@>	(uint160 currentSqrtPriceX96, , , , , , ) = v3Pool.slot0();

	// For full range: L = x * sqrt(P) = y / sqrt(P)
	// We start with fixed token amounts and apply this equation to calculate the liquidity
	// Note that for pools with a tickSpacing that is not a power of 2 or greater than 8 (887272 % ts != 0),
	// a position at the maximum and minimum allowable ticks will be wide, but not necessarily full-range.
	// In this case, the `fullRangeLiquidity` will always be an underestimate in respect to the token amounts required to mint.
	uint128 fullRangeLiquidity;
	unchecked {
	    // Since we know one of the tokens is WETH, we simply add 0.1 ETH + worth in tokens
	    if (token0 == WETH) {
	        fullRangeLiquidity = uint128(
@>	            Math.mulDiv96RoundingUp(FULL_RANGE_LIQUIDITY_AMOUNT_WETH, currentSqrtPriceX96)
	        );
	    } else if (token1 == WETH) {
	        fullRangeLiquidity = uint128(
	            Math.mulDivRoundingUp(
	                FULL_RANGE_LIQUIDITY_AMOUNT_WETH,
	                Constants.FP96,
@>	                currentSqrtPriceX96
	            )
	        );
	    } else {
	        // Find the resulting liquidity for providing 1e6 of both tokens
	        uint128 liquidity0 = uint128(
@>	            Math.mulDiv96RoundingUp(FULL_RANGE_LIQUIDITY_AMOUNT_TOKEN, currentSqrtPriceX96)
	        );
	        uint128 liquidity1 = uint128(
	            Math.mulDivRoundingUp(
	                FULL_RANGE_LIQUIDITY_AMOUNT_TOKEN,
	                Constants.FP96,
@>	                currentSqrtPriceX96
	            )
	        );

	        // Pick the greater of the liquidities - i.e the more "expensive" option
	        // This ensures that the liquidity added is sufficiently large
	        fullRangeLiquidity = liquidity0 > liquidity1 ? liquidity0 : liquidity1;
	    }
	}
