reze-engine 0.61.5 → 0.61.7

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Files changed (77) hide show
  1. package/dist/_dbg-loader.mjs +1100 -0
  2. package/dist/engine.d.ts +20 -0
  3. package/dist/engine.d.ts.map +1 -1
  4. package/dist/engine.js +87 -13
  5. package/dist/graph/presets/cloth_rough.d.ts.map +1 -1
  6. package/dist/graph/presets/cloth_rough.js +5 -3
  7. package/dist/graph/schema.d.ts +1 -1
  8. package/dist/graph/schema.d.ts.map +1 -1
  9. package/dist/graph/schema.js +3 -1
  10. package/dist/physics-debug.d.ts +30 -0
  11. package/dist/physics-debug.d.ts.map +1 -0
  12. package/dist/physics-debug.js +526 -0
  13. package/dist/shaders/directives.d.ts +9 -0
  14. package/dist/shaders/directives.d.ts.map +1 -1
  15. package/dist/shaders/directives.js +5 -0
  16. package/dist/shaders/materials/body.d.ts +2 -0
  17. package/dist/shaders/materials/body.d.ts.map +1 -0
  18. package/dist/shaders/materials/body.js +95 -0
  19. package/dist/shaders/materials/cloth_rough.d.ts +2 -0
  20. package/dist/shaders/materials/cloth_rough.d.ts.map +1 -0
  21. package/dist/shaders/materials/cloth_rough.js +69 -0
  22. package/dist/shaders/materials/cloth_smooth.d.ts +2 -0
  23. package/dist/shaders/materials/cloth_smooth.d.ts.map +1 -0
  24. package/dist/shaders/materials/cloth_smooth.js +61 -0
  25. package/dist/shaders/materials/default.d.ts +2 -0
  26. package/dist/shaders/materials/default.d.ts.map +1 -0
  27. package/dist/shaders/materials/default.js +43 -0
  28. package/dist/shaders/materials/eye.d.ts +2 -0
  29. package/dist/shaders/materials/eye.d.ts.map +1 -0
  30. package/dist/shaders/materials/eye.js +60 -0
  31. package/dist/shaders/materials/face.d.ts +2 -0
  32. package/dist/shaders/materials/face.d.ts.map +1 -0
  33. package/dist/shaders/materials/face.js +95 -0
  34. package/dist/shaders/materials/hair.d.ts +2 -0
  35. package/dist/shaders/materials/hair.d.ts.map +1 -0
  36. package/dist/shaders/materials/hair.js +90 -0
  37. package/dist/shaders/materials/metal.d.ts +2 -0
  38. package/dist/shaders/materials/metal.d.ts.map +1 -0
  39. package/dist/shaders/materials/metal.js +77 -0
  40. package/dist/shaders/materials/mmd_classic.d.ts +2 -0
  41. package/dist/shaders/materials/mmd_classic.d.ts.map +1 -0
  42. package/dist/shaders/materials/mmd_classic.js +66 -0
  43. package/dist/shaders/materials/stockings.d.ts +2 -0
  44. package/dist/shaders/materials/stockings.d.ts.map +1 -0
  45. package/dist/shaders/materials/stockings.js +122 -0
  46. package/dist/shaders/passes/physics-debug.d.ts +2 -0
  47. package/dist/shaders/passes/physics-debug.d.ts.map +1 -0
  48. package/dist/shaders/passes/physics-debug.js +69 -0
  49. package/package.json +1 -1
  50. package/src/engine.ts +76 -4
  51. package/src/graph/presets/cloth_rough.ts +5 -3
  52. package/src/graph/schema.ts +3 -1
  53. package/src/shaders/directives.ts +14 -0
  54. package/dist/graph/presets/pool_floor.d.ts +0 -3
  55. package/dist/graph/presets/pool_floor.d.ts.map +0 -1
  56. package/dist/graph/presets/pool_floor.js +0 -42
  57. package/dist/graph/presets/water.d.ts +0 -3
  58. package/dist/graph/presets/water.d.ts.map +0 -1
  59. package/dist/graph/presets/water.js +0 -31
  60. package/dist/physics/autofit.d.ts +0 -147
  61. package/dist/physics/autofit.d.ts.map +0 -1
  62. package/dist/physics/autofit.js +0 -501
  63. package/dist/shaders/passes/field-blit.d.ts +0 -26
  64. package/dist/shaders/passes/field-blit.d.ts.map +0 -1
  65. package/dist/shaders/passes/field-blit.js +0 -65
  66. package/dist/shaders/passes/ground-noise.d.ts +0 -7
  67. package/dist/shaders/passes/ground-noise.d.ts.map +0 -1
  68. package/dist/shaders/passes/ground-noise.js +0 -88
  69. package/dist/shaders/passes/sim.d.ts +0 -34
  70. package/dist/shaders/passes/sim.d.ts.map +0 -1
  71. package/dist/shaders/passes/sim.js +0 -169
  72. package/dist/shaders/score-api.d.ts +0 -10
  73. package/dist/shaders/score-api.d.ts.map +0 -1
  74. package/dist/shaders/score-api.js +0 -114
  75. package/dist/shaders/shadow-api.d.ts +0 -29
  76. package/dist/shaders/shadow-api.d.ts.map +0 -1
  77. package/dist/shaders/shadow-api.js +0 -112
@@ -1,6 +1,8 @@
1
1
  // M_Rough_Cloth as a ShaderGraph — port of shaders/materials/cloth_rough.ts.
