@yali-engine/clouds 0.13.0 → 0.14.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/clouds-shaders.gen.d.ts +2 -2
- package/dist/clouds-shaders.gen.js +2 -2
- package/dist/clouds-shaders.gen.js.map +1 -1
- package/dist/clouds.d.ts +20 -1
- package/dist/clouds.js +134 -7
- package/dist/clouds.js.map +1 -1
- package/package.json +3 -3
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
/** Linked from shaders/clouds/clouds.wesl. */
|
|
2
2
|
export declare const cloudsShader: {
|
|
3
|
-
readonly hash: "
|
|
4
|
-
readonly wgsl: "const PI = 3.14159265;\nconst PLANET = 6360.0;\nstruct CloudParams {\ninv_view_proj: mat4x4f,\nprev_view_proj: mat4x4f,\nsun: vec4f,\neye: vec4f,\nlayer: vec4f,\nshape: vec4f,\nsize: vec4f,\nquality: vec4f,\nlook: vec4f,\npano: vec4f,\nwmap: vec4f,\n}\n@group(0) @binding(0) var<uniform> cp: CloudParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var sky_view: texture_2d<f32>;\n@group(0) @binding(3) var clamp_smp: sampler;\n@group(0) @binding(4) var shape_tex: texture_3d<f32>;\n@group(0) @binding(5) var detail_tex: texture_3d<f32>;\n@group(0) @binding(6) var wrap_smp: sampler;\n@group(0) @binding(7) var shape_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(8) var detail_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(9) var current_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(10) var current: texture_2d<f32>;\n@group(0) @binding(11) var history: texture_2d<f32>;\n@group(0) @binding(12) var history_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(13) var pano_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(14) var scene_depth: texture_depth_2d;\n@group(0) @binding(15) var pano_prev: texture_2d<f32>;\n@group(0) @binding(16) var weather_tex: texture_2d<f32>;\n@group(0) @binding(17) var weather_out: texture_storage_2d<rgba8unorm, write>;\nfn pcg(v: u32) -> u32 {\nlet state = v * 747796405u + 2891336453u;\nlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\nreturn (word >> 22u) ^ word;\n}\nfn hash3(c: vec3i, seed: u32) -> vec3f {\nlet h = pcg(bitcast<u32>(c.x) ^ pcg(bitcast<u32>(c.y) ^ pcg(bitcast<u32>(c.z) ^ seed)));\nlet h2 = pcg(h);\nlet h3 = pcg(h2);\nreturn vec3f(f32(h), f32(h2), f32(h3)) / 4294967296.0;\n}\nfn wrap3(c: vec3i, period: i32) -> vec3i {\nreturn ((c % period) + period) % period;\n}\nfn perlin(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nlet u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\nvar n: array<f32, 8>;\nfor (var k = 0; k < 8; k++) {\nlet o = vec3i(k & 1, (k >> 1) & 1, (k >> 2) & 1);\nlet g = normalize(hash3(wrap3(i + o, period), seed) * 2.0 - 1.0);\nn[k] = dot(g, f - vec3f(o));\n}\nlet x0 = mix(mix(n[0], n[1], u.x), mix(n[2], n[3], u.x), u.y);\nlet x1 = mix(mix(n[4], n[5], u.x), mix(n[6], n[7], u.x), u.y);\nreturn mix(x0, x1, u.z) * 1.4;\n}\nfn worley(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nvar d = 8.0;\nfor (var k = 0; k < 27; k++) {\nlet o = vec3i(k % 3 - 1, (k / 3) % 3 - 1, k / 9 - 1);\nlet q = vec3f(o) + hash3(wrap3(i + o, period), seed) - f;\nd = min(d, dot(q, q));\n}\nreturn 1.0 - saturate(sqrt(d));\n}\nfn worley_fbm(p: vec3f, period: i32, seed: u32) -> f32 {\nreturn worley(p, period, seed) * 0.625 + worley(p * 2.0, period * 2, seed + 1u) * 0.25 + worley(p * 4.0, period * 4, seed + 2u) * 0.125;\n}\nfn remap(v: f32, a: f32, b: f32, c: f32, d: f32) -> f32 {\nreturn c + (v - a) / max(b - a, 1e-5) * (d - c);\n}\n@compute @workgroup_size(4, 4, 4) fn gen_shape(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shape_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\nvar pf = 0.0;\nvar amp = 0.5;\nvar per = 4;\nfor (var o = 0; o < 4; o++) {\npf += amp * perlin(uvw * f32(per), per, 11u + u32(o));\namp *= 0.5;\nper *= 2;\n}\npf = saturate(pf * 0.5 + 0.5);\nlet w4 = worley_fbm(uvw * 4.0, 4, 101u);\nlet w8 = worley_fbm(uvw * 8.0, 8, 211u);\nlet w16 = worley_fbm(uvw * 16.0, 16, 307u);\nlet pw = saturate(remap(pf, w4 - 1.0, 1.0, 0.0, 1.0));\ntextureStore(shape_out, vec3i(id), vec4f(pw, w4, w8, w16));\n}\n@compute @workgroup_size(4, 4, 4) fn gen_detail(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(detail_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\ntextureStore(detail_out, vec3i(id), vec4f(worley_fbm(uvw * 2.0, 2, 401u), worley_fbm(uvw * 4.0, 4, 503u), worley_fbm(uvw * 8.0, 8, 601u), 1.0));\n}\nfn hash2(p: vec2f) -> f32 {\nlet q = vec2<i32>(floor(p));\nreturn f32(pcg(bitcast<u32>(q.x) ^ pcg(bitcast<u32>(q.y) + 0x9e3779b9u))) / 4294967296.0;\n}\nfn vnoise(p: vec2f) -> f32 {\nlet i = floor(p);\nlet f = fract(p);\nlet u = f * f * (3.0 - 2.0 * f);\nreturn mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x), mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbm2(p0: vec2f) -> f32 {\nvar p = p0;\nvar a = 0.5;\nvar s = 0.0;\nfor (var i = 0; i < 4; i++) {\ns += a * vnoise(p);\np = mat2x2f(1.6, 1.2, -1.2, 1.6) * p + vec2f(3.1, 1.7);\na *= 0.5;\n}\nreturn s / 0.9375;\n}\nfn weather(xz: vec2f) -> vec2f {\nlet q = xz / cp.look.x;\nlet w = fbm2(q);\nlet cov = saturate(remap(w, 1.0 - cp.layer.z * 1.15, 1.0, 0.0, 1.0));\nlet kind = saturate(0.5 + (fbm2(q * 0.37 + vec2f(13.0, 7.0)) - 0.5) * 2.0 * cp.look.y);\nreturn vec2f(cov, kind);\n}\nfn profile(h: f32, kind: f32) -> f32 {\nlet base = saturate(remap(h, 0.0, 0.08, 0.0, 1.0));\nlet top = saturate(remap(h, 0.25 + 0.6 * kind, 0.35 + 0.65 * kind, 1.0, 0.0));\nreturn base * top;\n}\n@compute @workgroup_size(8, 8) fn gen_weather(@builtin(global_invocation_id) id: vec3u) {\nlet n = u32(cp.wmap.w);\nif (id.x >= n || id.y >= n) {\nreturn;\n}\nlet xz = cp.wmap.xy + ((vec2f(id.xy) + 0.5) / f32(n) - 0.5) * cp.wmap.z;\ntextureStore(weather_out, vec2i(id.xy), vec4f(weather(xz), 0.0, 1.0));\n}\nfn base_cloud(p: vec3f, far: f32) -> vec4f {\nlet r = length(p);\nlet h = (r - PLANET - cp.layer.x) / (cp.layer.y - cp.layer.x);\nif (h <= 0.0 || h >= 1.0) {\nreturn vec4f(0.0);\n}\nlet xz = p.xz + cp.eye.xy + cp.shape.zw;\nlet wx = textureSampleLevel(weather_tex, clamp_smp, (xz - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).xy;\nif (wx.x <= 0.004) {\nreturn vec4f(0.0, h, xz);\n}\nlet prof = profile(h, wx.y);\nif (prof <= 0.0) {\nreturn vec4f(0.0, h, xz);\n}\nlet q = vec3f(xz.x, r - PLANET, xz.y) / (cp.shape.x * far);\nlet s = textureSampleLevel(shape_tex, wrap_smp, q, 0.0);\nlet fb = s.g * 0.625 + s.b * 0.25 + s.a * 0.125;\nlet base = saturate(remap(s.r, fb - 1.0, 1.0, 0.0, 1.0));\nreturn vec4f(saturate(remap(base * prof, 1.0 - wx.x, 1.0, 0.0, 1.0)) * wx.x, h, xz);\n}\nfn eroded(b: vec4f, alt: f32) -> f32 {\nlet d = textureSampleLevel(detail_tex, wrap_smp, vec3f(b.z, alt, b.w) / cp.shape.y, 0.0);\nlet df = d.r * 0.625 + d.g * 0.25 + d.b * 0.125;\nlet e = mix(df, 1.0 - df, saturate(b.y * 5.0));\nreturn saturate(remap(b.x, e * 0.35 * cp.look.w, 1.0, 0.0, 1.0)) * cp.layer.w;\n}\nfn density(p: vec3f, full: bool, far: f32) -> f32 {\nlet b = base_cloud(p, far);\nif (b.x <= 0.0) {\nreturn 0.0;\n}\nif (full) {\nreturn eroded(b, length(p) - PLANET);\n}\nreturn b.x * cp.layer.w;\n}\nfn hg(c: f32, g: f32) -> f32 {\nreturn (1.0 - g * g) / (4.0 * PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\n}\nfn phase(c: f32, k: f32) -> f32 {\nreturn mix(hg(c, -0.2 * k), hg(c, 0.75 * k), 0.6);\n}\nfn sun_depth(p: vec3f, steps: u32) -> f32 {\nlet s = cp.sun.xyz;\nvar tau = 0.0;\nvar t = 0.0;\nvar dt = 0.06;\nfor (var i = 0u; i < steps; i++) {\nlet m = t + dt * 0.5;\ntau += density(p + s * m, i < 2u, 1.0) * dt;\nt += dt;\ndt *= 2.1;\n}\nreturn tau;\n}\nfn ambient(h: f32) -> vec3f {\nlet up = lighting.sh[0].rgb * 0.282095 + lighting.sh[1].rgb * 0.488603;\nreturn max(up, vec3f(0.0)) * mix(0.45, 1.0, h);\n}\nfn march(d: vec3f, jitter: f32, steps_max: f32, steps_min: f32, sun_steps: u32, octaves: u32) -> vec4f {\nlet o = vec3f(0.0, cp.eye.z, 0.0);\nlet b = dot(o, d);\nlet rb = PLANET + cp.layer.x;\nlet rt = PLANET + cp.layer.y;\nlet cb = dot(o, o) - rb * rb;\nlet ct = dot(o, o) - rt * rt;\nif (d.y < -0.05 || cb > 0.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet t0 = -b + sqrt(max(b * b - cb, 0.0));\nvar t1 = -b + sqrt(max(b * b - ct, 0.0));\nt1 = min(t1, t0 + 40.0);\nif (t0 > 220.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet n = mix(steps_max, steps_min, saturate(d.y));\nlet dt = (t1 - t0) / n;\nlet s = cp.sun.xyz;\nlet cosv = dot(d, s);\nlet sun = lighting.sun_color.rgb;\nvar light = vec3f(0.0);\nvar trans = 1.0;\nvar dist_sum = 0.0;\nvar weight = 0.0;\nvar t = t0 + dt * jitter;\nvar empty = 0u;\nvar last = dt;\nlet rays = u32(n) * 2u;\nfor (var i = 0u; i < rays; i++) {\nif (t >= t1 || trans < 0.01) {\nbreak;\n}\nvar p = o + d * t;\nlet far = 1.0 + smoothstep(25.0, 75.0, t);\nvar cb = base_cloud(p, far);\nif (cb.x <= 0.0) {\nempty++;\nlast = dt * select(1.0, 2.0, empty > 2u);\nt += last;\ncontinue;\n}\nif (empty > 0u || i == 0u) {\nvar a = t - last;\nvar bb = t;\nfor (var k = 0u; k < 3u; k++) {\nlet m = 0.5 * (a + bb);\nif (base_cloud(o + d * m, far).x > 0.0) {\nbb = m;\n} else {\na = m;\n}\n}\nt = bb;\np = o + d * t;\ncb = base_cloud(p, far);\n}\nempty = 0u;\nlet sigma = select(cb.x * cp.layer.w, eroded(cb, length(p) - PLANET), t < 30.0);\nif (sigma > 0.0) {\nlet h = (length(p) - rb) / (rt - rb);\nlet tau = sun_depth(p, sun_steps);\nvar ms = 0.0;\nvar a = 1.0;\nvar bb = 1.0;\nvar c = 1.0;\nfor (var k = 0u; k < octaves; k++) {\nms += a * exp(-tau * bb) * phase(cosv, c);\na *= 0.5;\nbb *= 0.5;\nc *= 0.5;\n}\nlet powder = 1.0 - 0.6 * exp(-sigma * 0.3);\nlet scatter = sun * (ms * powder * 2.5) + ambient(h) * 1.3;\nlet e = exp(-sigma * dt);\nlight += trans * scatter * (1.0 - e);\ndist_sum += trans * (1.0 - e) * t;\nweight += trans * (1.0 - e);\ntrans *= e;\n}\nlast = dt;\nt += dt;\n}\nif (weight > 0.0) {\nlet mean = dist_sum / weight;\nlet haze = 1.0 - exp(-mean / cp.look.z);\nlet behind = sky_view_at(sky_view, clamp_smp, d, s, cp.eye.z) * lighting.view.rgb;\nlight = mix(light, behind * (1.0 - trans), haze * 0.5) * (1.0 - haze * 0.8);\ntrans = mix(trans, 1.0, haze * 0.8);\n}\nreturn vec4f(light, trans);\n}\nfn view_dir(uv: vec2f) -> vec3f {\nlet ndc = vec2f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);\nlet near = cp.inv_view_proj * vec4f(ndc, 1.0, 1.0);\nreturn normalize(near.xyz / near.w);\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@compute @workgroup_size(8, 8) fn march_view(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(current_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nlet texel = vec2f(id.xy) * 2.0 + cp.size.zw;\nlet uv = (texel + 0.5) / cp.size.xy;\nlet r = march(view_dir(uv), ign(vec2f(id.xy), cp.sun.w), cp.quality.x, cp.quality.y, u32(cp.quality.z), u32(cp.quality.w));\ntextureStore(current_out, vec2i(id.xy), r);\n}\n@compute @workgroup_size(8, 8) fn reconstruct(@builtin(global_invocation_id) id: vec3u) {\nlet size = vec2u(cp.size.xy);\nif (any(id.xy >= size)) {\nreturn;\n}\nlet cn = vec2i(textureDimensions(current));\nlet px = vec2f(id.xy);\nlet uv = (px + 0.5) / cp.size.xy;\nlet phase_px = cp.size.zw;\nlet mine = all(vec2u(id.xy % 2u) == vec2u(phase_px));\nlet f = (px - phase_px) * 0.5;\nlet i0 = vec2i(floor(f));\nlet w = fract(f);\nlet s00 = textureLoad(current, clamp(i0, vec2i(0), cn - 1), 0);\nlet s10 = textureLoad(current, clamp(i0 + vec2i(1, 0), vec2i(0), cn - 1), 0);\nlet s01 = textureLoad(current, clamp(i0 + vec2i(0, 1), vec2i(0), cn - 1), 0);\nlet s11 = textureLoad(current, clamp(i0 + vec2i(1, 1), vec2i(0), cn - 1), 0);\nvar m1 = vec4f(0.0);\nvar m2 = vec4f(0.0);\nfor (var k = 0; k < 9; k++) {\nlet q = textureLoad(current, clamp(i0 + vec2i(round(w)) + vec2i(k % 3 - 1, k / 3 - 1), vec2i(0), cn - 1), 0);\nm1 += q;\nm2 += q * q;\n}\nm1 /= 9.0;\nlet sd = sqrt(max(m2 / 9.0 - m1 * m1, vec4f(0.0)));\nlet mn = m1 - sd * 1.5;\nlet mx = m1 + sd * 1.5;\nlet spatial = mix(mix(s00, s10, w.x), mix(s01, s11, w.x), w.y);\nlet dir = view_dir(uv);\nlet c = cp.prev_view_proj * vec4f(dir * 1.0e4, 1.0);\nvar out = spatial;\nif (c.w > 0.0) {\nlet prev = vec2f(c.x / c.w * 0.5 + 0.5, 0.5 - c.y / c.w * 0.5);\nif (all(prev >= vec2f(0.0)) && all(prev <= vec2f(1.0)) && cp.sun.w > 0.5) {\nlet hist = textureSampleLevel(history, clamp_smp, prev, 0.0);\nlet held = clamp(hist, mn - vec4f(0.002), mx + vec4f(0.002));\nout = select(held, mix(held, s00, 0.2), mine);\n}\n}\ntextureStore(history_out, vec2i(id.xy), out);\n}\n@compute @workgroup_size(8, 8) fn panorama(@builtin(global_invocation_id) id: vec3u) {\nlet n = vec2u(cp.pano.zw);\nif (id.x >= n.x || id.y >= n.y) {\nreturn;\n}\nlet prev = textureLoad(pano_prev, vec2i(id.xy), 0);\nif (id.y % 8u != u32(cp.pano.x)) {\ntextureStore(pano_out, vec2i(id.xy), prev);\nreturn;\n}\nlet frame = cp.sun.w;\nlet j = vec2f(fract(frame * 0.754877666), fract(frame * 0.569840291));\nlet u = (f32(id.x) + j.x) / f32(n.x);\nlet v = (f32(id.y) + j.y) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet az = 2.0 * PI * u;\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet r = march(d, fract(frame * 0.618034), 64.0, 24.0, 4u, 2u);\nlet w = select(0.3, 1.0, frame < 8.5);\ntextureStore(pano_out, vec2i(id.xy), mix(prev, r, w));\n}\nstruct CompositeOut {\n@builtin(position) clip: vec4f,\n@location(0) uv: vec2f,\n}\n@vertex fn vs_composite(@builtin(vertex_index) i: u32) -> CompositeOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: CompositeOut;\no.clip = vec4f(p, 0.0, 1.0);\no.uv = vec2f(p.x * 0.5 + 0.5, 0.5 - p.y * 0.5);\nreturn o;\n}\n@fragment fn fs_composite(in: CompositeOut) -> @location(0) vec4f {\nif (textureLoad(scene_depth, vec2i(in.clip.xy), 0) > 0.0) {\ndiscard;\n}\nlet c = textureSampleLevel(history, clamp_smp, in.uv, 0.0);\nreturn vec4f(c.rgb * lighting.env.z, c.a);\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\n}\nfn sky_view_at(lut: texture_2d<f32>, smp: sampler, d: vec3f, s: vec3f, r_cam: f32) -> vec3f {\nlet theta = acos(clamp(d.y, -1.0, 1.0));\nlet hd = vec2f(d.x, d.z);\nlet hs = vec2f(s.x, s.z);\nlet ld = length(hd);\nlet ls = length(hs);\nlet cos_az = select(1.0, dot(hd, hs) / (ld * ls), ld > 1e-5 && ls > 1e-5);\nlet uv = sky_view_uv(theta, clamp(cos_az, -1.0, 1.0), r_cam);\nlet st = (uv * (SKY_VIEW_SIZE - 1.0) + 0.5) / SKY_VIEW_SIZE;\nreturn textureSampleLevel(lut, smp, st, 0.0).rgb;\n}\nfn sky_view_uv(theta: f32, cos_az: f32, r_cam: f32) -> vec2f {\nlet zh = horizon_angle(r_cam);\nlet beta = PI0 - zh;\nvar v: f32;\nif (theta < zh) {\nv = (1.0 - sqrt(max(1.0 - theta / zh, 0.0))) * 0.5;\n} else {\nv = sqrt(saturate((theta - zh) / beta)) * 0.5 + 0.5;\n}\nreturn vec2f(sqrt(saturate(0.5 - 0.5 * cos_az)), v);\n}\nconst SKY_VIEW_SIZE = vec2f(192.0, 108.0);\nfn horizon_angle(r_cam: f32) -> f32 {\nreturn PI0 - acos(clamp(sqrt(max(r_cam * r_cam - BOTTOM * BOTTOM, 0.0)) / r_cam, 0.0, 1.0));\n}\nconst PI0 = 3.14159265;\nconst BOTTOM = 6360.0;";
|
|
3
|
+
readonly hash: "9d46557cec5b7088";
|
|
4
|
+
