs Hitch and How to Reduce It","{\"time\":1771682458996,\"blocks\":[{\"id\":\"p_ss_02\",\"type\":\"paragraph\",\"data\":{\"text\":\"Shader stutter is the classic ‘first run is bad, second run is better’ problem. New effects compile and hitch when you enter new areas or trigger new visuals. The goal is to reduce compilation during gameplay.\"},\"tunes\":{}},{\"id\":\"h2_ss_03\",\"type\":\"header\",\"data\":{\"text\":\"Fast Identification\",\"level\":2},\"tunes\":{}},{\"id\":\"l_ss_04\",\"type\":\"list\",\"data\":{\"style\":\"ordered\",\"meta\":{\"counterType\":\"numeric\"},\"items\":[\"Repeat the same camera path.\",\"If hitches reduce after the first run, suspect shader stutter.\",\"If spikes remain random, suspect CPU scheduling or streaming.\"]},\"tunes\":{}},{\"id\":\"h2_ss_05\",\"type\":\"header\",\"data\":{\"text\":\"Practical Mitigation\",\"level\":2},\"tunes\":{}},{\"id\":\"l_ss_06\",\"type\":\"list\",\"data\":{\"style\":\"unordered\",\"meta\":{},\"items\":[\"Let the game build shaders (first run warm-up) when possible.\",\"Keep drivers updated if shader caching improves for your GPU.\",\"Use a stable cap to reduce perceived hitch severity.\",\"Avoid background load during the first sessions.\"]},\"tunes\":{}},{\"id\":\"p_ss_07\",\"type\":\"paragraph\",\"data\":{\"text\":\"Rule: shader stutter is a pipeline problem. Don’t waste hours tweaking graphics blindly.\"},\"tunes\":{}},{\"id\":\"h2_rel_ss\",\"type\":\"header\",\"data\":{\"text\":\"Related Guides\",\"level\":2},\"tunes\":{}},{\"id\":\"lt_ss_1\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fstutter-types-a-quick-triage-that-saves-hours-shader-cpu-streaming\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Stutter Types\",\"description\":\"Identify the type fast.\"}},\"tunes\":{}},{\"id\":\"lt_ss_2\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Frame Cap Recipes\",\"description\":\"Stabilize feel.\"}},\"tunes\":{}},{\"id\":\"lt_ss_3\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fcpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"CPU-Bound Stutter Deep\",\"description\":\"If it’s not shaders.\"}},\"tunes\":{}},{\"id\":\"lt_ss_4\",\"type\":\"linkTool\",\"data\":{\"link\":\"\u002Fblog\u002Fbackground-load-killers-the-pc-checklist-that-stops-random-heavy-feel\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Background Load Killers\",\"description\":\"Reduce noise while testing.\"}},\"tunes\":{}}],\"version\":\"2.31.1\"}",{"time":684,"blocks":685,"version":755},1771682458996,[686,690,694,702,706,715,719,723,731,739,747],{"id":541,"data":687,"type":544,"tunes":689},{"text":688},"Shader stutter is the classic ‘first run is bad, second run is better’ problem. New effects compile and hitch when you enter new areas or trigger new visuals. The goal is to reduce compilation during gameplay.",{},{"id":547,"data":691,"type":550,"tunes":693},{"text":692,"level":47},"Fast Identification",{},{"id":553,"data":695,"type":562,"tunes":701},{"meta":696,"items":697,"style":561},{"counterType":556},[698,699,700],"Repeat the same camera path.","If hitches reduce after the first run, suspect shader stutter.","If spikes remain random, suspect CPU scheduling or streaming.",{},{"id":565,"data":703,"type":550,"tunes":705},{"text":704,"level":47},"Practical Mitigation",{},{"id":570,"data":707,"type":562,"tunes":714},{"meta":708,"items":709,"style":578},{},[710,711,712,713],"Let the game build shaders (first run warm-up) when possible.","Keep drivers updated if shader caching improves for your GPU.","Use a stable cap to reduce perceived hitch severity.","Avoid background load during the first sessions.",{},{"id":581,"data":716,"type":544,"tunes":718},{"text":717},"Rule: shader stutter is a pipeline problem. Don’t waste hours tweaking graphics blindly.",{},{"id":586,"data":720,"type":550,"tunes":722},{"text":721,"level":47},"Related