2
2
  // NPR graph identical to M_Smooth_Cloth, but the noise bump subtree IS live on
3
- // Principled.Normal (weave bump in rest space) and Roughness is raised to 0.8187.
3
+ // Principled.Normal (weave bump in rest space), and it is MATTE where smooth cloth
4
+ // shines: roughness 1, specular 0.25, and a wider toon band (0.20-0.45) so the
5
+ // light rolls off cotton instead of cutting. Smooth keeps 0.5 / 0.8 / 0.25-0.35.
4
6
  // The tex_noise node hits the detail=2 peephole → tex_noise_d2.
5
7
 
6
8
  import type { ShaderGraph } from "../schema"
@@ -19,7 +21,7 @@ export const CLOTH_ROUGH_GRAPH: ShaderGraph = {
19
21
  { id: "tex_base", type: "mix/multiply", inputs: { fac: 1.0 } },
20
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  { id: "geo", type: "geometry" },
21
23
  { id: "str", type: "shader_to_rgb_diffuse" },
22
- { id: "ramp_008", type: "ramp_cardinal", inputs: { pos0: 0.2466, pos1: 0.3466 } },
24
+ { id: "ramp_008", type: "ramp_cardinal", inputs: { pos0: 0.2, pos1: 0.45 } },
23
25
  { id: "mix04_fac", type: "math/multiply", inputs: { b: 0.5 } },
24
26
  { id: "dark_tex", type: "hue_sat", inputs: { hue: 0.5, saturation: 1.0, value: 0.19999998807907104, fac: 1.0 } },
25
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  { id: "mix_004", type: "mix/blend" },
@@ -36,7 +38,7 @@ export const CLOTH_ROUGH_GRAPH: ShaderGraph = {
36
38
  {
37
39
  id: "principled",
38
40
  type: "principled",
39
- inputs: { metallic: 0.0, specular_ior_level: 0.8, roughness: 0.8187, spec_clamp: 10.0, sheen_weight: 0.0, sheen_tint: 0.0 },
41
+ inputs: { metallic: 0.0, specular_ior_level: 0.25, roughness: 1.0, spec_clamp: 10.0, sheen_weight: 0.0, sheen_tint: 0.0 },
40
42
  },
41
43
  { id: "mix_shader_001", type: "mix_shader", inputs: { fac: 0.8999999761581421 } },
42
44
  ],
@@ -74,5 +74,7 @@ export type Diagnostic = {
74
74
  message: string
75
75
  }
76
76
 
77
- export const MAX_NODES = 64
77
+ // A sanity bound, not a GPU one: a graph compiles to one fragment function and
78
+ // a longer one is only more WGSL. The game ports (X348's sea and water) run 60+.
79
+ export const MAX_NODES = 128
78
80
  export const MAX_PARAMS = 16
@@ -87,6 +87,15 @@ export type EffectDirectives = {
87
87
  * it publishes, forks, schedules and fades like every other one.
88
88
  */
89
89
  mirror: boolean
90
+ /**
91
+ * `#stepped`: the cast this effect is aimed at moves ON TWOS — its pose, and
92
+ * its face, held for a few frames and then snapped to where it is now, the way
93
+ * limited animation and stop-motion move. A mount with no shader, on
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+ * #mirror's footing: it changes WHEN a pose reaches the screen, which no
95
+ * shader can. The rate comes from the effect's own FPS dial by name — see
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+ * the engine's STEPPED_DIALS.
97
+ */
98
+ stepped: boolean
90
99
  /**
91
100
  * How long ONE firing of this effect lasts, in seconds. 0 = undeclared.