readonly wgsl: "const PI = 3.14159265;\nconst PLANET = 6360.0;\nstruct CloudParams {\ninv_view_proj: mat4x4f,\nprev_view_proj: mat4x4f,\nsun: vec4f,\neye: vec4f,\nlayer: vec4f,\nshape: vec4f,\nsize: vec4f,\nquality: vec4f,\nlook: vec4f,\npano: vec4f,\nwmap: vec4f,\nsmap: vec4f,\n}\n@group(0) @binding(0) var<uniform> cp: CloudParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var sky_view: texture_2d<f32>;\n@group(0) @binding(3) var clamp_smp: sampler;\n@group(0) @binding(4) var shape_tex: texture_3d<f32>;\n@group(0) @binding(5) var detail_tex: texture_3d<f32>;\n@group(0) @binding(6) var wrap_smp: sampler;\n@group(0) @binding(7) var shape_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(8) var detail_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(9) var current_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(10) var current: texture_2d<f32>;\n@group(0) @binding(11) var history: texture_2d<f32>;\n@group(0) @binding(12) var history_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(13) var pano_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(14) var scene_depth: texture_depth_2d;\n@group(0) @binding(15) var pano_prev: texture_2d<f32>;\n@group(0) @binding(16) var weather_tex: texture_2d<f32>;\n@group(0) @binding(17) var weather_out: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(18) var shadow_out: texture_storage_2d<rgba16float, write>;\nfn pcg(v: u32) -> u32 {\nlet state = v * 747796405u + 2891336453u;\nlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\nreturn (word >> 22u) ^ word;\n}\nfn hash3(c: vec3i, seed: u32) -> vec3f {\nlet h = pcg(bitcast<u32>(c.x) ^ pcg(bitcast<u32>(c.y) ^ pcg(bitcast<u32>(c.z) ^ seed)));\nlet h2 = pcg(h);\nlet h3 = pcg(h2);\nreturn vec3f(f32(h), f32(h2), f32(h3)) / 4294967296.0;\n}\nfn wrap3(c: vec3i, period: i32) -> vec3i {\nreturn ((c % period) + period) % period;\n}\nfn perlin(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nlet u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\nvar n: array<f32, 8>;\nfor (var k = 0; k < 8; k++) {\nlet o = vec3i(k & 1, (k >> 1) & 1, (k >> 2) & 1);\nlet g = normalize(hash3(wrap3(i + o, period), seed) * 2.0 - 1.0);\nn[k] = dot(g, f - vec3f(o));\n}\nlet x0 = mix(mix(n[0], n[1], u.x), mix(n[2], n[3], u.x), u.y);\nlet x1 = mix(mix(n[4], n[5], u.x), mix(n[6], n[7], u.x), u.y);\nreturn mix(x0, x1, u.z) * 1.4;\n}\nfn worley(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nvar d = 8.0;\nfor (var k = 0; k < 27; k++) {\nlet o = vec3i(k % 3 - 1, (k / 3) % 3 - 1, k / 9 - 1);\nlet q = vec3f(o) + hash3(wrap3(i + o, period), seed) - f;\nd = min(d, dot(q, q));\n}\nreturn 1.0 - saturate(sqrt(d));\n}\nfn worley_fbm(p: vec3f, period: i32, seed: u32) -> f32 {\nreturn worley(p, period, seed) * 0.625 + worley(p * 2.0, period * 2, seed + 1u) * 0.25 + worley(p * 4.0, period * 4, seed + 2u) * 0.125;\n}\nfn remap(v: f32, a: f32, b: f32, c: f32, d: f32) -> f32 {\nreturn c + (v - a) / max(b - a, 1e-5) * (d - c);\n}\n@compute @workgroup_size(4, 4, 4) fn gen_shape(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shape_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\nvar pf = 0.0;\nvar amp = 0.5;\nvar per = 4;\nfor (var o = 0; o < 4; o++) {\npf += amp * perlin(uvw * f32(per), per, 11u + u32(o));\namp *= 0.5;\nper *= 2;\n}\npf = saturate(pf * 0.5 + 0.5);\nlet w4 = worley_fbm(uvw * 4.0, 4, 101u);\nlet w8 = worley_fbm(uvw * 8.0, 8, 211u);\nlet w16 = worley_fbm(uvw * 16.0, 16, 307u);\nlet pw = saturate(remap(pf, w4 - 1.0, 1.0, 0.0, 1.0));\ntextureStore(shape_out, vec3i(id), vec4f(pw, w4, w8, w16));\n}\n@compute @workgroup_size(4, 4, 4) fn gen_detail(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(detail_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\ntextureStore(detail_out, vec3i(id), vec4f(worley_fbm(uvw * 2.0, 2, 401u), worley_fbm(uvw * 4.0, 4, 503u), worley_fbm(uvw * 8.0, 8, 601u), 1.0));\n}\nfn hash2(p: vec2f) -> f32 {\nlet q = vec2<i32>(floor(p));\nreturn f32(pcg(bitcast<u32>(q.x) ^ pcg(bitcast<u32>(q.y) + 0x9e3779b9u))) / 4294967296.0;\n}\nfn vnoise(p: vec2f) -> f32 {\nlet i = floor(p);\nlet f = fract(p);\nlet u = f * f * (3.0 - 2.0 * f);\nreturn mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x), mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbm2(p0: vec2f) -> f32 {\nvar p = p0;\nvar a = 0.5;\nvar s = 0.0;\nfor (var i = 0; i < 4; i++) {\ns += a * vnoise(p);\np = mat2x2f(1.6, 1.2, -1.2, 1.6) * p + vec2f(3.1, 1.7);\na *= 0.5;\n}\nreturn s / 0.9375;\n}\nfn weather(xz: vec2f) -> vec2f {\nlet q = xz / cp.look.x;\nlet w = fbm2(q);\nlet cov = saturate(remap(w, 1.0 - cp.layer.z * 1.15, 1.0, 0.0, 1.0));\nlet kind = saturate(0.5 + (fbm2(q * 0.37 + vec2f(13.0, 7.0)) - 0.5) * 2.0 * cp.look.y);\nreturn vec2f(cov, kind);\n}\nfn profile(h: f32, kind: f32) -> f32 {\nlet base = saturate(remap(h, 0.0, 0.08, 0.0, 1.0));\nlet top = saturate(remap(h, 0.25 + 0.6 * kind, 0.35 + 0.65 * kind, 1.0, 0.0));\nreturn base * top;\n}\n@compute @workgroup_size(8, 8) fn gen_weather(@builtin(global_invocation_id) id: vec3u) {\nlet n = u32(cp.wmap.w);\nif (id.x >= n || id.y >= n) {\nreturn;\n}\nlet xz = cp.wmap.xy + ((vec2f(id.xy) + 0.5) / f32(n) - 0.5) * cp.wmap.z;\ntextureStore(weather_out, vec2i(id.xy), vec4f(weather(xz), 0.0, 1.0));\n}\nfn base_cloud(p: vec3f, far: f32) -> vec4f {\nlet r = length(p);\nlet h = (r - PLANET - cp.layer.x) / (cp.layer.y - cp.layer.x);\nif (h <= 0.0 || h >= 1.0) {\nreturn vec4f(0.0);\n}\nlet xz = p.xz + cp.eye.xy + cp.shape.zw;\nlet wx = textureSampleLevel(weather_tex, clamp_smp, (xz - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).xy;\nif (wx.x <= 0.004) {\nreturn vec4f(0.0, h, xz);\n}\nlet prof = profile(h, wx.y);\nif (prof <= 0.0) {\nreturn vec4f(0.0, h, xz);\n}\nlet q = vec3f(xz.x, r - PLANET, xz.y) / (cp.shape.x * far);\nlet s = textureSampleLevel(shape_tex, wrap_smp, q, 0.0);\nlet fb = s.g * 0.625 + s.b * 0.25 + s.a * 0.125;\nlet base = saturate(remap(s.r, fb - 1.0, 1.0, 0.0, 1.0));\nreturn vec4f(saturate(remap(base * prof, 1.0 - wx.x, 1.0, 0.0, 1.0)) * wx.x, h, xz);\n}\nfn eroded(b: vec4f, alt: f32) -> f32 {\nlet d = textureSampleLevel(detail_tex, wrap_smp, vec3f(b.z, alt, b.w) / cp.shape.y, 0.0);\nlet df = d.r * 0.625 + d.g * 0.25 + d.b * 0.125;\nlet e = mix(df, 1.0 - df, saturate(b.y * 5.0));\nreturn saturate(remap(b.x, e * 0.35 * cp.look.w, 1.0, 0.0, 1.0)) * cp.layer.w;\n}\nfn density(p: vec3f, full: bool, far: f32) -> f32 {\nlet b = base_cloud(p, far);\nif (b.x <= 0.0) {\nreturn 0.0;\n}\nif (full) {\nreturn eroded(b, length(p) - PLANET);\n}\nreturn b.x * cp.layer.w;\n}\nfn hg(c: f32, g: f32) -> f32 {\nreturn (1.0 - g * g) / (4.0 * PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\n}\nfn phase(c: f32, k: f32) -> f32 {\nreturn mix(hg(c, -0.2 * k), hg(c, 0.75 * k), 0.6);\n}\nfn sun_depth(p: vec3f, steps: u32) -> f32 {\nlet s = cp.sun.xyz;\nvar tau = 0.0;\nvar t = 0.0;\nvar dt = 0.06;\nfor (var i = 0u; i < steps; i++) {\nlet m = t + dt * 0.5;\ntau += density(p + s * m, i < 2u, 1.0) * dt;\nt += dt;\ndt *= 2.1;\n}\nreturn tau;\n}\nfn ambient(h: f32) -> vec3f {\nlet up = lighting.sh[0].rgb * 0.282095 + lighting.sh[1].rgb * 0.488603;\nreturn max(up, vec3f(0.0)) * mix(0.45, 1.0, h);\n}\nfn march(d: vec3f, jitter: f32, steps_max: f32, steps_min: f32, sun_steps: u32, octaves: u32) -> vec4f {\nlet o = vec3f(0.0, cp.eye.z, 0.0);\nlet b = dot(o, d);\nlet rb = PLANET + cp.layer.x;\nlet rt = PLANET + cp.layer.y;\nlet cb = dot(o, o) - rb * rb;\nlet ct = dot(o, o) - rt * rt;\nif (d.y < -0.05 || cb > 0.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet t0 = -b + sqrt(max(b * b - cb, 0.0));\nvar t1 = -b + sqrt(max(b * b - ct, 0.0));\nt1 = min(t1, t0 + 40.0);\nif (t0 > 220.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet n = mix(steps_max, steps_min, saturate(d.y));\nlet dt = (t1 - t0) / n;\nlet s = cp.sun.xyz;\nlet cosv = dot(d, s);\nlet sun = lighting.sun_color.rgb;\nvar light = vec3f(0.0);\nvar trans = 1.0;\nvar dist_sum = 0.0;\nvar weight = 0.0;\nvar t = t0 + dt * jitter;\nvar empty = 0u;\nvar last = dt;\nlet rays = u32(n) * 2u;\nfor (var i = 0u; i < rays; i++) {\nif (t >= t1 || trans < 0.01) {\nbreak;\n}\nvar p = o + d * t;\nlet far = 1.0 + smoothstep(25.0, 75.0, t);\nvar cb = base_cloud(p, far);\nif (cb.x <= 0.0) {\nempty++;\nlast = dt * select(1.0, 2.0, empty > 2u);\nt += last;\ncontinue;\n}\nif (empty > 0u || i == 0u) {\nvar a = t - last;\nvar bb = t;\nfor (var k = 0u; k < 3u; k++) {\nlet m = 0.5 * (a + bb);\nif (base_cloud(o + d * m, far).x > 0.0) {\nbb = m;\n} else {\na = m;\n}\n}\nt = bb;\np = o + d * t;\ncb = base_cloud(p, far);\n}\nempty = 0u;\nlet sigma = select(cb.x * cp.layer.w, eroded(cb, length(p) - PLANET), t < 30.0);\nif (sigma > 0.0) {\nlet h = (length(p) - rb) / (rt - rb);\nlet tau = sun_depth(p, sun_steps);\nvar ms = 0.0;\nvar a = 1.0;\nvar bb = 1.0;\nvar c = 1.0;\nfor (var k = 0u; k < octaves; k++) {\nms += a * exp(-tau * bb) * phase(cosv, c);\na *= 0.5;\nbb *= 0.5;\nc *= 0.5;\n}\nlet powder = 1.0 - 0.6 * exp(-sigma * 0.3);\nlet scatter = sun * (ms * powder * 2.5) + ambient(h) * 1.3;\nlet e = exp(-sigma * dt);\nlight += trans * scatter * (1.0 - e);\ndist_sum += trans * (1.0 - e) * t;\nweight += trans * (1.0 - e);\ntrans *= e;\n}\nlast = dt;\nt += dt;\n}\nif (weight > 0.0) {\nlet mean = dist_sum / weight;\nlet haze = 1.0 - exp(-mean / cp.look.z);\nlet behind = sky_view_at(sky_view, clamp_smp, d, s, cp.eye.z) * lighting.view.rgb;\nlight = mix(light, behind * (1.0 - trans), haze * 0.5) * (1.0 - haze * 0.8);\ntrans = mix(trans, 1.0, haze * 0.8);\n}\nreturn vec4f(light, trans);\n}\nfn view_dir(uv: vec2f) -> vec3f {\nlet ndc = vec2f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);\nlet near = cp.inv_view_proj * vec4f(ndc, 1.0, 1.0);\nreturn normalize(near.xyz / near.w);\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@compute @workgroup_size(8, 8) fn march_view(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(current_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nlet texel = vec2f(id.xy) * 2.0 + cp.size.zw;\nlet uv = (texel + 0.5) / cp.size.xy;\nlet r = march(view_dir(uv), ign(vec2f(id.xy), cp.sun.w), cp.quality.x, cp.quality.y, u32(cp.quality.z), u32(cp.quality.w));\ntextureStore(current_out, vec2i(id.xy), r);\n}\n@compute @workgroup_size(8, 8) fn reconstruct(@builtin(global_invocation_id) id: vec3u) {\nlet size = vec2u(cp.size.xy);\nif (any(id.xy >= size)) {\nreturn;\n}\nlet cn = vec2i(textureDimensions(current));\nlet px = vec2f(id.xy);\nlet uv = (px + 0.5) / cp.size.xy;\nlet phase_px = cp.size.zw;\nlet mine = all(vec2u(id.xy % 2u) == vec2u(phase_px));\nlet f = (px - phase_px) * 0.5;\nlet i0 = vec2i(floor(f));\nlet w = fract(f);\nlet s00 = textureLoad(current, clamp(i0, vec2i(0), cn - 1), 0);\nlet s10 = textureLoad(current, clamp(i0 + vec2i(1, 0), vec2i(0), cn - 1), 0);\nlet s01 = textureLoad(current, clamp(i0 + vec2i(0, 1), vec2i(0), cn - 1), 0);\nlet s11 = textureLoad(current, clamp(i0 + vec2i(1, 1), vec2i(0), cn - 1), 0);\nvar m1 = vec4f(0.0);\nvar m2 = vec4f(0.0);\nfor (var k = 0; k < 9; k++) {\nlet q = textureLoad(current, clamp(i0 + vec2i(round(w)) + vec2i(k % 3 - 1, k / 3 - 1), vec2i(0), cn - 1), 0);\nm1 += q;\nm2 += q * q;\n}\nm1 /= 9.0;\nlet sd = sqrt(max(m2 / 9.0 - m1 * m1, vec4f(0.0)));\nlet mn = m1 - sd * 1.5;\nlet mx = m1 + sd * 1.5;\nlet spatial = mix(mix(s00, s10, w.x), mix(s01, s11, w.x), w.y);\nlet dir = view_dir(uv);\nlet c = cp.prev_view_proj * vec4f(dir * 1.0e4, 1.0);\nvar out = spatial;\nif (c.w > 0.0) {\nlet prev = vec2f(c.x / c.w * 0.5 + 0.5, 0.5 - c.y / c.w * 0.5);\nif (all(prev >= vec2f(0.0)) && all(prev <= vec2f(1.0)) && cp.sun.w > 0.5) {\nlet hist = textureSampleLevel(history, clamp_smp, prev, 0.0);\nlet held = clamp(hist, mn - vec4f(0.002), mx + vec4f(0.002));\nout = select(held, mix(held, s00, 0.2), mine);\n}\n}\ntextureStore(history_out, vec2i(id.xy), out);\n}\n@compute @workgroup_size(8, 8) fn panorama(@builtin(global_invocation_id) id: vec3u) {\nlet n = vec2u(cp.pano.zw);\nif (id.x >= n.x || id.y >= n.y) {\nreturn;\n}\nlet prev = textureLoad(pano_prev, vec2i(id.xy), 0);\nif (id.y % 8u != u32(cp.pano.x)) {\ntextureStore(pano_out, vec2i(id.xy), prev);\nreturn;\n}\nlet frame = cp.sun.w;\nlet j = vec2f(fract(frame * 0.754877666), fract(frame * 0.569840291));\nlet u = (f32(id.x) + j.x) / f32(n.x);\nlet v = (f32(id.y) + j.y) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet az = 2.0 * PI * u;\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet r = march(d, fract(frame * 0.618034), 64.0, 24.0, 4u, 2u);\nlet w = select(0.3, 1.0, frame < 8.5);\ntextureStore(pano_out, vec2i(id.xy), mix(prev, r, w));\n}\n@compute @workgroup_size(8, 8) fn shadow_map(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shadow_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nif (cp.smap.w < 3.5 && id.y % 4u != u32(cp.smap.w)) {\nreturn;\n}\nlet rel = cp.smap.xy - cp.eye.xy + ((vec2f(id.xy) + 0.5) / vec2f(n) - 0.5) * cp.smap.z;\nlet o = vec3f(rel.x, PLANET, rel.y);\nlet s = cp.sun.xyz;\nlet sy = max(s.y, 0.05);\nlet t0 = cp.layer.x / sy;\nlet t1 = min(cp.layer.y / sy, t0 + 40.0);\nlet steps = 16u;\nlet dt = (t1 - t0) / f32(steps);\nvar tau = 0.0;\nfor (var i = 0u; i < steps; i++) {\ntau += density(o + s * (t0 + dt * (f32(i) + 0.5)), true, 1.0) * dt;\n}\nlet light = max(exp(-tau), 0.7 * exp(-0.25 * tau));\ntextureStore(shadow_out, vec2i(id.xy), vec4f(select(1.0, light, s.y > 0.0), 0.0, 0.0, 1.0));\n}\nstruct CompositeOut {\n@builtin(position) clip: vec4f,\n@location(0) uv: vec2f,\n}\n@vertex fn vs_composite(@builtin(vertex_index) i: u32) -> CompositeOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: CompositeOut;\no.clip = vec4f(p, 0.0, 1.0);\no.uv = vec2f(p.x * 0.5 + 0.5, 0.5 - p.y * 0.5);\nreturn o;\n}\n@fragment fn fs_composite(in: CompositeOut) -> @location(0) vec4f {\nif (textureLoad(scene_depth, vec2i(in.clip.xy), 0) > 0.0) {\ndiscard;\n}\nlet c = textureSampleLevel(history, clamp_smp, in.uv, 0.0);\nreturn vec4f(c.rgb * lighting.env.z, c.a);\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\nclouds: vec4f,\n}\nfn sky_view_at(lut: texture_2d<f32>, smp: sampler, d: vec3f, s: vec3f, r_cam: f32) -> vec3f {\nlet theta = acos(clamp(d.y, -1.0, 1.0));\nlet hd = vec2f(d.x, d.z);\nlet hs = vec2f(s.x, s.z);\nlet ld = length(hd);\nlet ls = length(hs);\nlet cos_az = select(1.0, dot(hd, hs) / (ld * ls), ld > 1e-5 && ls > 1e-5);\nlet uv = sky_view_uv(theta, clamp(cos_az, -1.0, 1.0), r_cam);\nlet st = (uv * (SKY_VIEW_SIZE - 1.0) + 0.5) / SKY_VIEW_SIZE;\nreturn textureSampleLevel(lut, smp, st, 0.0).rgb;\n}\nfn sky_view_uv(theta: f32, cos_az: f32, r_cam: f32) -> vec2f {\nlet zh = horizon_angle(r_cam);\nlet beta = PI0 - zh;\nvar v: f32;\nif (theta < zh) {\nv = (1.0 - sqrt(max(1.0 - theta / zh, 0.0))) * 0.5;\n} else {\nv = sqrt(saturate((theta - zh) / beta)) * 0.5 + 0.5;\n}\nreturn vec2f(sqrt(saturate(0.5 - 0.5 * cos_az)), v);\n}\nconst SKY_VIEW_SIZE = vec2f(192.0, 108.0);\nfn horizon_angle(r_cam: f32) -> f32 {\nreturn PI0 - acos(clamp(sqrt(max(r_cam * r_cam - BOTTOM * BOTTOM, 0.0)) / r_cam, 0.0, 1.0));\n}\nconst PI0 = 3.14159265;\nconst BOTTOM = 6360.0;";
|
|
5
5
|
};
|
|
@@ -2,7 +2,7 @@
|
|
|
2
2
|
// Regenerate with `node tools/shaders-gen.mjs`; CI runs it with --check.