Guides",{},{"id":591,"data":724,"type":598,"tunes":730},{"link":725,"meta":726},"\u002Fblog\u002Fstutter-types-a-quick-triage-that-saves-hours-shader-cpu-streaming\u002F",{"image":727,"title":728,"description":729},{"url":13},"Stutter Types","Identify the type fast.",{},{"id":601,"data":732,"type":598,"tunes":738},{"link":733,"meta":734},"\u002Fblog\u002Fframe-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups\u002F",{"image":735,"title":736,"description":737},{"url":13},"Frame Cap Recipes","Stabilize feel.",{},{"id":610,"data":740,"type":598,"tunes":746},{"link":741,"meta":742},"\u002Fblog\u002Fcpu-bound-stutter-deep-why-fps-can-look-fine-but-feel-terrible\u002F",{"image":743,"title":744,"description":745},{"url":13},"CPU-Bound Stutter Deep","If it’s not shaders.",{},{"id":619,"data":748,"type":598,"tunes":754},{"link":749,"meta":750},"\u002Fblog\u002Fbackground-load-killers-the-pc-checklist-that-stops-random-heavy-feel\u002F",{"image":751,"title":752,"description":753},{"url":13},"Background Load Killers","Reduce noise while testing.",{},"2.31.1","Shader stutter happens when new effects compile in real time. Learn how to identify it fast and the practical ways to reduce hitches without placebo tweaks.",{"lang":7,"title":534,"content":536,"contentJson":758,"excerpt":628},{"time":538,"blocks":759,"version":627},[760,763,766,771,774,779,782,785,790,795,800],{"id":541,"data":761,"type":544,"tunes":762},{"text":543},{},{"id":547,"data":764,"type":550,"tunes":765},{"text":549,"level":47},{},{"id":553,"data":767,"type":562,"tunes":770},{"meta":768,"items":769,"style":561},{"counterType":556},[558,559,560],{},{"id":565,"data":772,"type":550,"tunes":773},{"text":567,"level":47},{},{"id":570,"data":775,"type":562,"tunes":778},{"meta":776,"items":777,"style":578},{},[574,575,576,577],{},{"id":581,"data":780,"type":544,"tunes":781},{"text":583},{},{"id":586,"data":783,"type":550,"tunes":784},{"text":588,"level":47},{},{"id":591,"data":786,"type":598,"tunes":789},{"link":593,"meta":787},{"image":788,"title":596,"description":597},{"url":13},{},{"id":601,"data":791,"type":598,"tunes":794},{"link":603,"meta":792},{"image":793,"title":606,"description":607},{"url":13},{},{"id":610,"data":796,"type":598,"tunes":799},{"link":612,"meta":797},{"image":798,"title":615,"description":616},{"url":13},{},{"id":619,"data":801,"type":598,"tunes":804},{"link":621,"meta":802},{"image":803,"title":624,"description":625},{"url":13},{},"Post erfolgreich abgerufen",{"items":807,"source":878,"manualIds":879,"manualMatchedIds":880},[808,814,820,826,832,838,844,850,856,862,868,873],{"id":809,"slug":810,"title":811,"excerpt":812,"featuredImage":14,"publishedAt":813},"216","input-lag-chain-deep-where-delay-actually-builds-up-click-to-photon","Lanac ulaznog kašnjenja u dubinu: Gde se kašnjenje zapravo gomila (Click-to-Photon)","Ulazno kašnjenje je lanac: uređaj, OS, petlja igre, red za renderovanje, ekran. Saznajte gde se kašnjenje akumulira i kako da ga smanjite stabilizacijom tajminga i uklanjanjem skrivene obrade.","2026-02-20T23:25:00.000Z",{"id":815,"slug":816,"title":817,"excerpt":818,"featuredImage":14,"publishedAt":819},"274","windows-hdr-quick-baseline-a-simple-setup-that-prevents-dim-and-washed-out-hdr","Windows HDR brza polazna osnova: Jednostavno podešavanje koje sprečava tamnu i ispranu HDR sliku","PC HDR često izgleda loše jer je polazna osnova pogrešna. Koristite ovo minimalno Windows HDR podešavanje kako bi svetli delovi ostali čitljivi i kako biste izbegli tamne, isprane slike.","2026-02-21T08:00:00.000Z",{"id":821,"slug":822,"title":823,"excerpt":824,"featuredImage":14,"publishedAt":825},"243","controller-wired-vs-wireless-latency-stability-and-the-real-tradeoff","Kontroler žični vs. bežični: kašnjenje, stabilnost i pravi kompromis","Žični nije uvek brži, ali je često stabilniji. Saznajte šta se zapravo menja kod žičnih u odnosu na bežične kontrolere i kako da odaberete postavku sa doslednim