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#include QMK_KEYBOARD_H

// Each layer gets a name for readability, which is then used in the keymap matrix below.
// The underscores don't mean anything - you can have a layer called STUFF or any other name.
// Layer names don't all need to be of the same length, obviously, and you can also skip them
// entirely and just use numbers.
#define _BL 0
#define _FL 1
#define _______ KC_TRNS

LEADER_EXTERNS();

const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
  /* Keymap _BL: (Base Layer) Default Layer
  * ,----------------------------------------------------------------.
  * |Esc | 1|  2|  3|  4|  5|  6|  7|  8|  9|  0|  -|  =|Backsp |~ ` |
  * |----------------------------------------------------------------|
  * |Tab  |  Q|  W|  E|  R|  T|  Y|  U|  I|  O|  P|  [|  ]|  \  |Del |
  * |----------------------------------------------------------------|
  * |CAPS   |  A|  S|  D|  F|  G|  H|  J|  K|  L|  ;|  '|Return |PgUp|
  * |----------------------------------------------------------------|
  * |Shift   |  Z|  X|  C|  V|  B|  N|  M|  ,|  .|  /|Shift | Up|PgDn|
  * |----------------------------------------------------------------|
  * |Ctrl|Win |Alt |        Space          |Alt| FN|Ctrl|Lef|Dow|Rig |
  * `----------------------------------------------------------------'
  */
  [_BL] = LAYOUT_ansi(
    KC_ESC, KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_BSPC, KC_GRV,
    KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_DEL,
    KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_ENT, KC_PGUP,
    KC_LSFT, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RSFT, KC_UP, KC_PGDN,
    KC_LCTL, KC_LGUI, KC_LALT, KC_SPC, KC_RALT, MO(_FL), KC_RCTRL, KC_LEFT, KC_DOWN, KC_RGHT),

  /* Keymap _FL: Function Layer
  * ,----------------------------------------------------------------.
  * |   | F1|F2 |F3 |F4 |F5 |F6 |F7 |F8 |F9 |F10|F11|F12|Del    |Ins |
  * |----------------------------------------------------------------|
  * |     |   |Up |   |   |   |   |   |   |   |   |   |   |     |VMU |
  * |----------------------------------------------------------------|
  * |      |<- |Dn | ->|   |   |   |   |   |   |   |   |        |Hme |
  * |----------------------------------------------------------------|
  * |        |   |   |Bl-|BL |BL+|   |  |   |   |   |   |   |VU-|End |
  * |----------------------------------------------------------------|
  * |    |    |    |      Play/Pause       |   |   |    |Rwd|VU+|Fwd |
  * `----------------------------------------------------------------'
  */
  [_FL] = LAYOUT_ansi(
    _______, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, KC_DEL, KC_INS,
    _______, _______, KC_UP, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_MUTE,
    _______, KC_LEFT, KC_DOWN, KC_RIGHT, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_HOME,
    _______, _______, _______, BL_DEC, BL_TOGG, BL_INC, _______, _______, _______, _______, _______, _______, KC_VOLU, KC_END,
    _______, _______, _______, KC_MPLY, _______, _______, _______, KC_MPRV, KC_VOLD, KC_MNXT),
};