|
|
3
3
|
/** Linked from shaders/clouds/clouds.wesl. */
|
|
4
4
|
export const cloudsShader = {
|
|
5
|
-
hash: '
|
|
6
|
-
wgsl: "const PI = 3.14159265;\nconst PLANET = 6360.0;\nstruct CloudParams {\ninv_view_proj: mat4x4f,\nprev_view_proj: mat4x4f,\nsun: vec4f,\neye: vec4f,\nlayer: vec4f,\nshape: vec4f,\nsize: vec4f,\nquality: vec4f,\nlook: vec4f,\npano: vec4f,\nwmap: vec4f,\n}\n@group(0) @binding(0) var<uniform> cp: CloudParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var sky_view: texture_2d<f32>;\n@group(0) @binding(3) var clamp_smp: sampler;\n@group(0) @binding(4) var shape_tex: texture_3d<f32>;\n@group(0) @binding(5) var detail_tex: texture_3d<f32>;\n@group(0) @binding(6) var wrap_smp: sampler;\n@group(0) @binding(7) var shape_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(8) var detail_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(9) var current_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(10) var current: texture_2d<f32>;\n@group(0) @binding(11) var history: texture_2d<f32>;\n@group(0) @binding(12) var history_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(13) var pano_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(14) var scene_depth: texture_depth_2d;\n@group(0) @binding(15) var pano_prev: texture_2d<f32>;\n@group(0) @binding(16) var weather_tex: texture_2d<f32>;\n@group(0) @binding(17) var weather_out: texture_storage_2d<rgba8unorm, write>;\nfn pcg(v: u32) -> u32 {\nlet state = v * 747796405u + 2891336453u;\nlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\nreturn (word >> 22u) ^ word;\n}\nfn hash3(c: vec3i, seed: u32) -> vec3f {\nlet h = pcg(bitcast<u32>(c.x) ^ pcg(bitcast<u32>(c.y) ^ pcg(bitcast<u32>(c.z) ^ seed)));\nlet h2 = pcg(h);\nlet h3 = pcg(h2);\nreturn vec3f(f32(h), f32(h2), f32(h3)) / 4294967296.0;\n}\nfn wrap3(c: vec3i, period: i32) -> vec3i {\nreturn ((c % period) + period) % period;\n}\nfn perlin(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nlet u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\nvar n: array<f32, 8>;\nfor (var k = 0; k < 8; k++) {\nlet o = vec3i(k & 1, (k >> 1) & 1, (k >> 2) & 1);\nlet g = normalize(hash3(wrap3(i + o, period), seed) * 2.0 - 1.0);\nn[k] = dot(g, f - vec3f(o));\n}\nlet x0 = mix(mix(n[0], n[1], u.x), mix(n[2], n[3], u.x), u.y);\nlet x1 = mix(mix(n[4], n[5], u.x), mix(n[6], n[7], u.x), u.y);\nreturn mix(x0, x1, u.z) * 1.4;\n}\nfn worley(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nvar d = 8.0;\nfor (var k = 0; k < 27; k++) {\nlet o = vec3i(k % 3 - 1, (k / 3) % 3 - 1, k / 9 - 1);\nlet q = vec3f(o) + hash3(wrap3(i + o, period), seed) - f;\nd = min(d, dot(q, q));\n}\nreturn 1.0 - saturate(sqrt(d));\n}\nfn worley_fbm(p: vec3f, period: i32, seed: u32) -> f32 {\nreturn worley(p, period, seed) * 0.625 + worley(p * 2.0, period * 2, seed + 1u) * 0.25 + worley(p * 4.0, period * 4, seed + 2u) * 0.125;\n}\nfn remap(v: f32, a: f32, b: f32, c: f32, d: f32) -> f32 {\nreturn c + (v - a) / max(b - a, 1e-5) * (d - c);\n}\n@compute @workgroup_size(4, 4, 4) fn gen_shape(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shape_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\nvar pf = 0.0;\nvar amp = 0.5;\nvar per = 4;\nfor (var o = 0; o < 4; o++) {\npf += amp * perlin(uvw * f32(per), per, 11u + u32(o));\namp *= 0.5;\nper *= 2;\n}\npf = saturate(pf * 0.5 + 0.5);\nlet w4 = worley_fbm(uvw * 4.0, 4, 101u);\nlet w8 = worley_fbm(uvw * 8.0, 8, 211u);\nlet w16 = worley_fbm(uvw * 16.0, 16, 307u);\nlet pw = saturate(remap(pf, w4 - 1.0, 1.0, 0.0, 1.0));\ntextureStore(shape_out, vec3i(id), vec4f(pw, w4, w8, w16));\n}\n@compute @workgroup_size(4, 4, 4) fn gen_detail(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(detail_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\ntextureStore(detail_out, vec3i(id), vec4f(worley_fbm(uvw * 2.0, 2, 401u), worley_fbm(uvw * 4.0, 4, 503u), worley_fbm(uvw * 8.0, 8, 601u), 1.0));\n}\nfn hash2(p: vec2f) -> f32 {\nlet q = vec2<i32>(floor(p));\nreturn f32(pcg(bitcast<u32>(q.x) ^ pcg(bitcast<u32>(q.y) + 0x9e3779b9u))) / 4294967296.0;\n}\nfn vnoise(p: vec2f) -> f32 {\nlet i = floor(p);\nlet f = fract(p);\nlet u = f * f * (3.0 - 2.0 * f);\nreturn mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x), mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbm2(p0: vec2f) -> f32 {\nvar p = p0;\nvar a = 0.5;\nvar s = 0.0;\nfor (var i = 0; i < 4; i++) {\ns += a * vnoise(p);\np = mat2x2f(1.6, 1.2, -1.2, 1.6) * p + vec2f(3.1, 1.7);\na *= 0.5;\n}\nreturn s / 0.9375;\n}\nfn weather(xz: vec2f) -> vec2f {\nlet q = xz / cp.look.x;\nlet w = fbm2(q);\nlet cov = saturate(remap(w, 1.0 - cp.layer.z * 1.15, 1.0, 0.0, 1.0));\nlet kind = saturate(0.5 + (fbm2(q * 0.37 + vec2f(13.0, 7.0)) - 0.5) * 2.0 * cp.look.y);\nreturn vec2f(cov, kind);\n}\nfn profile(h: f32, kind: f32) -> f32 {\nlet base = saturate(remap(h, 0.0, 0.08, 0.0, 1.0));\nlet top = saturate(remap(h, 0.25 + 0.6 * kind, 0.35 + 0.65 * kind, 1.0, 0.0));\nreturn base * top;\n}\n@compute @workgroup_size(8, 8) fn gen_weather(@builtin(global_invocation_id) id: vec3u) {\nlet n = u32(cp.wmap.w);\nif (id.x >= n || id.y >= n) {\nreturn;\n}\nlet xz = cp.wmap.xy + ((vec2f(id.xy) + 0.5) / f32(n) - 0.5) * cp.wmap.z;\ntextureStore(weather_out, vec2i(id.xy), vec4f(weather(xz), 0.0, 1.0));\n}\nfn base_cloud(p: vec3f, far: f32) -> vec4f {\nlet r = length(p);\nlet h = (r - PLANET - cp.layer.x) / (cp.layer.y - cp.layer.x);\nif (h <= 0.0 || h >= 1.0) {\nreturn vec4f(0.0);\n}\nlet xz = p.xz + cp.eye.xy + cp.shape.zw;\nlet wx = textureSampleLevel(weather_tex, clamp_smp, (xz - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).xy;\nif (wx.x <= 0.004) {\nreturn vec4f(0.0, h, xz);\n}\nlet prof = profile(h, wx.y);\nif (prof <= 0.0) {\nreturn vec4f(0.0, h, xz);\n}\nlet q = vec3f(xz.x, r - PLANET, xz.y) / (cp.shape.x * far);\nlet s = textureSampleLevel(shape_tex, wrap_smp, q, 0.0);\nlet fb = s.g * 0.625 + s.b * 0.25 + s.a * 0.125;\nlet base = saturate(remap(s.r, fb - 1.0, 1.0, 0.0, 1.0));\nreturn vec4f(saturate(remap(base * prof, 1.0 - wx.x, 1.0, 0.0, 1.0)) * wx.x, h, xz);\n}\nfn eroded(b: vec4f, alt: f32) -> f32 {\nlet d = textureSampleLevel(detail_tex, wrap_smp, vec3f(b.z, alt, b.w) / cp.shape.y, 0.0);\nlet df = d.r * 0.625 + d.g * 0.25 + d.b * 0.125;\nlet e = mix(df, 1.0 - df, saturate(b.y * 5.0));\nreturn saturate(remap(b.x, e * 0.35 * cp.look.w, 1.0, 0.0, 1.0)) * cp.layer.w;\n}\nfn density(p: vec3f, full: bool, far: f32) -> f32 {\nlet b = base_cloud(p, far);\nif (b.x <= 0.0) {\nreturn 0.0;\n}\nif (full) {\nreturn eroded(b, length(p) - PLANET);\n}\nreturn b.x * cp.layer.w;\n}\nfn hg(c: f32, g: f32) -> f32 {\nreturn (1.0 - g * g) / (4.0 * PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\n}\nfn phase(c: f32, k: f32) -> f32 {\nreturn mix(hg(c, -0.2 * k), hg(c, 0.75 * k), 0.6);\n}\nfn sun_depth(p: vec3f, steps: u32) -> f32 {\nlet s = cp.sun.xyz;\nvar tau = 0.0;\nvar t = 0.0;\nvar dt = 0.06;\nfor (var i = 0u; i < steps; i++) {\nlet m = t + dt * 0.5;\ntau += density(p + s * m, i < 2u, 1.0) * dt;\nt += dt;\ndt *= 2.1;\n}\nreturn tau;\n}\nfn ambient(h: f32) -> vec3f {\nlet up = lighting.sh[0].rgb * 0.282095 + lighting.sh[1].rgb * 0.488603;\nreturn max(up, vec3f(0.0)) * mix(0.45, 1.0, h);\n}\nfn march(d: vec3f, jitter: f32, steps_max: f32, steps_min: f32, sun_steps: u32, octaves: u32) -> vec4f {\nlet o = vec3f(0.0, cp.eye.z, 0.0);\nlet b = dot(o, d);\nlet rb = PLANET + cp.layer.x;\nlet rt = PLANET + cp.layer.y;\nlet cb = dot(o, o) - rb * rb;\nlet ct = dot(o, o) - rt * rt;\nif (d.y < -0.05 || cb > 0.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet t0 = -b + sqrt(max(b * b - cb, 0.0));\nvar t1 = -b + sqrt(max(b * b - ct, 0.0));\nt1 = min(t1, t0 + 40.0);\nif (t0 > 220.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet n = mix(steps_max, steps_min, saturate(d.y));\nlet dt = (t1 - t0) / n;\nlet s = cp.sun.xyz;\nlet cosv = dot(d, s);\nlet sun = lighting.sun_color.rgb;\nvar light = vec3f(0.0);\nvar trans = 1.0;\nvar dist_sum = 0.0;\nvar weight = 0.0;\nvar t = t0 + dt * jitter;\nvar empty = 0u;\nvar last = dt;\nlet rays = u32(n) * 2u;\nfor (var i = 0u; i < rays; i++) {\nif (t >= t1 || trans < 0.01) {\nbreak;\n}\nvar p = o + d * t;\nlet far = 1.0 + smoothstep(25.0, 75.0, t);\nvar cb = base_cloud(p, far);\nif (cb.x <= 0.0) {\nempty++;\nlast = dt * select(1.0, 2.0, empty > 2u);\nt += last;\ncontinue;\n}\nif (empty > 0u || i == 0u) {\nvar a = t - last;\nvar bb = t;\nfor (var k = 0u; k < 3u; k++) {\nlet m = 0.5 * (a + bb);\nif (base_cloud(o + d * m, far).x > 0.0) {\nbb = m;\n} else {\na = m;\n}\n}\nt = bb;\np = o + d * t;\ncb = base_cloud(p, far);\n}\nempty = 0u;\nlet sigma = select(cb.x * cp.layer.w, eroded(cb, length(p) - PLANET), t < 30.0);\nif (sigma > 0.0) {\nlet h = (length(p) - rb) / (rt - rb);\nlet tau = sun_depth(p, sun_steps);\nvar ms = 0.0;\nvar a = 1.0;\nvar bb = 1.0;\nvar c = 1.0;\nfor (var k = 0u; k < octaves; k++) {\nms += a * exp(-tau * bb) * phase(cosv, c);\na *= 0.5;\nbb *= 0.5;\nc *= 0.5;\n}\nlet powder = 1.0 - 0.6 * exp(-sigma * 0.3);\nlet scatter = sun * (ms * powder * 2.5) + ambient(h) * 1.3;\nlet e = exp(-sigma * dt);\nlight += trans * scatter * (1.0 - e);\ndist_sum += trans * (1.0 - e) * t;\nweight += trans * (1.0 - e);\ntrans *= e;\n}\nlast = dt;\nt += dt;\n}\nif (weight > 0.0) {\nlet mean = dist_sum / weight;\nlet haze = 1.0 - exp(-mean / cp.look.z);\nlet behind = sky_view_at(sky_view, clamp_smp, d, s, cp.eye.z) * lighting.view.rgb;\nlight = mix(light, behind * (1.0 - trans), haze * 0.5) * (1.0 - haze * 0.8);\ntrans = mix(trans, 1.0, haze * 0.8);\n}\nreturn vec4f(light, trans);\n}\nfn view_dir(uv: vec2f) -> vec3f {\nlet ndc = vec2f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);\nlet near = cp.inv_view_proj * vec4f(ndc, 1.0, 1.0);\nreturn normalize(near.xyz / near.w);\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@compute @workgroup_size(8, 8) fn march_view(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(current_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nlet texel = vec2f(id.xy) * 2.0 + cp.size.zw;\nlet uv = (texel + 0.5) / cp.size.xy;\nlet r = march(view_dir(uv), ign(vec2f(id.xy), cp.sun.w), cp.quality.x, cp.quality.y, u32(cp.quality.z), u32(cp.quality.w));\ntextureStore(current_out, vec2i(id.xy), r);\n}\n@compute @workgroup_size(8, 8) fn reconstruct(@builtin(global_invocation_id) id: vec3u) {\nlet size = vec2u(cp.size.xy);\nif (any(id.xy >= size)) {\nreturn;\n}\nlet cn = vec2i(textureDimensions(current));\nlet px = vec2f(id.xy);\nlet uv = (px + 0.5) / cp.size.xy;\nlet phase_px = cp.size.zw;\nlet mine = all(vec2u(id.xy % 2u) == vec2u(phase_px));\nlet f = (px - phase_px) * 0.5;\nlet i0 = vec2i(floor(f));\nlet w = fract(f);\nlet s00 = textureLoad(current, clamp(i0, vec2i(0), cn - 1), 0);\nlet s10 = textureLoad(current, clamp(i0 + vec2i(1, 0), vec2i(0), cn - 1), 0);\nlet s01 = textureLoad(current, clamp(i0 + vec2i(0, 1), vec2i(0), cn - 1), 0);\nlet s11 = textureLoad(current, clamp(i0 + vec2i(1, 1), vec2i(0), cn - 1), 0);\nvar m1 = vec4f(0.0);\nvar m2 = vec4f(0.0);\nfor (var k = 0; k < 9; k++) {\nlet q = textureLoad(current, clamp(i0 + vec2i(round(w)) + vec2i(k % 3 - 1, k / 3 - 1), vec2i(0), cn - 1), 0);\nm1 += q;\nm2 += q * q;\n}\nm1 /= 9.0;\nlet sd = sqrt(max(m2 / 9.0 - m1 * m1, vec4f(0.0)));\nlet mn = m1 - sd * 1.5;\nlet mx = m1 + sd * 1.5;\nlet spatial = mix(mix(s00, s10, w.x), mix(s01, s11, w.x), w.y);\nlet dir = view_dir(uv);\nlet c = cp.prev_view_proj * vec4f(dir * 1.0e4, 1.0);\nvar out = spatial;\nif (c.w > 0.0) {\nlet prev = vec2f(c.x / c.w * 0.5 + 0.5, 0.5 - c.y / c.w * 0.5);\nif (all(prev >= vec2f(0.0)) && all(prev <= vec2f(1.0)) && cp.sun.w > 0.5) {\nlet hist = textureSampleLevel(history, clamp_smp, prev, 0.0);\nlet held = clamp(hist, mn - vec4f(0.002), mx + vec4f(0.002));\nout = select(held, mix(held, s00, 0.2), mine);\n}\n}\ntextureStore(history_out, vec2i(id.xy), out);\n}\n@compute @workgroup_size(8, 8) fn panorama(@builtin(global_invocation_id) id: vec3u) {\nlet n = vec2u(cp.pano.zw);\nif (id.x >= n.x || id.y >= n.y) {\nreturn;\n}\nlet prev = textureLoad(pano_prev, vec2i(id.xy), 0);\nif (id.y % 8u != u32(cp.pano.x)) {\ntextureStore(pano_out, vec2i(id.xy), prev);\nreturn;\n}\nlet frame = cp.sun.w;\nlet j = vec2f(fract(frame * 0.754877666), fract(frame * 0.569840291));\nlet u = (f32(id.x) + j.x) / f32(n.x);\nlet v = (f32(id.y) + j.y) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet az = 2.0 * PI * u;\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet r = march(d, fract(frame * 0.618034), 64.0, 24.0, 4u, 2u);\nlet w = select(0.3, 1.0, frame < 8.5);\ntextureStore(pano_out, vec2i(id.xy), mix(prev, r, w));\n}\nstruct CompositeOut {\n@builtin(position) clip: vec4f,\n@location(0) uv: vec2f,\n}\n@vertex fn vs_composite(@builtin(vertex_index) i: u32) -> CompositeOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: CompositeOut;\no.clip = vec4f(p, 0.0, 1.0);\no.uv = vec2f(p.x * 0.5 + 0.5, 0.5 - p.y * 0.5);\nreturn o;\n}\n@fragment fn fs_composite(in: CompositeOut) -> @location(0) vec4f {\nif (textureLoad(scene_depth, vec2i(in.clip.xy), 0) > 0.0) {\ndiscard;\n}\nlet c = textureSampleLevel(history, clamp_smp, in.uv, 0.0);\nreturn vec4f(c.rgb * lighting.env.z, c.a);\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\n}\nfn sky_view_at(lut: texture_2d<f32>, smp: sampler, d: vec3f, s: vec3f, r_cam: f32) -> vec3f {\nlet theta = acos(clamp(d.y, -1.0, 1.0));\nlet hd = vec2f(d.x, d.z);\nlet hs = vec2f(s.x, s.z);\nlet ld = length(hd);\nlet ls = length(hs);\nlet cos_az = select(1.0, dot(hd, hs) / (ld * ls), ld > 1e-5 && ls > 1e-5);\nlet uv = sky_view_uv(theta, clamp(cos_az, -1.0, 1.0), r_cam);\nlet st = (uv * (SKY_VIEW_SIZE - 1.0) + 0.5) / SKY_VIEW_SIZE;\nreturn textureSampleLevel(lut, smp, st, 0.0).rgb;\n}\nfn sky_view_uv(theta: f32, cos_az: f32, r_cam: f32) -> vec2f {\nlet zh = horizon_angle(r_cam);\nlet beta = PI0 - zh;\nvar v: f32;\nif (theta < zh) {\nv = (1.0 - sqrt(max(1.0 - theta / zh, 0.0))) * 0.5;\n} else {\nv = sqrt(saturate((theta - zh) / beta)) * 0.5 + 0.5;\n}\nreturn vec2f(sqrt(saturate(0.5 - 0.5 * cos_az)), v);\n}\nconst SKY_VIEW_SIZE = vec2f(192.0, 108.0);\nfn horizon_angle(r_cam: f32) -> f32 {\nreturn PI0 - acos(clamp(sqrt(max(r_cam * r_cam - BOTTOM * BOTTOM, 0.0)) / r_cam, 0.0, 1.0));\n}\nconst PI0 = 3.14159265;\nconst BOTTOM = 6360.0;",