92
101
  *
@@ -118,6 +127,7 @@ const SPEC = {
118
127
  bloom: 0,
119
128
  dissolve: 0,
120
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  mirror: 0,
130
+ stepped: 0,
121
131
  duration: 1,
122
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  ground: "rest",
123
133
  } as const
@@ -177,6 +187,7 @@ export function parseDirectives(wgsl: string): DirectiveResult {
177
187
  dissolve: false,
178
188
  ground: null,
179
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  mirror: false,
190
+ stepped: false,
180
191
  duration: 0,
181
192
  }
182
193
  const errors: string[] = []
@@ -296,6 +307,9 @@ export function parseDirectives(wgsl: string): DirectiveResult {
296
307
  case "mirror":
297
308
  d.mirror = true
298
309
  return
310
+ case "stepped":
311
+ d.stepped = true
312
+ return
299
313
  case "duration": {
300
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  // SECONDS, like every other time a directive states (see #dissolve).
301
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  // The document above works in frames and converts once; an author
@@ -1,3 +0,0 @@
1
- import type { ShaderGraph } from "../schema";
2
- export declare const POOL_FLOOR_GRAPH: ShaderGraph;
3
- //# sourceMappingURL=pool_floor.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"pool_floor.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/pool_floor.ts"],"names":[],"mappings":"AAaA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,gBAAgB,EAAE,WA6B9B,CAAA"}
@@ -1,42 +0,0 @@
1
- // Pool floor — the tiled bottom seen through water, with caustics on it.
2
- //
3
- // The other half of a pool, and the half that does most of the work. A water
4
- // surface can be tuned for a long time without the shot reading as a pool;
5
- // putting the focused-light web on the FLOOR is what settles it, because that
6
- // is the cue a photograph actually carries. It is a floor material, so it is
7
- // applied to the tile under the water rather than to the water itself.
8
- //
9
- // Caustics land between the albedo and the shading deliberately: they are
10
- // light, so they should still be dimmed by the floor's own shadow rather than
11
- // glowing through it. That is the difference between water-focused sun and a
12
- // decal.
13
- export const POOL_FLOOR_GRAPH = {
14
- version: 1,
15
- name: "Pool floor",
16
- tags: ["stage", "water", "pool"],
17
- nodes: [
18
- { id: "tex", type: "texture" },
19
- { id: "mat", type: "material_diffuse" },
20
- { id: "base", type: "mix/multiply", inputs: { fac: 1.0 } },
21
- { id: "caust", type: "caustics" },
22
- {
23
- id: "principled",
24
- type: "principled",
25
- inputs: { metallic: 0.0, specular_ior_level: 0.4, roughness: 0.45, spec_clamp: 10.0, sheen_weight: 0.0, sheen_tint: 0.0 },
26
- },
27
- ],
28
- links: [
29
- { from: { node: "tex", socket: "color" }, to: { node: "base", socket: "a" } },
30
- { from: { node: "mat", socket: "color" }, to: { node: "base", socket: "b" } },
31
- { from: { node: "base", socket: "color" }, to: { node: "caust", socket: "color" } },
32
- { from: { node: "caust", socket: "color" }, to: { node: "principled", socket: "base_color" } },
33
- ],
34
- output: { node: "principled", socket: "color" },
35
- params: [
36
- { id: "tint", label: "Light tint", target: { node: "caust", socket: "tint" }, kind: "color", default: [1.0, 1.0, 1.0] },
37
- { id: "scale", label: "Caustic scale", target: { node: "caust", socket: "scale" }, kind: "float", min: 0.01, max: 1, default: 0.12 },
38
- { id: "speed", label: "Caustic speed", target: { node: "caust", socket: "speed" }, kind: "float", min: 0, max: 1, default: 0.15 },
39
- { id: "strength", label: "Caustic strength", target: { node: "caust", socket: "strength" }, kind: "float", min: 0, max: 3, default: 0.6 },
40
- { id: "fade", label: "Depth fade", target: { node: "caust", socket: "fade" }, kind: "float", min: 1, max: 200, default: 30 },
41
- ],
42
- };
@@ -1,3 +0,0 @@
1
- import type { ShaderGraph } from "../schema";
2
- export declare const WATER_GRAPH: ShaderGraph;
3
- //# sourceMappingURL=water.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"water.d.ts","sourceRoot":"","sources":["../../../src/graph/presets/water.ts"],"names":[],"mappings":"AAeA,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,WAAW,CAAA;AAE5C,eAAO,MAAM,WAAW,EAAE,WAgBzB,CAAA"}
@@ -1,31 +0,0 @@
1
- // Water — a planar reflection, rippled, seen through Fresnel.