osećajem.","2026-02-20T23:55:00.000Z",{"id":827,"slug":828,"title":829,"excerpt":830,"featuredImage":14,"publishedAt":831},"219","background-load-killers-the-pc-checklist-that-stops-random-heavy-feel","Ubice pozadinskog opterećenja: PC kontrolna lista koja zaustavlja nasumičan osećaj težine","Ako ista igra jedan dan deluje odlično, a sledećeg tromo, posumnjajte na pozadinsko opterećenje. Ova kontrolna lista uklanja uobičajene krivce: prekrivače, sinhronizaciju, skeniranja i skokove u raspoređivanju.","2026-02-21T00:58:00.000Z",{"id":833,"slug":834,"title":835,"excerpt":836,"featuredImage":14,"publishedAt":837},"266","v-sync-and-tearing-when-it-helps-when-it-hurts-and-the-stable-alternative","V-Sync i cepanje: Kada pomaže, kada odmaže i stabilna alternativa","Cepanje slike je vidljivo, ali pogrešno rešenje može dodati osećaj tromosti. Saznajte kada se V-Sync isplati, kada šteti, i kako VRR + ograničenja smanjuju cepanje uz manje kompromisa.","2026-02-21T05:00:00.000Z",{"id":839,"slug":840,"title":841,"excerpt":842,"featuredImage":14,"publishedAt":843},"250","audio-chain-baseline-one-clean-path-that-fixes-most-footstep-confusion","Osnova audio lanca: Jedna čista putanja koja rešava većinu zabuna oko koraka","Koraci postaju čitljivi kada je vaša audio putanja čista i dosledna. Ova osnova uklanja nagomilanu obradu, pogrešne režime i nestabilne nivoe koji uništavaju naznake pravca.","2026-02-21T01:46:00.000Z",{"id":845,"slug":846,"title":847,"excerpt":848,"featuredImage":14,"publishedAt":849},"140","audio-eq-minimalism-small-changes-that-improve-footstep-readability","Audio EQ minimalizam: Male promene koje poboljšavaju čitljivost koraka","EQ može pomoći, ali velike krive često uništavaju naznake udaljenosti i pravca. Koristite minimalne promene da poboljšate čujnost koraka bez pretvaranja zvuka u kašu.","2026-02-20T21:30:00.000Z",{"id":851,"slug":852,"title":853,"excerpt":854,"featuredImage":14,"publishedAt":855},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","Podešavanje overdrive-a: Čist način da smanjite zamućenje bez ghosting-a","Overdrive može poboljšati jasnoću ili dodati ružne oreole. Koristite ovaj jednostavan metod da izaberete čistu srednju postavku koja smanjuje zamućenje bez ghosting artefakata.","2026-02-21T03:30:00.000Z",{"id":857,"slug":858,"title":859,"excerpt":860,"featuredImage":14,"publishedAt":861},"256","comfort-to-control-why-ergonomics-improves-aim-more-than-you-think","Od udobnosti do kontrole: Zašto ergonomija poboljšava ciljanje više nego što mislite","Ergonomija nije opciona. Umor menja hvat, tajming i preciznost. Koristite jednostavnu osnovu udobnosti kako bi vaša kontrola ostala dosledna satima.","2026-02-21T02:00:00.000Z",{"id":863,"slug":864,"title":865,"excerpt":866,"featuredImage":14,"publishedAt":867},"208","frame-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups","Recepti za ograničenje broja kadrova: Stabilni ciljevi za VRR i ne-VRR konfiguracije","Dobro ograničenje pruža bolji osećaj od nestabilnih skokova. Koristite ove jednostavne recepte za ograničavanje kako biste stabilizovali frame pacing za VRR i ne-VRR ekrane.","2026-02-21T05:20:00.000Z",{"id":869,"slug":870,"title":871,"excerpt":872,"featuredImage":14,"publishedAt":861},"254","stutter-fixes-that-stick-the-stability-first-playbook","Rešenja za seckanje koja traju: Priručnik „Stabilnost na prvom mestu“","Većina rešenja za seckanje ne uspeva jer preskaču trijažu. Koristite ovaj priručnik: identifikujte tip seckanja, stabilizujte tempo, smanjite skokove, a zatim na kraju podesite vizuelne efekte.",{"id":874,"slug":875,"title":876,"excerpt":877,"featuredImage":14,"publishedAt":837},"269","borderless-vs-exclusive-fullscreen-when-it-matters-for-feel-and-stability","Borderless vs Exclusive Fullscreen: Kada je važno za osećaj i stabilnost","Uglavnom nije važno. Ali u nekim konfiguracijama, prozorski režim utiče na tajming, preklope i stabilnost. Evo kada treba obratiti pažnju i kako odlučiti.","fallback",[],[]]