|
|
5
|
+
hash: '9d46557cec5b7088',
|
|
6
|
+
wgsl: "const PI = 3.14159265;\nconst PLANET = 6360.0;\nstruct CloudParams {\ninv_view_proj: mat4x4f,\nprev_view_proj: mat4x4f,\nsun: vec4f,\neye: vec4f,\nlayer: vec4f,\nshape: vec4f,\nsize: vec4f,\nquality: vec4f,\nlook: vec4f,\npano: vec4f,\nwmap: vec4f,\nsmap: vec4f,\n}\n@group(0) @binding(0) var<uniform> cp: CloudParams;\n@group(0) @binding(1) var<uniform> lighting: Lighting;\n@group(0) @binding(2) var sky_view: texture_2d<f32>;\n@group(0) @binding(3) var clamp_smp: sampler;\n@group(0) @binding(4) var shape_tex: texture_3d<f32>;\n@group(0) @binding(5) var detail_tex: texture_3d<f32>;\n@group(0) @binding(6) var wrap_smp: sampler;\n@group(0) @binding(7) var shape_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(8) var detail_out: texture_storage_3d<rgba8unorm, write>;\n@group(0) @binding(9) var current_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(10) var current: texture_2d<f32>;\n@group(0) @binding(11) var history: texture_2d<f32>;\n@group(0) @binding(12) var history_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(13) var pano_out: texture_storage_2d<rgba16float, write>;\n@group(0) @binding(14) var scene_depth: texture_depth_2d;\n@group(0) @binding(15) var pano_prev: texture_2d<f32>;\n@group(0) @binding(16) var weather_tex: texture_2d<f32>;\n@group(0) @binding(17) var weather_out: texture_storage_2d<rgba8unorm, write>;\n@group(0) @binding(18) var shadow_out: texture_storage_2d<rgba16float, write>;\nfn pcg(v: u32) -> u32 {\nlet state = v * 747796405u + 2891336453u;\nlet word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;\nreturn (word >> 22u) ^ word;\n}\nfn hash3(c: vec3i, seed: u32) -> vec3f {\nlet h = pcg(bitcast<u32>(c.x) ^ pcg(bitcast<u32>(c.y) ^ pcg(bitcast<u32>(c.z) ^ seed)));\nlet h2 = pcg(h);\nlet h3 = pcg(h2);\nreturn vec3f(f32(h), f32(h2), f32(h3)) / 4294967296.0;\n}\nfn wrap3(c: vec3i, period: i32) -> vec3i {\nreturn ((c % period) + period) % period;\n}\nfn perlin(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nlet u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);\nvar n: array<f32, 8>;\nfor (var k = 0; k < 8; k++) {\nlet o = vec3i(k & 1, (k >> 1) & 1, (k >> 2) & 1);\nlet g = normalize(hash3(wrap3(i + o, period), seed) * 2.0 - 1.0);\nn[k] = dot(g, f - vec3f(o));\n}\nlet x0 = mix(mix(n[0], n[1], u.x), mix(n[2], n[3], u.x), u.y);\nlet x1 = mix(mix(n[4], n[5], u.x), mix(n[6], n[7], u.x), u.y);\nreturn mix(x0, x1, u.z) * 1.4;\n}\nfn worley(p: vec3f, period: i32, seed: u32) -> f32 {\nlet i = vec3i(floor(p));\nlet f = fract(p);\nvar d = 8.0;\nfor (var k = 0; k < 27; k++) {\nlet o = vec3i(k % 3 - 1, (k / 3) % 3 - 1, k / 9 - 1);\nlet q = vec3f(o) + hash3(wrap3(i + o, period), seed) - f;\nd = min(d, dot(q, q));\n}\nreturn 1.0 - saturate(sqrt(d));\n}\nfn worley_fbm(p: vec3f, period: i32, seed: u32) -> f32 {\nreturn worley(p, period, seed) * 0.625 + worley(p * 2.0, period * 2, seed + 1u) * 0.25 + worley(p * 4.0, period * 4, seed + 2u) * 0.125;\n}\nfn remap(v: f32, a: f32, b: f32, c: f32, d: f32) -> f32 {\nreturn c + (v - a) / max(b - a, 1e-5) * (d - c);\n}\n@compute @workgroup_size(4, 4, 4) fn gen_shape(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shape_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\nvar pf = 0.0;\nvar amp = 0.5;\nvar per = 4;\nfor (var o = 0; o < 4; o++) {\npf += amp * perlin(uvw * f32(per), per, 11u + u32(o));\namp *= 0.5;\nper *= 2;\n}\npf = saturate(pf * 0.5 + 0.5);\nlet w4 = worley_fbm(uvw * 4.0, 4, 101u);\nlet w8 = worley_fbm(uvw * 8.0, 8, 211u);\nlet w16 = worley_fbm(uvw * 16.0, 16, 307u);\nlet pw = saturate(remap(pf, w4 - 1.0, 1.0, 0.0, 1.0));\ntextureStore(shape_out, vec3i(id), vec4f(pw, w4, w8, w16));\n}\n@compute @workgroup_size(4, 4, 4) fn gen_detail(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(detail_out);\nif (any(id >= n)) {\nreturn;\n}\nlet uvw = (vec3f(id) + 0.5) / vec3f(n);\ntextureStore(detail_out, vec3i(id), vec4f(worley_fbm(uvw * 2.0, 2, 401u), worley_fbm(uvw * 4.0, 4, 503u), worley_fbm(uvw * 8.0, 8, 601u), 1.0));\n}\nfn hash2(p: vec2f) -> f32 {\nlet q = vec2<i32>(floor(p));\nreturn f32(pcg(bitcast<u32>(q.x) ^ pcg(bitcast<u32>(q.y) + 0x9e3779b9u))) / 4294967296.0;\n}\nfn vnoise(p: vec2f) -> f32 {\nlet i = floor(p);\nlet f = fract(p);\nlet u = f * f * (3.0 - 2.0 * f);\nreturn mix(mix(hash2(i), hash2(i + vec2f(1.0, 0.0)), u.x), mix(hash2(i + vec2f(0.0, 1.0)), hash2(i + vec2f(1.0, 1.0)), u.x), u.y);\n}\nfn fbm2(p0: vec2f) -> f32 {\nvar p = p0;\nvar a = 0.5;\nvar s = 0.0;\nfor (var i = 0; i < 4; i++) {\ns += a * vnoise(p);\np = mat2x2f(1.6, 1.2, -1.2, 1.6) * p + vec2f(3.1, 1.7);\na *= 0.5;\n}\nreturn s / 0.9375;\n}\nfn weather(xz: vec2f) -> vec2f {\nlet q = xz / cp.look.x;\nlet w = fbm2(q);\nlet cov = saturate(remap(w, 1.0 - cp.layer.z * 1.15, 1.0, 0.0, 1.0));\nlet kind = saturate(0.5 + (fbm2(q * 0.37 + vec2f(13.0, 7.0)) - 0.5) * 2.0 * cp.look.y);\nreturn vec2f(cov, kind);\n}\nfn profile(h: f32, kind: f32) -> f32 {\nlet base = saturate(remap(h, 0.0, 0.08, 0.0, 1.0));\nlet top = saturate(remap(h, 0.25 + 0.6 * kind, 0.35 + 0.65 * kind, 1.0, 0.0));\nreturn base * top;\n}\n@compute @workgroup_size(8, 8) fn gen_weather(@builtin(global_invocation_id) id: vec3u) {\nlet n = u32(cp.wmap.w);\nif (id.x >= n || id.y >= n) {\nreturn;\n}\nlet xz = cp.wmap.xy + ((vec2f(id.xy) + 0.5) / f32(n) - 0.5) * cp.wmap.z;\ntextureStore(weather_out, vec2i(id.xy), vec4f(weather(xz), 0.0, 1.0));\n}\nfn base_cloud(p: vec3f, far: f32) -> vec4f {\nlet r = length(p);\nlet h = (r - PLANET - cp.layer.x) / (cp.layer.y - cp.layer.x);\nif (h <= 0.0 || h >= 1.0) {\nreturn vec4f(0.0);\n}\nlet xz = p.xz + cp.eye.xy + cp.shape.zw;\nlet wx = textureSampleLevel(weather_tex, clamp_smp, (xz - cp.wmap.xy) / cp.wmap.z + 0.5, 0.0).xy;\nif (wx.x <= 0.004) {\nreturn vec4f(0.0, h, xz);\n}\nlet prof = profile(h, wx.y);\nif (prof <= 0.0) {\nreturn vec4f(0.0, h, xz);\n}\nlet q = vec3f(xz.x, r - PLANET, xz.y) / (cp.shape.x * far);\nlet s = textureSampleLevel(shape_tex, wrap_smp, q, 0.0);\nlet fb = s.g * 0.625 + s.b * 0.25 + s.a * 0.125;\nlet base = saturate(remap(s.r, fb - 1.0, 1.0, 0.0, 1.0));\nreturn vec4f(saturate(remap(base * prof, 1.0 - wx.x, 1.0, 0.0, 1.0)) * wx.x, h, xz);\n}\nfn eroded(b: vec4f, alt: f32) -> f32 {\nlet d = textureSampleLevel(detail_tex, wrap_smp, vec3f(b.z, alt, b.w) / cp.shape.y, 0.0);\nlet df = d.r * 0.625 + d.g * 0.25 + d.b * 0.125;\nlet e = mix(df, 1.0 - df, saturate(b.y * 5.0));\nreturn saturate(remap(b.x, e * 0.35 * cp.look.w, 1.0, 0.0, 1.0)) * cp.layer.w;\n}\nfn density(p: vec3f, full: bool, far: f32) -> f32 {\nlet b = base_cloud(p, far);\nif (b.x <= 0.0) {\nreturn 0.0;\n}\nif (full) {\nreturn eroded(b, length(p) - PLANET);\n}\nreturn b.x * cp.layer.w;\n}\nfn hg(c: f32, g: f32) -> f32 {\nreturn (1.0 - g * g) / (4.0 * PI * pow(max(1.0 + g * g - 2.0 * g * c, 1e-4), 1.5));\n}\nfn phase(c: f32, k: f32) -> f32 {\nreturn mix(hg(c, -0.2 * k), hg(c, 0.75 * k), 0.6);\n}\nfn sun_depth(p: vec3f, steps: u32) -> f32 {\nlet s = cp.sun.xyz;\nvar tau = 0.0;\nvar t = 0.0;\nvar dt = 0.06;\nfor (var i = 0u; i < steps; i++) {\nlet m = t + dt * 0.5;\ntau += density(p + s * m, i < 2u, 1.0) * dt;\nt += dt;\ndt *= 2.1;\n}\nreturn tau;\n}\nfn ambient(h: f32) -> vec3f {\nlet up = lighting.sh[0].rgb * 0.282095 + lighting.sh[1].rgb * 0.488603;\nreturn max(up, vec3f(0.0)) * mix(0.45, 1.0, h);\n}\nfn march(d: vec3f, jitter: f32, steps_max: f32, steps_min: f32, sun_steps: u32, octaves: u32) -> vec4f {\nlet o = vec3f(0.0, cp.eye.z, 0.0);\nlet b = dot(o, d);\nlet rb = PLANET + cp.layer.x;\nlet rt = PLANET + cp.layer.y;\nlet cb = dot(o, o) - rb * rb;\nlet ct = dot(o, o) - rt * rt;\nif (d.y < -0.05 || cb > 0.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet t0 = -b + sqrt(max(b * b - cb, 0.0));\nvar t1 = -b + sqrt(max(b * b - ct, 0.0));\nt1 = min(t1, t0 + 40.0);\nif (t0 > 220.0) {\nreturn vec4f(0.0, 0.0, 0.0, 1.0);\n}\nlet n = mix(steps_max, steps_min, saturate(d.y));\nlet dt = (t1 - t0) / n;\nlet s = cp.sun.xyz;\nlet cosv = dot(d, s);\nlet sun = lighting.sun_color.rgb;\nvar light = vec3f(0.0);\nvar trans = 1.0;\nvar dist_sum = 0.0;\nvar weight = 0.0;\nvar t = t0 + dt * jitter;\nvar empty = 0u;\nvar last = dt;\nlet rays = u32(n) * 2u;\nfor (var i = 0u; i < rays; i++) {\nif (t >= t1 || trans < 0.01) {\nbreak;\n}\nvar p = o + d * t;\nlet far = 1.0 + smoothstep(25.0, 75.0, t);\nvar cb = base_cloud(p, far);\nif (cb.x <= 0.0) {\nempty++;\nlast = dt * select(1.0, 2.0, empty > 2u);\nt += last;\ncontinue;\n}\nif (empty > 0u || i == 0u) {\nvar a = t - last;\nvar bb = t;\nfor (var k = 0u; k < 3u; k++) {\nlet m = 0.5 * (a + bb);\nif (base_cloud(o + d * m, far).x > 0.0) {\nbb = m;\n} else {\na = m;\n}\n}\nt = bb;\np = o + d * t;\ncb = base_cloud(p, far);\n}\nempty = 0u;\nlet sigma = select(cb.x * cp.layer.w, eroded(cb, length(p) - PLANET), t < 30.0);\nif (sigma > 0.0) {\nlet h = (length(p) - rb) / (rt - rb);\nlet tau = sun_depth(p, sun_steps);\nvar ms = 0.0;\nvar a = 1.0;\nvar bb = 1.0;\nvar c = 1.0;\nfor (var k = 0u; k < octaves; k++) {\nms += a * exp(-tau * bb) * phase(cosv, c);\na *= 0.5;\nbb *= 0.5;\nc *= 0.5;\n}\nlet powder = 1.0 - 0.6 * exp(-sigma * 0.3);\nlet scatter = sun * (ms * powder * 2.5) + ambient(h) * 1.3;\nlet e = exp(-sigma * dt);\nlight += trans * scatter * (1.0 - e);\ndist_sum += trans * (1.0 - e) * t;\nweight += trans * (1.0 - e);\ntrans *= e;\n}\nlast = dt;\nt += dt;\n}\nif (weight > 0.0) {\nlet mean = dist_sum / weight;\nlet haze = 1.0 - exp(-mean / cp.look.z);\nlet behind = sky_view_at(sky_view, clamp_smp, d, s, cp.eye.z) * lighting.view.rgb;\nlight = mix(light, behind * (1.0 - trans), haze * 0.5) * (1.0 - haze * 0.8);\ntrans = mix(trans, 1.0, haze * 0.8);\n}\nreturn vec4f(light, trans);\n}\nfn view_dir(uv: vec2f) -> vec3f {\nlet ndc = vec2f(uv.x * 2.0 - 1.0, 1.0 - uv.y * 2.0);\nlet near = cp.inv_view_proj * vec4f(ndc, 1.0, 1.0);\nreturn normalize(near.xyz / near.w);\n}\nfn ign(px: vec2f, frame: f32) -> f32 {\nlet q = px + 5.588238 * (frame % 64.0);\nreturn fract(52.9829189 * fract(dot(q, vec2f(0.06711056, 0.00583715))));\n}\n@compute @workgroup_size(8, 8) fn march_view(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(current_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nlet texel = vec2f(id.xy) * 2.0 + cp.size.zw;\nlet uv = (texel + 0.5) / cp.size.xy;\nlet r = march(view_dir(uv), ign(vec2f(id.xy), cp.sun.w), cp.quality.x, cp.quality.y, u32(cp.quality.z), u32(cp.quality.w));\ntextureStore(current_out, vec2i(id.xy), r);\n}\n@compute @workgroup_size(8, 8) fn reconstruct(@builtin(global_invocation_id) id: vec3u) {\nlet size = vec2u(cp.size.xy);\nif (any(id.xy >= size)) {\nreturn;\n}\nlet cn = vec2i(textureDimensions(current));\nlet px = vec2f(id.xy);\nlet uv = (px + 0.5) / cp.size.xy;\nlet phase_px = cp.size.zw;\nlet mine = all(vec2u(id.xy % 2u) == vec2u(phase_px));\nlet f = (px - phase_px) * 0.5;\nlet i0 = vec2i(floor(f));\nlet w = fract(f);\nlet s00 = textureLoad(current, clamp(i0, vec2i(0), cn - 1), 0);\nlet s10 = textureLoad(current, clamp(i0 + vec2i(1, 0), vec2i(0), cn - 1), 0);\nlet s01 = textureLoad(current, clamp(i0 + vec2i(0, 1), vec2i(0), cn - 1), 0);\nlet s11 = textureLoad(current, clamp(i0 + vec2i(1, 1), vec2i(0), cn - 1), 0);\nvar m1 = vec4f(0.0);\nvar m2 = vec4f(0.0);\nfor (var k = 0; k < 9; k++) {\nlet q = textureLoad(current, clamp(i0 + vec2i(round(w)) + vec2i(k % 3 - 1, k / 3 - 1), vec2i(0), cn - 1), 0);\nm1 += q;\nm2 += q * q;\n}\nm1 /= 9.0;\nlet sd = sqrt(max(m2 / 9.0 - m1 * m1, vec4f(0.0)));\nlet mn = m1 - sd * 1.5;\nlet mx = m1 + sd * 1.5;\nlet spatial = mix(mix(s00, s10, w.x), mix(s01, s11, w.x), w.y);\nlet dir = view_dir(uv);\nlet c = cp.prev_view_proj * vec4f(dir * 1.0e4, 1.0);\nvar out = spatial;\nif (c.w > 0.0) {\nlet prev = vec2f(c.x / c.w * 0.5 + 0.5, 0.5 - c.y / c.w * 0.5);\nif (all(prev >= vec2f(0.0)) && all(prev <= vec2f(1.0)) && cp.sun.w > 0.5) {\nlet hist = textureSampleLevel(history, clamp_smp, prev, 0.0);\nlet held = clamp(hist, mn - vec4f(0.002), mx + vec4f(0.002));\nout = select(held, mix(held, s00, 0.2), mine);\n}\n}\ntextureStore(history_out, vec2i(id.xy), out);\n}\n@compute @workgroup_size(8, 8) fn panorama(@builtin(global_invocation_id) id: vec3u) {\nlet n = vec2u(cp.pano.zw);\nif (id.x >= n.x || id.y >= n.y) {\nreturn;\n}\nlet prev = textureLoad(pano_prev, vec2i(id.xy), 0);\nif (id.y % 8u != u32(cp.pano.x)) {\ntextureStore(pano_out, vec2i(id.xy), prev);\nreturn;\n}\nlet frame = cp.sun.w;\nlet j = vec2f(fract(frame * 0.754877666), fract(frame * 0.569840291));\nlet u = (f32(id.x) + j.x) / f32(n.x);\nlet v = (f32(id.y) + j.y) / f32(n.y);\nlet se = v * v;\nlet ce = sqrt(max(1.0 - se * se, 0.0));\nlet az = 2.0 * PI * u;\nlet d = vec3f(ce * cos(az), se, ce * sin(az));\nlet r = march(d, fract(frame * 0.618034), 64.0, 24.0, 4u, 2u);\nlet w = select(0.3, 1.0, frame < 8.5);\ntextureStore(pano_out, vec2i(id.xy), mix(prev, r, w));\n}\n@compute @workgroup_size(8, 8) fn shadow_map(@builtin(global_invocation_id) id: vec3u) {\nlet n = textureDimensions(shadow_out);\nif (any(id.xy >= n)) {\nreturn;\n}\nif (cp.smap.w < 3.5 && id.y % 4u != u32(cp.smap.w)) {\nreturn;\n}\nlet rel = cp.smap.xy - cp.eye.xy + ((vec2f(id.xy) + 0.5) / vec2f(n) - 0.5) * cp.smap.z;\nlet o = vec3f(rel.x, PLANET, rel.y);\nlet s = cp.sun.xyz;\nlet sy = max(s.y, 0.05);\nlet t0 = cp.layer.x / sy;\nlet t1 = min(cp.layer.y / sy, t0 + 40.0);\nlet steps = 16u;\nlet dt = (t1 - t0) / f32(steps);\nvar tau = 0.0;\nfor (var i = 0u; i < steps; i++) {\ntau += density(o + s * (t0 + dt * (f32(i) + 0.5)), true, 1.0) * dt;\n}\nlet light = max(exp(-tau), 0.7 * exp(-0.25 * tau));\ntextureStore(shadow_out, vec2i(id.xy), vec4f(select(1.0, light, s.y > 0.0), 0.0, 0.0, 1.0));\n}\nstruct CompositeOut {\n@builtin(position) clip: vec4f,\n@location(0) uv: vec2f,\n}\n@vertex fn vs_composite(@builtin(vertex_index) i: u32) -> CompositeOut {\nlet p = vec2f(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0;\nvar o: CompositeOut;\no.clip = vec4f(p, 0.0, 1.0);\no.uv = vec2f(p.x * 0.5 + 0.5, 0.5 - p.y * 0.5);\nreturn o;\n}\n@fragment fn fs_composite(in: CompositeOut) -> @location(0) vec4f {\nif (textureLoad(scene_depth, vec2i(in.clip.xy), 0) > 0.0) {\ndiscard;\n}\nlet c = textureSampleLevel(history, clamp_smp, in.uv, 0.0);\nreturn vec4f(c.rgb * lighting.env.z, c.a);\n}\nstruct Lighting {\nsun_color: vec4f,\nenv: vec4f,\nsh: array<vec4f, 9>,\nscreen: vec4f,\nview: vec4f,\nao_reproject: mat4x4f,\nao: vec4f,\nfog: vec4f,\nfog2: vec4f,\nfog_air: vec4f,\ngi_grid: vec4f,\ngi_counts: vec4f,\nssr: vec4f,\ngi_cascades: array<vec4f, 3>,\nclouds: vec4f,\n}\nfn sky_view_at(lut: texture_2d<f32>, smp: sampler, d: vec3f, s: vec3f, r_cam: f32) -> vec3f {\nlet theta = acos(clamp(d.y, -1.0, 1.0));\nlet hd = vec2f(d.x, d.z);\nlet hs = vec2f(s.x, s.z);\nlet ld = length(hd);\nlet ls = length(hs);\nlet cos_az = select(1.0, dot(hd, hs) / (ld * ls), ld > 1e-5 && ls > 1e-5);\nlet uv = sky_view_uv(theta, clamp(cos_az, -1.0, 1.0), r_cam);\nlet st = (uv * (SKY_VIEW_SIZE - 1.0) + 0.5) / SKY_VIEW_SIZE;\nreturn textureSampleLevel(lut, smp, st, 0.0).rgb;\n}\nfn sky_view_uv(theta: f32, cos_az: f32, r_cam: f32) -> vec2f {\nlet zh = horizon_angle(r_cam);\nlet beta = PI0 - zh;\nvar v: f32;\nif (theta < zh) {\nv = (1.0 - sqrt(max(1.0 - theta / zh, 0.0))) * 0.5;\n} else {\nv = sqrt(saturate((theta - zh) / beta)) * 0.5 + 0.5;\n}\nreturn vec2f(sqrt(saturate(0.5 - 0.5 * cos_az)), v);\n}\nconst SKY_VIEW_SIZE = vec2f(192.0, 108.0);\nfn horizon_angle(r_cam: f32) -> f32 {\nreturn PI0 - acos(clamp(sqrt(max(r_cam * r_cam - BOTTOM * BOTTOM, 0.0)) / r_cam, 0.0, 1.0));\n}\nconst PI0 = 3.14159265;\nconst BOTTOM = 6360.0;",
|
|
7
7
|
};
|
|
8
8
|
//# sourceMappingURL=clouds-shaders.gen.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"clouds-shaders.gen.js","sourceRoot":"","sources":["../src/clouds-shaders.gen.ts"],"names":[],"mappings":"AAAA,0EAA0E;AAC1E,yEAAyE;AAEzE,8CAA8C;AAC9C,MAAM,CAAC,MAAM,YAAY,GAAG;IAC1B,IAAI,EAAE,kBAAkB;IACxB,IAAI,EAAE,
|
|
1
|
+
{"version":3,"file":"clouds-shaders.gen.js","sourceRoot":"","sources":["../src/clouds-shaders.gen.ts"],"names":[],"mappings":"AAAA,0EAA0E;AAC1E,yEAAyE;AAEzE,8CAA8C;AAC9C,MAAM,CAAC,MAAM,YAAY,GAAG;IAC1B,IAAI,EAAE,kBAAkB;IACxB,IAAI,EAAE,sveAAsve;CACpve,CAAC"}
|
package/dist/clouds.d.ts
CHANGED
|
@@ -26,6 +26,8 @@ export interface CloudOptions {
|
|
|
26
26
|
readonly erosion?: number;
|
|
27
27
|
/** The march's budget (default 'high'). */
|
|
28
28
|
readonly quality?: CloudQuality;
|
|
29
|
+
/** Where the cloud field sits, world x and z in metres (default [0, 0]; see `Clouds.offset`). */
|
|
30
|
+
readonly offset?: readonly [number, number];
|
|
29
31
|
}
|
|
30
32
|
/**
|
|
31
33
|
* Volumetric clouds (ADR-0219): a layer of cumulus ray-marched through procedural noise, lit by the sun and the sky,
|
|
@@ -58,6 +60,18 @@ export declare class Clouds implements RenderFeature {
|
|
|
58
60
|
enabled: boolean;
|
|
59
61
|
/** The reflections' panorama (rgb light, a transmittance; u = azimuth / 2π, v = √(sin elevation)). */
|
|
60
62
|
readonly panorama: GPUTexture;
|
|
63
|
+
/**
|
|
64
|
+
* The cloud shadow map (ADR-0227): r = the sun's light through the layer at sea level, over `SHADOW_KM` about the camera.
|
|
65
|
+
* Published on the environment as `cloudShadow` for the scene and the water.
|
|
66
|
+
*/
|
|
67
|
+
readonly shadow: GPUTexture;
|
|
68
|
+
/** Cast shadows on the ground and the water (ADR-0227; live). */
|
|
69
|
+
shadows: boolean;
|
|
70
|
+
/**
|
|
71
|
+
* Where the cloud field sits, world x and z in metres (ADR-0231; live): the whole weather moves by it, so an app can
|
|
72
|
+
* place its clouds (a showcase starting in sunshine) without changing their shapes.
|
|
73
|
+
*/
|
|
74
|
+
offset: [number, number];
|
|
61
75
|
constructor(device: GPUDevice, o: CloudOptions);
|
|
62
76
|
init(cache: PipelineCache, format: GPUTextureFormat): Promise<void>;
|
|
63
77
|
prepare(f: RenderFeatureFrame): void;
|
|
@@ -71,7 +85,12 @@ export declare class Clouds implements RenderFeature {
|
|
|
71
85
|
* const ms = await render.features.find((f) => f.name === 'clouds').measure();
|
|
72
86
|
*/
|
|
73
87
|
measure(frames?: number): Promise<number | null>;
|
|
74
|
-
/**
|
|
88
|
+
/**
|
|
89
|
+
* Its agent tools (ADR-0227): `clouds.state` reads the layer and its knobs, `clouds.set` turns them. Errors carry the
|
|
90
|
+
* argument's `path`.
|
|
91
|
+
*/
|
|
92
|
+
tools(): ReturnType<NonNullable<RenderFeature['tools']>>;
|
|
93
|
+
/** What the clouds hold on the GPU: the noise volumes, the panorama, the history and the shadow map. */
|
|
75
94
|
get gpuBytes(): number;
|
|
76
95
|
destroy(): void;
|
|
77
96
|
}
|
package/dist/clouds.js
CHANGED
|
@@ -6,8 +6,8 @@ const QUALITY = {
|
|
|
6
6
|
medium: [64, 32, 4, 2],
|
|
7
7
|
low: [40, 20, 3, 2],
|
|
8
8
|
};
|
|
9
|
-
/** Bytes of `CloudParams` (clouds.wesl): two matrices and
|
|
10
|
-
const PARAMS_BYTES = (16 * 2 + 4 *
|
|
9
|
+
/** Bytes of `CloudParams` (clouds.wesl): two matrices and ten vectors. */
|
|
10
|
+
const PARAMS_BYTES = (16 * 2 + 4 * 10) * 4;
|
|
11
11
|
const SHAPE_SIZE = 128;
|
|
12
12
|
const DETAIL_SIZE = 32;
|
|
13
13
|
const PANO = [1024, 256];
|
|
@@ -15,6 +15,9 @@ const PANO = [1024, 256];
|
|
|
15
15
|
const WEATHER = 1024;
|
|
16
16
|
const WEATHER_KM = 320;
|
|
17
17
|
const PLANET_KM = 6360;
|
|
18
|
+
/** The cloud shadow map (ADR-0227): texels a side and its width (km), moved when the camera has gone an eighth of it. */
|
|
19
|
+
const SHADOW = 512;
|
|
20
|
+
const SHADOW_KM = 12.8;
|
|
18
21
|
/** STORAGE_BINDING | TEXTURE_BINDING. */
|
|
19
22
|
const STORE = 0x08 | 0x04;
|
|
20
23
|
/** The order the 2 × 2 phases are marched in (a Bayer pattern). */
|
|
@@ -60,6 +63,21 @@ export class Clouds {
|
|
|
60
63
|
#panoWork;
|
|
61
64
|
#shape;
|
|
62
65
|
#weather;
|
|
66
|
+
/**
|
|
67
|
+
* The cloud shadow map (ADR-0227): r = the sun's light through the layer at sea level, over `SHADOW_KM` about the camera.
|
|
68
|
+
* Published on the environment as `cloudShadow` for the scene and the water.
|
|
69
|
+
*/
|
|
70
|
+
shadow;
|
|
71
|
+
/** The shadow map's centre (world km), or null before it is made; true while every row must be marched. */
|
|
72
|
+
#shadowAt = null;
|
|
73
|
+
#shadowAll = true;
|
|
74
|
+
/** Cast shadows on the ground and the water (ADR-0227; live). */
|
|
75
|
+
shadows = true;
|
|
76
|
+
/**
|
|
77
|
+
* Where the cloud field sits, world x and z in metres (ADR-0231; live): the whole weather moves by it, so an app can
|
|
78
|
+
* place its clouds (a showcase starting in sunshine) without changing their shapes.
|
|
79
|
+
*/
|
|
80
|
+
offset = [0, 0];
|
|
63
81
|
/** The weather map's centre (world km), or null before it is made. */
|
|
64
82
|
#weatherAt = null;
|
|
65
83
|
#detail;
|
|
@@ -99,10 +117,14 @@ export class Clouds {
|
|
|
99
117
|
this.haze = o.haze ?? 12;
|
|
100
118
|
this.erosion = o.erosion ?? 1;
|
|
101
119
|
this.quality = o.quality ?? 'high';
|
|
120
|
+
if (o.offset)
|
|
121
|
+
this.offset = [o.offset[0], o.offset[1]];
|
|
102
122
|
if (!(this.top > this.bottom && this.bottom >= 0))
|
|
103
123
|
throw Object.assign(new Error(`CLOUDS_LAYER: a layer from ${this.bottom} m to ${this.top} m; the top must be above the bottom, both above 0.`), { code: 'CLOUDS_LAYER', path: 'top' });
|
|
104
124
|
this.#shape = device.createTexture({ label: 'yali:clouds:shape', size: [SHAPE_SIZE, SHAPE_SIZE, SHAPE_SIZE], dimension: '3d', format: 'rgba8unorm', usage: STORE });
|
|
105
125
|
this.#weather = device.createTexture({ label: 'yali:clouds:weather', size: [WEATHER, WEATHER], format: 'rgba8unorm', usage: STORE });
|
|
126
|
+
// COPY_SRC: tools and probes read it back.
|
|
127
|
+
this.shadow = device.createTexture({ label: 'yali:clouds:shadow', size: [SHADOW, SHADOW], format: 'rgba16float', usage: STORE | 0x01 });
|
|
106
128
|
this.#detail = device.createTexture({ label: 'yali:clouds:detail', size: [DETAIL_SIZE, DETAIL_SIZE, DETAIL_SIZE], dimension: '3d', format: 'rgba8unorm', usage: STORE });
|
|
107
129
|
// Rows accumulate over frames: marched into the work texture from the panorama, then copied back (COPY_SRC |
|
|
108
130
|
// COPY_DST; tools and probes read the panorama back too).
|
|
@@ -115,13 +137,14 @@ export class Clouds {
|
|
|
115
137
|
}
|
|
116
138
|
async init(cache, format) {
|
|
117
139
|
const c = (entryPoint) => cache.compute({ label: `yali:clouds:${entryPoint}`, compute: { shader: cloudsShader, entryPoint } });
|
|
118
|
-
const [shape, detail, weather, march, rebuild, pano, draw] = await Promise.all([
|
|
140
|
+
const [shape, detail, weather, march, rebuild, pano, shadow, draw] = await Promise.all([
|
|
119
141
|
c('gen_shape'),
|
|
120
142
|
c('gen_detail'),
|
|
121
143
|
c('gen_weather'),
|
|
122
144
|
c('march_view'),
|
|
123
145
|
c('reconstruct'),
|
|
124
146
|
c('panorama'),
|
|
147
|
+
c('shadow_map'),
|
|
125
148
|
cache.render({
|
|
126
149
|
label: 'yali:clouds:draw',
|
|
127
150
|
vertex: { shader: cloudsShader, entryPoint: 'vs_composite' },
|
|
@@ -130,7 +153,7 @@ export class Clouds {
|
|
|
130
153
|
primitive: { topology: 'triangle-list' },
|
|
131
154
|
}),
|
|
132
155
|
]);
|
|
133
|
-
this.#p = { shape, detail, weather, march, rebuild, pano, draw };
|
|
156
|
+
this.#p = { shape, detail, weather, march, rebuild, pano, shadow, draw };
|
|
134
157
|
}
|
|
135
158
|
/** The textures that follow the render size: this frame's samples (a quarter) and the half-size history (two). */
|
|
136
159
|
#resize(w, h) {
|
|
@@ -175,7 +198,7 @@ export class Clouds {
|
|
|
175
198
|
d.set([eye[0] / 1000, eye[2] / 1000, PLANET_KM + Math.max(eye[1], 1) / 1000, f.seconds], 36);
|
|
176
199
|
d.set([this.bottom / 1000, this.top / 1000, Math.max(0, Math.min(1, this.coverage)), this.density], 40);
|
|
177
200
|
const drift = (this.wind * f.seconds) / 1000;
|
|
178
|
-
d.set([this.shapeSize, this.detailSize, Math.cos(this.windDirection) * drift, Math.sin(this.windDirection) * drift], 44);
|
|
201
|
+
d.set([this.shapeSize, this.detailSize, Math.cos(this.windDirection) * drift + this.offset[0] / 1000, Math.sin(this.windDirection) * drift + this.offset[1] / 1000], 44);
|
|
179
202
|
const ph = PHASES[this.#frame & 3];
|
|
180
203
|
d.set([this.#size[0], this.#size[1], ph[0], ph[1]], 48);
|
|
181
204
|
d.set(QUALITY[this.quality], 52);
|
|
@@ -195,6 +218,15 @@ export class Clouds {
|
|
|
195
218
|
if (regen)
|
|
196
219
|
this.#weatherAt = [ex, ez];
|
|
197
220
|
d.set([this.#weatherAt[0], this.#weatherAt[1], WEATHER_KM, WEATHER], 64);
|
|
221
|
+
// The shadow map follows the camera in steps of an eighth of its width, every row marched after a move, a quarter of
|
|
222
|
+
// them a frame otherwise (ADR-0227).
|
|
223
|
+
const sa = this.#shadowAt;
|
|
224
|
+
if (!sa || Math.abs(ex - sa[0]) > SHADOW_KM / 8 || Math.abs(ez - sa[1]) > SHADOW_KM / 8) {
|
|
225
|
+
this.#shadowAt = [Math.round(ex / (SHADOW_KM / SHADOW)) * (SHADOW_KM / SHADOW), Math.round(ez / (SHADOW_KM / SHADOW)) * (SHADOW_KM / SHADOW)];
|
|
226
|
+
this.#shadowAll = true;
|
|
227
|
+
}
|
|
228
|
+
d.set([this.#shadowAt[0], this.#shadowAt[1], SHADOW_KM, this.#shadowAll ? 4 : this.#frame & 3], 68);
|
|
229
|
+
f.environment.cloudShadow = this.enabled && this.shadows ? { texture: this.shadow, centre: [this.#shadowAt[0] * 1000, this.#shadowAt[1] * 1000], size: SHADOW_KM * 1000 } : null;
|
|
198
230
|
this.device.queue.writeBuffer(this.#params, 0, d);
|
|
199
231
|
if ((regen || this.#weatherStale) && this.#p) {
|
|
200
232
|
const enc = this.device.createCommandEncoder({ label: 'yali:clouds:weather' });
|
|
@@ -232,6 +264,19 @@ export class Clouds {
|
|
|
232
264
|
march: d.createBindGroup({ label: 'yali:clouds:march', layout: p.march.getBindGroupLayout(0), entries: [...shared, { binding: 9, resource: this.#current.createView() }] }),
|
|
233
265
|
rebuild: [rebuild(h0, h1), rebuild(h1, h0)],
|
|
234
266
|
pano: d.createBindGroup({ label: 'yali:clouds:panorama', layout: p.pano.getBindGroupLayout(0), entries: [...shared, { binding: 13, resource: this.#panoWork.createView() }, { binding: 15, resource: this.panorama.createView() }] }),
|
|
267
|
+
shadow: d.createBindGroup({
|
|
268
|
+
label: 'yali:clouds:shadow',
|
|
269
|
+
layout: p.shadow.getBindGroupLayout(0),
|
|
270
|
+
entries: [
|
|
271
|
+
{ binding: 0, resource: { buffer: this.#params } },
|
|
272
|
+
{ binding: 3, resource: this.#clamp },
|
|
273
|
+
{ binding: 4, resource: this.#shape.createView({ dimension: '3d' }) },
|
|
274
|
+
{ binding: 5, resource: this.#detail.createView({ dimension: '3d' }) },
|
|
275
|
+
{ binding: 6, resource: this.#wrap },
|
|
276
|
+
{ binding: 16, resource: this.#weather.createView() },
|
|
277
|
+
{ binding: 18, resource: this.shadow.createView() },
|
|
278
|
+
],
|
|
279
|
+
}),
|
|
235
280
|
};
|
|
236
281
|
this.#drawGroups = null;
|
|
237
282
|
return true;
|
|
@@ -271,6 +316,12 @@ export class Clouds {
|
|
|
271
316
|
pass.setPipeline(p.pano);
|
|
272
317
|
pass.setBindGroup(0, g.pano);
|
|
273
318
|
pass.dispatchWorkgroups(PANO[0] / 8, PANO[1] / 8);
|
|
319
|
+
if (this.shadows) {
|
|
320
|
+
pass.setPipeline(p.shadow);
|
|
321
|
+
pass.setBindGroup(0, g.shadow);
|
|
322
|
+
pass.dispatchWorkgroups(SHADOW / 8, SHADOW / 8);
|
|
323
|
+
this.#shadowAll = false;
|
|
324
|
+
}
|
|
274
325
|
},
|
|
275
326
|
});
|
|
276
327
|
// The panorama's marched rows back into the one reflections read.
|
|
@@ -334,6 +385,11 @@ export class Clouds {
|
|
|
334
385
|
pass.setPipeline(p.pano);
|
|
335
386
|
pass.setBindGroup(0, g.pano);
|
|
336
387
|
pass.dispatchWorkgroups(PANO[0] / 8, PANO[1] / 8);
|
|
388
|
+
if (this.shadows) {
|
|
389
|
+
pass.setPipeline(p.shadow);
|
|
390
|
+
pass.setBindGroup(0, g.shadow);
|
|
391
|
+
pass.dispatchWorkgroups(SHADOW / 8, SHADOW / 8);
|
|
392
|
+
}
|
|
337
393
|
}
|
|
338
394
|
pass.end();
|
|
339
395
|
await this.device.queue.onSubmittedWorkDone();
|
|
@@ -347,14 +403,85 @@ export class Clouds {
|
|
|
347
403
|
const small = await run(1);
|
|
348
404
|
return Math.max(0, (await run(frames + 1)) - small) / frames;
|
|
349
405
|
}
|
|
350
|
-
/**
|
|
406
|
+
/**
|
|
407
|
+
* Its agent tools (ADR-0227): `clouds.state` reads the layer and its knobs, `clouds.set` turns them. Errors carry the
|
|
408
|
+
* argument's `path`.
|
|
409
|
+
*/
|
|
410
|
+
tools() {
|
|
411
|
+
const bad = (path, message) => Object.assign(new Error(`CLOUDS_INVALID: ${path} ${message}`), { code: 'CLOUDS_INVALID', path, message: `${path} ${message}` });
|
|
412
|
+
const num = (args, k, min, max = Number.POSITIVE_INFINITY) => {
|
|
413
|
+
const v = args[k];
|
|
414
|
+
if (v === undefined)
|
|
415
|
+
return undefined;
|
|
416
|
+
if (typeof v !== 'number' || !Number.isFinite(v) || v < min || v > max)
|
|
417
|
+
throw bad(k, `must be a number from ${min}${Number.isFinite(max) ? ` to ${max}` : ''}`);
|
|
418
|
+
return v;
|
|
419
|
+
};
|
|
420
|
+
const state = () => ({
|
|
421
|
+
enabled: this.enabled,
|
|
422
|
+
shadows: this.shadows,
|
|
423
|
+
quality: this.quality,
|
|
424
|
+
coverage: this.coverage,
|
|
425
|
+
bottom: this.bottom,
|
|
426
|
+
top: this.top,
|
|
427
|
+
density: this.density,
|
|
428
|
+
wind: this.wind,
|
|
429
|
+
windDirection: this.windDirection,
|
|
430
|
+
gpuBytes: this.gpuBytes,
|
|
431
|
+
});
|
|
432
|
+
return [
|
|
433
|
+
{ name: 'clouds.state', description: 'The volumetric clouds: on or off, whether they shadow the ground and water, quality, coverage, layer, density, wind and GPU bytes.', input: { type: 'object', properties: {} }, run: state },
|
|
434
|
+
{
|
|
435
|
+
name: 'clouds.set',
|
|
436
|
+
description: "Turns the clouds' live knobs; only the arguments given change. Returns the new state.",
|
|
437
|
+
input: {
|
|
438
|
+
type: 'object',
|
|
439
|
+
properties: {
|
|
440
|
+
enabled: { type: 'boolean', description: 'March and draw the clouds at all.' },
|
|
441
|
+
shadows: { type: 'boolean', description: 'Cast the clouds’ shadows on the ground and the water.' },
|
|
442
|
+
quality: { type: 'string', description: 'The march budget: high, medium or low.' },
|
|
443
|
+
coverage: { type: 'number', description: 'How much of the sky is cloud, 0 to 1.' },
|
|
444
|
+
density: { type: 'number', description: 'Extinction inside a full cloud, per km, 1 to 500.' },
|
|
445
|
+
wind: { type: 'number', description: 'The wind at the clouds, m/s, 0 to 60.' },
|
|
446
|
+
windDirection: { type: 'number', description: 'The direction the wind blows towards, radians from +x.' },
|
|
447
|
+
},
|
|
448
|
+
},
|
|
449
|
+
run: (args) => {
|
|
450
|
+
if (args.enabled !== undefined)
|
|
451
|
+
this.enabled = !!args.enabled;
|
|
452
|
+
if (args.shadows !== undefined)
|
|
453
|
+
this.shadows = !!args.shadows;
|
|
454
|
+
if (args.quality !== undefined) {
|
|
455
|
+
if (args.quality !== 'high' && args.quality !== 'medium' && args.quality !== 'low')
|
|
456
|
+
throw bad('quality', 'must be high, medium or low');
|
|
457
|
+
this.quality = args.quality;
|
|
458
|
+
}
|
|
459
|
+
const c = num(args, 'coverage', 0, 1);
|
|
460
|
+
if (c !== undefined)
|
|
461
|
+
this.coverage = c;
|
|
462
|
+
const d = num(args, 'density', 1, 500);
|
|
463
|
+
if (d !== undefined)
|
|
464
|
+
this.density = d;
|
|
465
|
+
const w = num(args, 'wind', 0, 60);
|
|
466
|
+
if (w !== undefined)
|
|
467
|
+
this.wind = w;
|
|
468
|
+
const wd = num(args, 'windDirection', -Math.PI * 4, Math.PI * 4);
|
|
469
|
+
if (wd !== undefined)
|
|
470
|
+
this.windDirection = wd;
|
|
471
|
+
return state();
|
|
472
|
+
},
|
|
473
|
+
},
|
|
474
|
+
];
|
|
475
|
+
}
|
|
476
|
+
/** What the clouds hold on the GPU: the noise volumes, the panorama, the history and the shadow map. */
|
|
351
477
|
get gpuBytes() {
|
|
352
478
|
const [w, h] = this.#size;
|
|
353
|
-
return SHAPE_SIZE ** 3 * 4 + DETAIL_SIZE ** 3 * 4 + WEATHER * WEATHER * 4 + PANO[0] * PANO[1] * 8 * 2 + w * h * 8 * 2 + Math.ceil(w / 2) * Math.ceil(h / 2) * 8;
|
|
479
|
+
return SHAPE_SIZE ** 3 * 4 + DETAIL_SIZE ** 3 * 4 + WEATHER * WEATHER * 4 + SHADOW * SHADOW * 8 + PANO[0] * PANO[1] * 8 * 2 + w * h * 8 * 2 + Math.ceil(w / 2) * Math.ceil(h / 2) * 8;
|
|
354
480
|
}
|
|
355
481
|
destroy() {
|
|
356
482
|
this.#shape.destroy();
|
|
357
483
|
this.#weather.destroy();
|
|
484
|
+
this.shadow.destroy();
|
|
358
485
|
this.#detail.destroy();
|
|
359
486
|
this.panorama.destroy();
|
|
360
487
|
this.#panoWork.destroy();
|
package/dist/clouds.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"clouds.js","sourceRoot":"","sources":["../src/clouds.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,mBAAmB,CAAC;AAGzC,OAAO,EAAE,YAAY,EAAE,MAAM,yBAAyB,CAAC;AAqCvD,MAAM,OAAO,GAAoE;IAC/E,uEAAuE;IACvE,IAAI,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC;IACrB,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC;IACtB,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC;CACpB,CAAC;AACF,4EAA4E;AAC5E,MAAM,YAAY,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;AAC1C,MAAM,UAAU,GAAG,GAAG,CAAC;AACvB,MAAM,WAAW,GAAG,EAAE,CAAC;AACvB,MAAM,IAAI,GAAG,CAAC,IAAI,EAAE,GAAG,CAAU,CAAC;AAClC,gHAAgH;AAChH,MAAM,OAAO,GAAG,IAAI,CAAC;AACrB,MAAM,UAAU,GAAG,GAAG,CAAC;AACvB,MAAM,SAAS,GAAG,IAAI,CAAC;AACvB,yCAAyC;AACzC,MAAM,KAAK,GAAG,IAAI,GAAG,IAAI,CAAC;AAC1B,mEAAmE;AACnE,MAAM,MAAM,GAAG;IACb,CAAC,CAAC,EAAE,CAAC,CAAC;IACN,CAAC,CAAC,EAAE,CAAC,CAAC;IACN,CAAC,CAAC,EAAE,CAAC,CAAC;IACN,CAAC,CAAC,EAAE,CAAC,CAAC;CACE,CAAC;AAEX;;;;;;;GAOG;AACH,MAAM,UAAU,MAAM,CAAC,IAAkB,EAAE;IACzC,OAAO,CAAC,MAAM,EAAE,EAAE,CAAC,IAAI,MAAM,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;AAC3C,CAAC;AAED,MAAM,OAAO,MAAM;IACR,IAAI,GAAG,QAAQ,CAAC;IAChB,MAAM,CAAY;IAC3B,kBAAkB;IAClB,QAAQ,CAAS;IACjB,MAAM,CAAS;IACf,GAAG,CAAS;IACZ,OAAO,CAAS;IAChB,IAAI,CAAS;IACb,aAAa,CAAS;IACtB,WAAW,CAAS;IACpB,OAAO,CAAS;IAChB,SAAS,CAAS;IAClB,UAAU,CAAS;IACnB,IAAI,CAAS;IACb,OAAO,CAAS;IAChB,OAAO,CAAe;IACtB,+CAA+C;IAC/C,OAAO,GAAG,IAAI,CAAC;IACf,sGAAsG;IAC7F,QAAQ,CAAa;IAC9B,oFAAoF;IAC3E,SAAS,CAAa;IACtB,MAAM,CAAa;IACnB,QAAQ,CAAa;IAC9B,sEAAsE;IACtE,UAAU,GAA4B,IAAI,CAAC;IAClC,OAAO,CAAa;IAC7B,QAAQ,GAAsB,IAAI,CAAC;IACnC,QAAQ,GAAoC,IAAI,CAAC;IACjD,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACN,OAAO,CAAY;IACnB,KAAK,GAAG,IAAI,YAAY,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;IAC3C,IAAI,GAAG,IAAI,YAAY,CAAC,EAAE,CAAC,CAAC;IAC5B,KAAK,GAAG,IAAI,YAAY,CAAC,EAAE,CAAC,CAAC;IACtC,MAAM,GAAG,CAAC,CAAC;IACX,0EAA0E;IAC1E,aAAa,GAAG,IAAI,CAAC;IACrB,WAAW,GAAG,CAAC,CAAC,CAAC;IACjB,UAAU,GAAG,KAAK,CAAC;IACV,MAAM,CAAa;IACnB,KAAK,CAAa;IAC3B,EAAE,GAA6M,IAAI,CAAC;IACpN,OAAO,GAA8F,IAAI,CAAC;IAC1G,WAAW,GAAwC,IAAI,CAAC;IACxD,SAAS,GAAG,EAAE,CAAC;IACf,QAAQ,GAAG,EAAE,CAAC;IACd,MAAM,GAAyB,IAAI,CAAC;IACpC,QAAQ,GAAsB,IAAI,CAAC;IAEnC,YAAY,MAAiB,EAAE,CAAe;QAC5C,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC,QAAQ,IAAI,IAAI,CAAC;QACnC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,MAAM,IAAI,IAAI,CAAC;QAC/B,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,IAAI,IAAI,CAAC;QACzB,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC,OAAO,IAAI,EAAE,CAAC;QAC/B,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,CAAC;QACxB,IAAI,CAAC,aAAa,GAAG,CAAC,CAAC,aAAa,IAAI,GAAG,CAAC;QAC5C,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,IAAI,CAAC,CAAC;QACtC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC,OAAO,IAAI,GAAG,CAAC;QAChC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC;QAClC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,UAAU,IAAI,IAAI,CAAC;QACvC,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,IAAI,EAAE,CAAC;QACzB,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC,OAAO,IAAI,CAAC,CAAC;QAC9B,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC,OAAO,IAAI,MAAM,CAAC;QACnC,IAAI,CAAC,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,IAAI,CAAC,CAAC;YAAE,MAAM,MAAM,CAAC,MAAM,CAAC,IAAI,KAAK,CAAC,8BAA8B,IAAI,CAAC,MAAM,SAAS,IAAI,CAAC,GAAG,qDAAqD,CAAC,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,CAAC;QAC1O,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,mBAAmB,EAAE,IAAI,EAAE,CAAC,UAAU,EAAE,UAAU,EAAE,UAAU,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC;QACpK,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,IAAI,EAAE,CAAC,OAAO,EAAE,OAAO,CAAC,EAAE,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC;QACrI,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,oBAAoB,EAAE,IAAI,EAAE,CAAC,WAAW,EAAE,WAAW,EAAE,WAAW,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC;QACzK,6GAA6G;QAC7G,0DAA0D;QAC1D,MAAM,IAAI,GAAG,CAAC,KAAa,EAAE,EAAE,CAAC,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,GAAG,IAAI,GAAG,IAAI,EAAE,CAAC,CAAC;QAC7I,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,sBAAsB,CAAC,CAAC;QAC7C,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,2BAA2B,CAAC,CAAC;QACnD,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,YAAY,CAAC,EAAE,KAAK,EAAE,oBAAoB,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,CAAC;QAC5G,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,mBAAmB,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,CAAC,CAAC;QAC7G,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,kBAAkB,EAAE,YAAY,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,CAAC,CAAC;IACrL,CAAC;IAED,KAAK,CAAC,IAAI,CAAC,KAAoB,EAAE,MAAwB;QACvD,MAAM,CAAC,GAAG,CAAC,UAAkB,EAAE,EAAE,CAAC,KAAK,CAAC,OAAO,CAAC,EAAE,KAAK,EAAE,eAAe,UAAU,EAAE,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,YAAY,EAAE,UAAU,EAAE,EAAE,CAAC,CAAC;QACvI,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,GAAG,MAAM,OAAO,CAAC,GAAG,CAAC;YAC7E,CAAC,CAAC,WAAW,CAAC;YACd,CAAC,CAAC,YAAY,CAAC;YACf,CAAC,CAAC,aAAa,CAAC;YAChB,CAAC,CAAC,YAAY,CAAC;YACf,CAAC,CAAC,aAAa,CAAC;YAChB,CAAC,CAAC,UAAU,CAAC;YACb,KAAK,CAAC,MAAM,CAAC;gBACX,KAAK,EAAE,kBAAkB;gBACzB,MAAM,EAAE,EAAE,MAAM,EAAE,YAAY,EAAE,UAAU,EAAE,cAAc,EAAE;gBAC5D,+DAA+D;gBAC/D,QAAQ,EAAE,EAAE,MAAM,EAAE,YAAY,EAAE,UAAU,EAAE,cAAc,EAAE,OAAO,EAAE,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE;gBACrM,SAAS,EAAE,EAAE,QAAQ,EAAE,eAAe,EAAE;aACzC,CAAC;SACH,CAAC,CAAC;QACH,IAAI,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC;IACnE,CAAC;IAED,kHAAkH;IAClH,OAAO,CAAC,CAAS,EAAE,CAAS;QAC1B,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACzC,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACzC,IAAI,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,EAAE,IAAI,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,EAAE;YAAE,OAAO;QACzD,IAAI,CAAC,KAAK,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC;QACtB,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;QACzB,IAAI,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC,CAAC;QAC3C,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,MAAM,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC;QAC/J,MAAM,IAAI,GAAG,GAAG,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC;QACpI,IAAI,CAAC,QAAQ,GAAG,CAAC,IAAI,EAAE,EAAE,IAAI,EAAE,CAAC,CAAC;QACjC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACpB,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;QACxB,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;IAClB,CAAC;IAED,OAAO,CAAC,CAAqB;QAC3B,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,KAAK,EAAE,CAAC,CAAC,MAAM,CAAC,CAAC;QAChC,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC,WAAW,CAAC,OAAO,CAAC;QACtC,+FAA+F;QAC/F,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,EAAE,EAAE,CAAC;YAChC,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,EAAE,KAAK,EAAE,mBAAmB,EAAE,CAAC,CAAC;YAC7E,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;YACpB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;QAC3C,CAAC;QACD,+EAA+E;QAC/E,CAAC,CAAC,WAAW,CAAC,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC;QAClE,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC;QACrB,MAAM,EAAE,GAAG,CAAC,CAAC,MAAM,CAAC,OAAO,CAAC;QAC5B,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,EAAE,EAAE,CAAC;YAAE,OAAO;QACxC,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QACpB,mDAAmD;QACnD,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;QAC/D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE;YAAE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC;QACnD,MAAM,EAAE,GAAG,CAAC,CAAC,MAAM,CAAC,QAAQ,CAAC;QAC7B,MAAM,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QAChD,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,EAAE,EAAE,CAAC,CAAC;QAC7D,MAAM,GAAG,GAAG,CAAC,CAAC,MAAM,CAAC,GAAG,CAAC;QACzB,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,EAAE,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,EAAE,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QAC7F,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QACxG,MAAM,KAAK,GAAG,CAAC,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,OAAO,CAAC,GAAG,IAAI,CAAC;QAC7C,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,CAAC,GAAG,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,CAAC,GAAG,KAAK,CAAC,EAAE,EAAE,CAAC,CAAC;QACzH,MAAM,EAAE,GAAG,MAAM,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACnC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;QACxD,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QACjC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QACrE,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;QAClD,mHAAmH;QACnH,MAAM,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC;QACzB,MAAM,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC;QACzB,MAAM,EAAE,GAAG,IAAI,CAAC,UAAU,CAAC;QAC3B,MAAM,KAAK,GAAG,CAAC,EAAE,IAAI,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,UAAU,GAAG,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,UAAU,GAAG,CAAC,CAAC;QACpG,8EAA8E;QAC9E,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,GAAG,GAAG,GAAG,IAAI,CAAC,WAAW,GAAG,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC;QACvE,IAAI,EAAE,KAAK,IAAI,CAAC,WAAW,EAAE,CAAC;YAC5B,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;YACtB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;QAC5B,CAAC;QACD,IAAI,KAAK;YAAE,IAAI,CAAC,UAAU,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC;QACtC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,UAAW,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,UAAW,CAAC,CAAC,CAAC,EAAE,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QAC3E,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAClD,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,aAAa,CAAC,IAAI,IAAI,CAAC,EAAE,EAAE,CAAC;YAC7C,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,CAAC,CAAC;YAC/E,MAAM,IAAI,GAAG,GAAG,CAAC,gBAAgB,EAAE,CAAC;YACpC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC,CAAC;YAClC,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,EAAE,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC3N,IAAI,CAAC,kBAAkB,CAAC,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,CAAC,CAAC,CAAC;YAClD,IAAI,CAAC,GAAG,EAAE,CAAC;YACX,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;YACzC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC7B,CAAC;IACH,CAAC;IAED,aAAa,CAAC,KAAoB;QAChC,MAAM,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QAClB,IAAI,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,QAAQ;YAAE,OAAO,KAAK,CAAC;QAC3E,MAAM,GAAG,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;QACvE,IAAI,IAAI,CAAC,OAAO,IAAI,GAAG,KAAK,IAAI,CAAC,SAAS;YAAE,OAAO,IAAI,CAAC;QACxD,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;QACrB,MAAM,MAAM,GAAG;YACb,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,EAAE,EAAE;YAClD,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,KAAK,CAAC,cAAc,EAAE,EAAE;YAC1D,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,EAAE;YACpD,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE;YACrC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE;YACrE,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE;YACtE,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,KAAK,EAAE;YACpC,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,EAAE;SACtD,CAAC;QACF,MAAM,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC;QACtB,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC/B,MAAM,OAAO,GAAG,CAAC,IAAgB,EAAE,EAAc,EAAE,EAAE,CACnD,CAAC,CAAC,eAAe,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,MAAM,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAS,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,EAAE,CAAC,UAAU,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC;QACvV,IAAI,CAAC,OAAO,GAAG;YACb,KAAK,EAAE,CAAC,CAAC,eAAe,CAAC,EAAE,KAAK,EAAE,mBAAmB,EAAE,MAAM,EAAE,CAAC,CAAC,KAAK,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,GAAG,MAAM,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,EAAE,CAAC,EAAE,CAAC;YAC3K,OAAO,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,OAAO,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC;YAC3C,IAAI,EAAE,CAAC,CAAC,eAAe,CAAC,EAAE,KAAK,EAAE,sBAAsB,EAAE,MAAM,EAAE,CAAC,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,GAAG,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,SAAS,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,EAAE,CAAC,EAAE,CAAC;SACtO,CAAC;QACF,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;QACxB,OAAO,IAAI,CAAC;IACd,CAAC;IAED,0CAA0C;IAC1C,SAAS,CAAC,OAA0B;QAClC,MAAM,CAAC,GAAG,IAAI,CAAC,EAAG,CAAC;QACnB,MAAM,IAAI,GAAG,OAAO,CAAC,gBAAgB,CAAC,EAAE,KAAK,EAAE,mBAAmB,EAAE,CAAC,CAAC;QACtE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QAC1B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,KAAK,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC/K,IAAI,CAAC,kBAAkB,CAAC,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,CAAC,CAAC,CAAC;QACxE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;QAC3B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,MAAM,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACjL,IAAI,CAAC,kBAAkB,CAAC,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,CAAC,CAAC,CAAC;QAC3E,IAAI,CAAC,GAAG,EAAE,CAAC;QACX,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;IACzB,CAAC;IAED,SAAS,CAAC,KAAiB,EAAE,KAAa,EAAE,KAAa,EAAE,KAAoB;QAC7E,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,KAAK,CAAC,OAAO,CAAC;YACZ,IAAI,EAAE,cAAc;YACpB,IAAI,EAAE,SAAS;YACf,KAAK,EAAE,EAAE;YACT,MAAM,EAAE,CAAC,cAAc,CAAC;YACxB,OAAO,EAAE,CAAC,IAAI,EAAE,EAAE;gBAChB,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,aAAa,CAAC,KAAK,CAAC;oBAAE,OAAO;gBAC5E,MAAM,CAAC,GAAG,IAAI,CAAC,EAAG,CAAC;gBACnB,MAAM,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC;gBACxB,MAAM,GAAG,GAAG,IAAI,CAAC,QAAS,CAAC;gBAC3B,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;gBAC1B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC;gBAC9B,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;gBAC7E,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC;gBAC5B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;gBACjD,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBACpF,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;gBACzB,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC7B,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACpD,CAAC;SACF,CAAC,CAAC;QACH,kEAAkE;QAClE,KAAK,CAAC,OAAO,CAAC;YACZ,IAAI,EAAE,iBAAiB;YACvB,IAAI,EAAE,SAAS;YACf,KAAK,EAAE,CAAC,cAAc,CAAC;YACvB,MAAM,EAAE,CAAC,gBAAgB,CAAC;YAC1B,OAAO,EAAE,CAAC,OAAO,EAAE,EAAE;gBACnB,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,OAAO;oBAAE,OAAO;gBAC/D,OAAO,CAAC,oBAAoB,CAAC,EAAE,OAAO,EAAE,IAAI,CAAC,SAAS,EAAE,EAAE,EAAE,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,EAAE,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5G,CAAC;SACF,CAAC,CAAC;QACH,KAAK,CAAC,OAAO,CAAC;YACZ,IAAI,EAAE,aAAa;YACnB,IAAI,EAAE,QAAQ;YACd,KAAK,EAAE,CAAC,gBAAgB,EAAE,KAAK,CAAC;YAChC,KAAK,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,IAAI,EAAE,IAAI,EAAE;YACvE,OAAO,EAAE,CAAC,IAAI,EAAE,GAAG,EAAE,EAAE;gBACrB,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,OAAO;oBAAE,OAAO;gBACzE,MAAM,GAAG,GAAG,GAAG,IAAI,CAAC,SAAS,IAAI,GAAG,CAAC,UAAU,EAAE,CAAC;gBAClD,IAAI,CAAC,IAAI,CAAC,WAAW,IAAI,GAAG,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC;oBAC/C,IAAI,CAAC,QAAQ,GAAG,GAAG,CAAC;oBACpB,MAAM,EAAE,GAAG,CAAC,CAAa,EAAE,EAAE,CAC3B,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,EAAE,KAAK,EAAE,kBAAkB,EAAE,MAAM,EAAE,IAAI,CAAC,EAAG,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,KAAK,CAAC,cAAc,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,CAAC,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;oBAC/S,IAAI,CAAC,WAAW,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAClE,CAAC;gBACD,sEAAsE;gBACtE,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,EAAE,CAAC,IAAI,CAAC,CAAC;gBAC/B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;gBACb,IAAI,CAAC,MAAM,EAAE,CAAC;YAChB,CAAC;SACF,CAAC,CAAC;IACL,CAAC;IAED;;;;;;;OAOG;IACH,KAAK,CAAC,OAAO,CAAC,MAAM,GAAG,EAAE;QACvB,MAAM,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QAClB,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC;QACvB,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC1B,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,GAAG;YAAE,OAAO,IAAI,CAAC;QAClC,MAAM,GAAG,GAAG,KAAK,EAAE,CAAS,EAAE,EAAE;YAC9B,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,CAAC,CAAC;YAC/E,MAAM,IAAI,GAAG,GAAG,CAAC,gBAAgB,EAAE,CAAC;YACpC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC3B,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;gBAC1B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC;gBAC9B,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;gBAC7E,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC;gBAC5B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBACvC,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBACpF,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;gBACzB,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC7B,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACpD,CAAC;YACD,IAAI,CAAC,GAAG,EAAE,CAAC;YACX,MAAM,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAC9C,MAAM,EAAE,GAAG,WAAW,CAAC,GAAG,EAAE,CAAC;YAC7B,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;YACzC,MAAM,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAC9C,OAAO,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;QAChC,CAAC,CAAC;QACF,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;QACb,sGAAsG;QACtG,MAAM,KAAK,GAAG,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;QAC3B,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,MAAM,GAAG,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,GAAG,MAAM,CAAC;IAC/D,CAAC;IAED,wFAAwF;IACxF,IAAI,QAAQ;QACV,MAAM,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC;QAC1B,OAAO,UAAU,IAAI,CAAC,GAAG,CAAC,GAAG,WAAW,IAAI,CAAC,GAAG,CAAC,GAAG,OAAO,GAAG,OAAO,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;IAClK,CAAC;IAED,OAAO;QACL,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;QACtB,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;QACxB,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;QACvB,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;QACxB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;QACzB,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;QACzB,IAAI,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC,CAAC;QAC3C,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;IACzB,CAAC;CACF"}
|
|
1
|
+
{"version":3,"file":"clouds.js","sourceRoot":"","sources":["../src/clouds.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,mBAAmB,CAAC;AAGzC,OAAO,EAAE,YAAY,EAAE,MAAM,yBAAyB,CAAC;AAuCvD,MAAM,OAAO,GAAoE;IAC/E,uEAAuE;IACvE,IAAI,EAAE,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC;IACrB,MAAM,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC;IACtB,GAAG,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC;CACpB,CAAC;AACF,0EAA0E;AAC1E,MAAM,YAAY,GAAG,CAAC,EAAE,GAAG,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC,CAAC;AAC3C,MAAM,UAAU,GAAG,GAAG,CAAC;AACvB,MAAM,WAAW,GAAG,EAAE,CAAC;AACvB,MAAM,IAAI,GAAG,CAAC,IAAI,EAAE,GAAG,CAAU,CAAC;AAClC,gHAAgH;AAChH,MAAM,OAAO,GAAG,IAAI,CAAC;AACrB,MAAM,UAAU,GAAG,GAAG,CAAC;AACvB,MAAM,SAAS,GAAG,IAAI,CAAC;AACvB,yHAAyH;AACzH,MAAM,MAAM,GAAG,GAAG,CAAC;AACnB,MAAM,SAAS,GAAG,IAAI,CAAC;AACvB,yCAAyC;AACzC,MAAM,KAAK,GAAG,IAAI,GAAG,IAAI,CAAC;AAC1B,mEAAmE;AACnE,MAAM,MAAM,GAAG;IACb,CAAC,CAAC,EAAE,CAAC,CAAC;IACN,CAAC,CAAC,EAAE,CAAC,CAAC;IACN,CAAC,CAAC,EAAE,CAAC,CAAC;IACN,CAAC,CAAC,EAAE,CAAC,CAAC;CACE,CAAC;AAEX;;;;;;;GAOG;AACH,MAAM,UAAU,MAAM,CAAC,IAAkB,EAAE;IACzC,OAAO,CAAC,MAAM,EAAE,EAAE,CAAC,IAAI,MAAM,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;AAC3C,CAAC;AAED,MAAM,OAAO,MAAM;IACR,IAAI,GAAG,QAAQ,CAAC;IAChB,MAAM,CAAY;IAC3B,kBAAkB;IAClB,QAAQ,CAAS;IACjB,MAAM,CAAS;IACf,GAAG,CAAS;IACZ,OAAO,CAAS;IAChB,IAAI,CAAS;IACb,aAAa,CAAS;IACtB,WAAW,CAAS;IACpB,OAAO,CAAS;IAChB,SAAS,CAAS;IAClB,UAAU,CAAS;IACnB,IAAI,CAAS;IACb,OAAO,CAAS;IAChB,OAAO,CAAe;IACtB,+CAA+C;IAC/C,OAAO,GAAG,IAAI,CAAC;IACf,sGAAsG;IAC7F,QAAQ,CAAa;IAC9B,oFAAoF;IAC3E,SAAS,CAAa;IACtB,MAAM,CAAa;IACnB,QAAQ,CAAa;IAC9B;;;OAGG;IACM,MAAM,CAAa;IAC5B,2GAA2G;IAC3G,SAAS,GAA4B,IAAI,CAAC;IAC1C,UAAU,GAAG,IAAI,CAAC;IAClB,iEAAiE;IACjE,OAAO,GAAG,IAAI,CAAC;IACf;;;OAGG;IACH,MAAM,GAAqB,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAClC,sEAAsE;IACtE,UAAU,GAA4B,IAAI,CAAC;IAClC,OAAO,CAAa;IAC7B,QAAQ,GAAsB,IAAI,CAAC;IACnC,QAAQ,GAAoC,IAAI,CAAC;IACjD,KAAK,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACN,OAAO,CAAY;IACnB,KAAK,GAAG,IAAI,YAAY,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC;IAC3C,IAAI,GAAG,IAAI,YAAY,CAAC,EAAE,CAAC,CAAC;IAC5B,KAAK,GAAG,IAAI,YAAY,CAAC,EAAE,CAAC,CAAC;IACtC,MAAM,GAAG,CAAC,CAAC;IACX,0EAA0E;IAC1E,aAAa,GAAG,IAAI,CAAC;IACrB,WAAW,GAAG,CAAC,CAAC,CAAC;IACjB,UAAU,GAAG,KAAK,CAAC;IACV,MAAM,CAAa;IACnB,KAAK,CAAa;IAC3B,EAAE,GAAyO,IAAI,CAAC;IAChP,OAAO,GAAoH,IAAI,CAAC;IAChI,WAAW,GAAwC,IAAI,CAAC;IACxD,SAAS,GAAG,EAAE,CAAC;IACf,QAAQ,GAAG,EAAE,CAAC;IACd,MAAM,GAAyB,IAAI,CAAC;IACpC,QAAQ,GAAsB,IAAI,CAAC;IAEnC,YAAY,MAAiB,EAAE,CAAe;QAC5C,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC,QAAQ,IAAI,IAAI,CAAC;QACnC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,MAAM,IAAI,IAAI,CAAC;QAC/B,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,IAAI,IAAI,CAAC;QACzB,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC,OAAO,IAAI,EAAE,CAAC;QAC/B,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,IAAI,CAAC,CAAC;QACxB,IAAI,CAAC,aAAa,GAAG,CAAC,CAAC,aAAa,IAAI,GAAG,CAAC;QAC5C,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,IAAI,CAAC,CAAC;QACtC,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC,OAAO,IAAI,GAAG,CAAC;QAChC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC;QAClC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,UAAU,IAAI,IAAI,CAAC;QACvC,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,IAAI,IAAI,EAAE,CAAC;QACzB,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC,OAAO,IAAI,CAAC,CAAC;QAC9B,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC,OAAO,IAAI,MAAM,CAAC;QACnC,IAAI,CAAC,CAAC,MAAM;YAAE,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QACvD,IAAI,CAAC,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,IAAI,CAAC,CAAC;YAAE,MAAM,MAAM,CAAC,MAAM,CAAC,IAAI,KAAK,CAAC,8BAA8B,IAAI,CAAC,MAAM,SAAS,IAAI,CAAC,GAAG,qDAAqD,CAAC,EAAE,EAAE,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,KAAK,EAAE,CAAC,CAAC;QAC1O,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,mBAAmB,EAAE,IAAI,EAAE,CAAC,UAAU,EAAE,UAAU,EAAE,UAAU,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC;QACpK,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,IAAI,EAAE,CAAC,OAAO,EAAE,OAAO,CAAC,EAAE,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC;QACrI,2CAA2C;QAC3C,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,oBAAoB,EAAE,IAAI,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,MAAM,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,GAAG,IAAI,EAAE,CAAC,CAAC;QACxI,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,oBAAoB,EAAE,IAAI,EAAE,CAAC,WAAW,EAAE,WAAW,EAAE,WAAW,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,EAAE,YAAY,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC;QACzK,6GAA6G;QAC7G,0DAA0D;QAC1D,MAAM,IAAI,GAAG,CAAC,KAAa,EAAE,EAAE,CAAC,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,GAAG,IAAI,GAAG,IAAI,EAAE,CAAC,CAAC;QAC7I,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,sBAAsB,CAAC,CAAC;QAC7C,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,2BAA2B,CAAC,CAAC;QACnD,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,YAAY,CAAC,EAAE,KAAK,EAAE,oBAAoB,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,EAAE,IAAI,GAAG,IAAI,EAAE,CAAC,CAAC;QAC5G,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,mBAAmB,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,CAAC,CAAC;QAC7G,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,kBAAkB,EAAE,YAAY,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,YAAY,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,CAAC,CAAC;IACrL,CAAC;IAED,KAAK,CAAC,IAAI,CAAC,KAAoB,EAAE,MAAwB;QACvD,MAAM,CAAC,GAAG,CAAC,UAAkB,EAAE,EAAE,CAAC,KAAK,CAAC,OAAO,CAAC,EAAE,KAAK,EAAE,eAAe,UAAU,EAAE,EAAE,OAAO,EAAE,EAAE,MAAM,EAAE,YAAY,EAAE,UAAU,EAAE,EAAE,CAAC,CAAC;QACvI,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,MAAM,OAAO,CAAC,GAAG,CAAC;YACrF,CAAC,CAAC,WAAW,CAAC;YACd,CAAC,CAAC,YAAY,CAAC;YACf,CAAC,CAAC,aAAa,CAAC;YAChB,CAAC,CAAC,YAAY,CAAC;YACf,CAAC,CAAC,aAAa,CAAC;YAChB,CAAC,CAAC,UAAU,CAAC;YACb,CAAC,CAAC,YAAY,CAAC;YACf,KAAK,CAAC,MAAM,CAAC;gBACX,KAAK,EAAE,kBAAkB;gBACzB,MAAM,EAAE,EAAE,MAAM,EAAE,YAAY,EAAE,UAAU,EAAE,cAAc,EAAE;gBAC5D,+DAA+D;gBAC/D,QAAQ,EAAE,EAAE,MAAM,EAAE,YAAY,EAAE,UAAU,EAAE,cAAc,EAAE,OAAO,EAAE,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,KAAK,EAAE,SAAS,EAAE,WAAW,EAAE,EAAE,KAAK,EAAE,EAAE,SAAS,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,EAAE,EAAE,CAAC,EAAE;gBACrM,SAAS,EAAE,EAAE,QAAQ,EAAE,eAAe,EAAE;aACzC,CAAC;SACH,CAAC,CAAC;QACH,IAAI,CAAC,EAAE,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,CAAC;IAC3E,CAAC;IAED,kHAAkH;IAClH,OAAO,CAAC,CAAS,EAAE,CAAS;QAC1B,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACzC,MAAM,EAAE,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;QACzC,IAAI,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,EAAE,IAAI,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,KAAK,EAAE;YAAE,OAAO;QACzD,IAAI,CAAC,KAAK,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC;QACtB,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;QACzB,IAAI,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC,CAAC;QAC3C,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,IAAI,EAAE,CAAC,IAAI,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,EAAE,MAAM,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC;QAC/J,MAAM,IAAI,GAAG,GAAG,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,aAAa,EAAE,KAAK,EAAE,KAAK,EAAE,CAAC,CAAC;QACpI,IAAI,CAAC,QAAQ,GAAG,CAAC,IAAI,EAAE,EAAE,IAAI,EAAE,CAAC,CAAC;QACjC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACpB,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;QACxB,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;IAClB,CAAC;IAED,OAAO,CAAC,CAAqB;QAC3B,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,KAAK,EAAE,CAAC,CAAC,MAAM,CAAC,CAAC;QAChC,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC,WAAW,CAAC,OAAO,CAAC;QACtC,+FAA+F;QAC/F,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,EAAE,EAAE,CAAC;YAChC,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,EAAE,KAAK,EAAE,mBAAmB,EAAE,CAAC,CAAC;YAC7E,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;YACpB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;QAC3C,CAAC;QACD,+EAA+E;QAC/E,CAAC,CAAC,WAAW,CAAC,aAAa,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC;QAClE,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC;QACrB,MAAM,EAAE,GAAG,CAAC,CAAC,MAAM,CAAC,OAAO,CAAC;QAC5B,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,IAAI,EAAE,EAAE,CAAC;YAAE,OAAO;QACxC,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;QACpB,mDAAmD;QACnD,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;QAC/D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,CAAC,EAAE;YAAE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC;QACnD,MAAM,EAAE,GAAG,CAAC,CAAC,MAAM,CAAC,QAAQ,CAAC;QAC7B,MAAM,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QAChD,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,EAAE,EAAE,CAAC,CAAC;QAC7D,MAAM,GAAG,GAAG,CAAC,CAAC,MAAM,CAAC,GAAG,CAAC;QACzB,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,EAAE,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,EAAE,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QAC7F,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,EAAE,IAAI,CAAC,GAAG,GAAG,IAAI,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QACxG,MAAM,KAAK,GAAG,CAAC,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC,OAAO,CAAC,GAAG,IAAI,CAAC;QAC7C,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,CAAC,GAAG,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC,CAAC;QACzK,MAAM,EAAE,GAAG,MAAM,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;QACnC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;QACxD,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QACjC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QACrE,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;QAClD,mHAAmH;QACnH,MAAM,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC;QACzB,MAAM,EAAE,GAAG,GAAG,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC;QACzB,MAAM,EAAE,GAAG,IAAI,CAAC,UAAU,CAAC;QAC3B,MAAM,KAAK,GAAG,CAAC,EAAE,IAAI,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,UAAU,GAAG,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,UAAU,GAAG,CAAC,CAAC;QACpG,8EAA8E;QAC9E,MAAM,EAAE,GAAG,IAAI,CAAC,QAAQ,GAAG,GAAG,GAAG,IAAI,CAAC,WAAW,GAAG,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC;QACvE,IAAI,EAAE,KAAK,IAAI,CAAC,WAAW,EAAE,CAAC;YAC5B,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC;YACtB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;QAC5B,CAAC;QACD,IAAI,KAAK;YAAE,IAAI,CAAC,UAAU,GAAG,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC;QACtC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,UAAW,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,UAAW,CAAC,CAAC,CAAC,EAAE,UAAU,EAAE,OAAO,CAAC,EAAE,EAAE,CAAC,CAAC;QAC3E,qHAAqH;QACrH,qCAAqC;QACrC,MAAM,EAAE,GAAG,IAAI,CAAC,SAAS,CAAC;QAC1B,IAAI,CAAC,EAAE,IAAI,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,CAAC,IAAI,IAAI,CAAC,GAAG,CAAC,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,SAAS,GAAG,CAAC,EAAE,CAAC;YACxF,IAAI,CAAC,SAAS,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,SAAS,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,SAAS,GAAG,MAAM,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,EAAE,GAAG,CAAC,SAAS,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,SAAS,GAAG,MAAM,CAAC,CAAC,CAAC;YAC9I,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;QACzB,CAAC;QACD,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,SAAU,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,SAAU,CAAC,CAAC,CAAC,EAAE,SAAS,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;QACtG,CAAC,CAAC,WAAW,CAAC,WAAW,GAAG,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,IAAI,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC,IAAI,CAAC,SAAU,CAAC,CAAC,CAAC,GAAG,IAAI,EAAE,IAAI,CAAC,SAAU,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,IAAI,EAAE,SAAS,GAAG,IAAI,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;QACnL,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAClD,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,aAAa,CAAC,IAAI,IAAI,CAAC,EAAE,EAAE,CAAC;YAC7C,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,CAAC,CAAC;YAC/E,MAAM,IAAI,GAAG,GAAG,CAAC,gBAAgB,EAAE,CAAC;YACpC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC,CAAC;YAClC,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,EAAE,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC3N,IAAI,CAAC,kBAAkB,CAAC,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,CAAC,CAAC,CAAC;YAClD,IAAI,CAAC,GAAG,EAAE,CAAC;YACX,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;YACzC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC7B,CAAC;IACH,CAAC;IAED,aAAa,CAAC,KAAoB;QAChC,MAAM,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QAClB,IAAI,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,QAAQ;YAAE,OAAO,KAAK,CAAC;QAC3E,MAAM,GAAG,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;QACvE,IAAI,IAAI,CAAC,OAAO,IAAI,GAAG,KAAK,IAAI,CAAC,SAAS;YAAE,OAAO,IAAI,CAAC;QACxD,IAAI,CAAC,SAAS,GAAG,GAAG,CAAC;QACrB,MAAM,MAAM,GAAG;YACb,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,EAAE,EAAE;YAClD,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,KAAK,CAAC,cAAc,EAAE,EAAE;YAC1D,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,EAAE;YACpD,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE;YACrC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE;YACrE,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE;YACtE,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,KAAK,EAAE;YACpC,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,EAAE;SACtD,CAAC;QACF,MAAM,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC;QACtB,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC/B,MAAM,OAAO,GAAG,CAAC,IAAgB,EAAE,EAAc,EAAE,EAAE,CACnD,CAAC,CAAC,eAAe,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,MAAM,EAAE,CAAC,CAAC,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAS,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,EAAE,CAAC,UAAU,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC;QACvV,IAAI,CAAC,OAAO,GAAG;YACb,KAAK,EAAE,CAAC,CAAC,eAAe,CAAC,EAAE,KAAK,EAAE,mBAAmB,EAAE,MAAM,EAAE,CAAC,CAAC,KAAK,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,GAAG,MAAM,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,EAAE,CAAC,EAAE,CAAC;YAC3K,OAAO,EAAE,CAAC,OAAO,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,OAAO,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC;YAC3C,IAAI,EAAE,CAAC,CAAC,eAAe,CAAC,EAAE,KAAK,EAAE,sBAAsB,EAAE,MAAM,EAAE,CAAC,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,GAAG,MAAM,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,SAAS,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,EAAE,CAAC,EAAE,CAAC;YACrO,MAAM,EAAE,CAAC,CAAC,eAAe,CAAC;gBACxB,KAAK,EAAE,oBAAoB;gBAC3B,MAAM,EAAE,CAAC,CAAC,MAAM,CAAC,kBAAkB,CAAC,CAAC,CAAC;gBACtC,OAAO,EAAE;oBACP,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,EAAE,EAAE;oBAClD,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE;oBACrC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE;oBACrE,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE;oBACtE,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,KAAK,EAAE;oBACpC,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,UAAU,EAAE,EAAE;oBACrD,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,EAAE,EAAE;iBACpD;aACF,CAAC;SACH,CAAC;QACF,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;QACxB,OAAO,IAAI,CAAC;IACd,CAAC;IAED,0CAA0C;IAC1C,SAAS,CAAC,OAA0B;QAClC,MAAM,CAAC,GAAG,IAAI,CAAC,EAAG,CAAC;QACnB,MAAM,IAAI,GAAG,OAAO,CAAC,gBAAgB,CAAC,EAAE,KAAK,EAAE,mBAAmB,EAAE,CAAC,CAAC;QACtE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;QAC1B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,KAAK,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,UAAU,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC/K,IAAI,CAAC,kBAAkB,CAAC,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,CAAC,EAAE,UAAU,GAAG,CAAC,CAAC,CAAC;QACxE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;QAC3B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,MAAM,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACjL,IAAI,CAAC,kBAAkB,CAAC,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,CAAC,EAAE,WAAW,GAAG,CAAC,CAAC,CAAC;QAC3E,IAAI,CAAC,GAAG,EAAE,CAAC;QACX,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;IACzB,CAAC;IAED,SAAS,CAAC,KAAiB,EAAE,KAAa,EAAE,KAAa,EAAE,KAAoB;QAC7E,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,KAAK,CAAC,OAAO,CAAC;YACZ,IAAI,EAAE,cAAc;YACpB,IAAI,EAAE,SAAS;YACf,KAAK,EAAE,EAAE;YACT,MAAM,EAAE,CAAC,cAAc,CAAC;YACxB,OAAO,EAAE,CAAC,IAAI,EAAE,EAAE;gBAChB,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,aAAa,CAAC,KAAK,CAAC;oBAAE,OAAO;gBAC5E,MAAM,CAAC,GAAG,IAAI,CAAC,EAAG,CAAC;gBACnB,MAAM,CAAC,GAAG,IAAI,CAAC,OAAQ,CAAC;gBACxB,MAAM,GAAG,GAAG,IAAI,CAAC,QAAS,CAAC;gBAC3B,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;gBAC1B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC;gBAC9B,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;gBAC7E,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC;gBAC5B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;gBACjD,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBACpF,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;gBACzB,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC7B,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;gBAClD,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;oBACjB,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;oBAC3B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,MAAM,CAAC,CAAC;oBAC/B,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,CAAC,CAAC;oBAChD,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;gBAC1B,CAAC;YACH,CAAC;SACF,CAAC,CAAC;QACH,kEAAkE;QAClE,KAAK,CAAC,OAAO,CAAC;YACZ,IAAI,EAAE,iBAAiB;YACvB,IAAI,EAAE,SAAS;YACf,KAAK,EAAE,CAAC,cAAc,CAAC;YACvB,MAAM,EAAE,CAAC,gBAAgB,CAAC;YAC1B,OAAO,EAAE,CAAC,OAAO,EAAE,EAAE;gBACnB,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,UAAU,IAAI,CAAC,IAAI,CAAC,OAAO;oBAAE,OAAO;gBAC/D,OAAO,CAAC,oBAAoB,CAAC,EAAE,OAAO,EAAE,IAAI,CAAC,SAAS,EAAE,EAAE,EAAE,OAAO,EAAE,IAAI,CAAC,QAAQ,EAAE,EAAE,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAC5G,CAAC;SACF,CAAC,CAAC;QACH,KAAK,CAAC,OAAO,CAAC;YACZ,IAAI,EAAE,aAAa;YACnB,IAAI,EAAE,QAAQ;YACd,KAAK,EAAE,CAAC,gBAAgB,EAAE,KAAK,CAAC;YAChC,KAAK,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,IAAI,EAAE,IAAI,EAAE;YACvE,OAAO,EAAE,CAAC,IAAI,EAAE,GAAG,EAAE,EAAE;gBACrB,IAAI,CAAC,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,OAAO;oBAAE,OAAO;gBACzE,MAAM,GAAG,GAAG,GAAG,IAAI,CAAC,SAAS,IAAI,GAAG,CAAC,UAAU,EAAE,CAAC;gBAClD,IAAI,CAAC,IAAI,CAAC,WAAW,IAAI,GAAG,KAAK,IAAI,CAAC,QAAQ,EAAE,CAAC;oBAC/C,IAAI,CAAC,QAAQ,GAAG,GAAG,CAAC;oBACpB,MAAM,EAAE,GAAG,CAAC,CAAa,EAAE,EAAE,CAC3B,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,EAAE,KAAK,EAAE,kBAAkB,EAAE,MAAM,EAAE,IAAI,CAAC,EAAG,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,EAAE,MAAM,EAAE,KAAK,CAAC,cAAc,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,CAAC,CAAC,UAAU,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,EAAE,EAAE,QAAQ,EAAE,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;oBAC/S,IAAI,CAAC,WAAW,GAAG,CAAC,EAAE,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBAClE,CAAC;gBACD,sEAAsE;gBACtE,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,EAAE,CAAC,IAAI,CAAC,CAAC;gBAC/B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxE,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;gBACb,IAAI,CAAC,MAAM,EAAE,CAAC;YAChB,CAAC;SACF,CAAC,CAAC;IACL,CAAC;IAED;;;;;;;OAOG;IACH,KAAK,CAAC,OAAO,CAAC,MAAM,GAAG,EAAE;QACvB,MAAM,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QAClB,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC;QACvB,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC1B,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,GAAG;YAAE,OAAO,IAAI,CAAC;QAClC,MAAM,GAAG,GAAG,KAAK,EAAE,CAAS,EAAE,EAAE;YAC9B,MAAM,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,EAAE,KAAK,EAAE,qBAAqB,EAAE,CAAC,CAAC;YAC/E,MAAM,IAAI,GAAG,GAAG,CAAC,gBAAgB,EAAE,CAAC;YACpC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC3B,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC;gBAC1B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,KAAK,CAAC,CAAC;gBAC9B,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;gBAC7E,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC;gBAC5B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBACvC,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;gBACpF,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;gBACzB,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,IAAI,CAAC,CAAC;gBAC7B,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;gBAClD,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;oBACjB,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC;oBAC3B,IAAI,CAAC,YAAY,CAAC,CAAC,EAAE,CAAC,CAAC,MAAM,CAAC,CAAC;oBAC/B,IAAI,CAAC,kBAAkB,CAAC,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC,CAAC,CAAC;gBAClD,CAAC;YACH,CAAC;YACD,IAAI,CAAC,GAAG,EAAE,CAAC;YACX,MAAM,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAC9C,MAAM,EAAE,GAAG,WAAW,CAAC,GAAG,EAAE,CAAC;YAC7B,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC;YACzC,MAAM,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,mBAAmB,EAAE,CAAC;YAC9C,OAAO,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC;QAChC,CAAC,CAAC;QACF,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;QACb,sGAAsG;QACtG,MAAM,KAAK,GAAG,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC;QAC3B,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,MAAM,GAAG,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,GAAG,MAAM,CAAC;IAC/D,CAAC;IAED;;;OAGG;IACH,KAAK;QACH,MAAM,GAAG,GAAG,CAAC,IAAY,EAAE,OAAe,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,CAAC,IAAI,KAAK,CAAC,mBAAmB,IAAI,IAAI,OAAO,EAAE,CAAC,EAAE,EAAE,IAAI,EAAE,gBAAgB,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,IAAI,IAAI,OAAO,EAAE,EAAE,CAAC,CAAC;QAC/K,MAAM,GAAG,GAAG,CAAC,IAA6B,EAAE,CAAS,EAAE,GAAW,EAAE,GAAG,GAAG,MAAM,CAAC,iBAAiB,EAAsB,EAAE;YACxH,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,CAAC;YAClB,IAAI,CAAC,KAAK,SAAS;gBAAE,OAAO,SAAS,CAAC;YACtC,IAAI,OAAO,CAAC,KAAK,QAAQ,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,GAAG,GAAG;gBAAE,MAAM,GAAG,CAAC,CAAC,EAAE,yBAAyB,GAAG,GAAG,MAAM,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,OAAO,GAAG,EAAE,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;YAChK,OAAO,CAAC,CAAC;QACX,CAAC,CAAC;QACF,MAAM,KAAK,GAAG,GAAG,EAAE,CAAC,CAAC;YACnB,OAAO,EAAE,IAAI,CAAC,OAAO;YACrB,OAAO,EAAE,IAAI,CAAC,OAAO;YACrB,OAAO,EAAE,IAAI,CAAC,OAAO;YACrB,QAAQ,EAAE,IAAI,CAAC,QAAQ;YACvB,MAAM,EAAE,IAAI,CAAC,MAAM;YACnB,GAAG,EAAE,IAAI,CAAC,GAAG;YACb,OAAO,EAAE,IAAI,CAAC,OAAO;YACrB,IAAI,EAAE,IAAI,CAAC,IAAI;YACf,aAAa,EAAE,IAAI,CAAC,aAAa;YACjC,QAAQ,EAAE,IAAI,CAAC,QAAQ;SACxB,CAAC,CAAC;QACH,OAAO;YACL,EAAE,IAAI,EAAE,cAAc,EAAE,WAAW,EAAE,oIAAoI,EAAE,KAAK,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,UAAU,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,KAAK,EAAE;YAClO;gBACE,IAAI,EAAE,YAAY;gBAClB,WAAW,EAAE,uFAAuF;gBACpG,KAAK,EAAE;oBACL,IAAI,EAAE,QAAQ;oBACd,UAAU,EAAE;wBACV,OAAO,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,WAAW,EAAE,mCAAmC,EAAE;wBAC9E,OAAO,EAAE,EAAE,IAAI,EAAE,SAAS,EAAE,WAAW,EAAE,uDAAuD,EAAE;wBAClG,OAAO,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,wCAAwC,EAAE;wBAClF,QAAQ,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,uCAAuC,EAAE;wBAClF,OAAO,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,mDAAmD,EAAE;wBAC7F,IAAI,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,uCAAuC,EAAE;wBAC9E,aAAa,EAAE,EAAE,IAAI,EAAE,QAAQ,EAAE,WAAW,EAAE,wDAAwD,EAAE;qBACzG;iBACF;gBACD,GAAG,EAAE,CAAC,IAAI,EAAE,EAAE;oBACZ,IAAI,IAAI,CAAC,OAAO,KAAK,SAAS;wBAAE,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC;oBAC9D,IAAI,IAAI,CAAC,OAAO,KAAK,SAAS;wBAAE,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC;oBAC9D,IAAI,IAAI,CAAC,OAAO,KAAK,SAAS,EAAE,CAAC;wBAC/B,IAAI,IAAI,CAAC,OAAO,KAAK,MAAM,IAAI,IAAI,CAAC,OAAO,KAAK,QAAQ,IAAI,IAAI,CAAC,OAAO,KAAK,KAAK;4BAAE,MAAM,GAAG,CAAC,SAAS,EAAE,6BAA6B,CAAC,CAAC;wBACxI,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;oBAC9B,CAAC;oBACD,MAAM,CAAC,GAAG,GAAG,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBACtC,IAAI,CAAC,KAAK,SAAS;wBAAE,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;oBACvC,MAAM,CAAC,GAAG,GAAG,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC;oBACvC,IAAI,CAAC,KAAK,SAAS;wBAAE,IAAI,CAAC,OAAO,GAAG,CAAC,CAAC;oBACtC,MAAM,CAAC,GAAG,GAAG,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC;oBACnC,IAAI,CAAC,KAAK,SAAS;wBAAE,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;oBACnC,MAAM,EAAE,GAAG,GAAG,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;oBACjE,IAAI,EAAE,KAAK,SAAS;wBAAE,IAAI,CAAC,aAAa,GAAG,EAAE,CAAC;oBAC9C,OAAO,KAAK,EAAE,CAAC;gBACjB,CAAC;aACF;SACF,CAAC;IACJ,CAAC;IAED,wGAAwG;IACxG,IAAI,QAAQ;QACV,MAAM,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC;QAC1B,OAAO,UAAU,IAAI,CAAC,GAAG,CAAC,GAAG,WAAW,IAAI,CAAC,GAAG,CAAC,GAAG,OAAO,GAAG,OAAO,GAAG,CAAC,GAAG,MAAM,GAAG,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;IACxL,CAAC;IAED,OAAO;QACL,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;QACtB,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;QACxB,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;QACtB,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;QACvB,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;QACxB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;QACzB,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;QACzB,IAAI,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC,CAAC;QAC3C,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;IACzB,CAAC;CACF"}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@yali-engine/clouds",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.14.0",
|
|
4
4
|
"description": "Yali clouds: volumetric cumulus ray-marched through procedural noise, lit by the sun and the sky, a render feature (ADR-0219).",
|
|
5
5
|
"license": "MIT OR Apache-2.0",
|
|
6
6
|
"type": "module",
|
|
@@ -18,8 +18,8 @@
|
|
|
18
18
|
"dist"
|
|
19
19
|
],
|
|
20
20
|
"dependencies": {
|
|
21
|
-
"@yali-engine/math": "0.
|
|
22
|
-
"@yali-engine/render": "0.
|
|
21
|
+
"@yali-engine/math": "0.14.0",
|
|
22
|
+
"@yali-engine/render": "0.14.0"
|
|
23
23
|
},
|
|
24
24
|
"scripts": {
|
|
25
25
|
"typecheck": "tsc -p tsconfig.json",
|