2
- //
3
- // Put a stage's water materials in a style group carrying this graph and the
4
- // pool starts reflecting. The reflection itself is the engine's mirror pass,
5
- // which this is the only graph to read; everything else here is the shaping
6
- // that keeps it from reading as a mirror laid flat in the floor.
7
- //
8
- // The exposed params are the ones worth a slider while judging a shot. Scale
9
- // and speed are the ripple; a real pool's surface is slow and broad, so both
10
- // defaults sit low. Tint is the water's own colour — a game rip carries that
11
- // in its material, and the converter hands it straight over.
12
- //
13
- // How see-through the water is belongs to the MATERIAL's alpha, not to this
14
- // graph, which is where every other group's coverage comes from too.
15
- export const WATER_GRAPH = {
16
- version: 1,
17
- name: "Water",
18
- tags: ["water", "stage"],
19
- nodes: [{ id: "water", type: "water" }],
20
- links: [],
21
- output: { node: "water", socket: "color" },
22
- params: [
23
- { id: "tint", label: "Tint", target: { node: "water", socket: "tint" }, kind: "color", default: [0.04, 0.62, 0.66] },
24
- { id: "scale", label: "Ripple scale", target: { node: "water", socket: "scale" }, kind: "float", min: 0.01, max: 1, default: 0.18 },
25
- { id: "speed", label: "Ripple speed", target: { node: "water", socket: "speed" }, kind: "float", min: 0, max: 1, default: 0.12 },
26
- { id: "strength", label: "Ripple depth", target: { node: "water", socket: "strength" }, kind: "float", min: 0, max: 2, default: 0.7 },
27
- { id: "blur", label: "Reflection blur", target: { node: "water", socket: "blur" }, kind: "float", min: 0, max: 1, default: 0.25 },
28
- { id: "mirroring", label: "Mirroring", target: { node: "water", socket: "mirroring" }, kind: "float", min: 0, max: 1, default: 0.20 },
29
- { id: "sparkle", label: "Sparkle", target: { node: "water", socket: "sparkle" }, kind: "float", min: 0, max: 4, default: 1.0 },
30
- ],
31
- };
@@ -1,147 +0,0 @@
1
- import { type Rigidbody } from "./types";
2
- import type { Skinning } from "../model";
3
- /**
4
- * Supplementary colliders fitted to the mesh a PMX rigid body fails to cover.
5
- *
6
- * PMX body proxies are bodies of revolution — 下半身 is a capsule lying
7
- * transversely across the hips, so its cross-section is a circle. A pelvis seen
8
- * from the side is not a circle, and across every rig measured the butt sits
9
- * 0.18–0.71 units OUTSIDE that capsule while the front is flush or inside. That
10
- * gap is where a skirt goes through a character: the cloth is resting correctly
11
- * on the collider it was given, and the collider stops half a unit short of the
12
- * skin.
13
- *
14
- * A rest offset cannot close it (see RigidBodyStore.restOffset) — it is one
15
- * scalar on a radially symmetric shape, and the error is asymmetric. Measured
16
- * on 托特's run cycle, the offset that clears the butt is 0.5, which is simply
17
- * the size of the missing geometry, and at that value the skirt stands off the
18
- * front and hips by the same 0.5.
19
- *
20
- * So fit the missing piece instead: take each bone-following body's own skinned
21
- * vertices, find the ones that escape its shape in a concentrated lobe, and fit
22
- * a capsule to that lobe. That is the fix riggers apply by hand, derived from
23
- * the mesh rather than guessed.
24
- *
25
- * Measured on 托特's run cycle, counting butt vertices swallowed by a cloth
26
- * body: 32.4 per frame with nothing, 30.9 with a 0.02 rest offset, 12.4 with
27
- * this pass, 10.4 with both.
28
- */
29
- export interface AutoFitOptions {
30
- /** A vertex counts as protruding past this much (model units). Below it the
31
- * mesh is within authoring tolerance of the proxy and needs no help. */
32
- minProtrusion?: number;
33
- /**
34
- * Ignore vertices further out than this multiple of the source shape's
35
- * RADIUS (its smallest characteristic dimension).
36
- *
37
- * A coarse first cut at keeping hair and loose clothing out — anything
38
- * standing further off the proxy than the proxy is wide is not skin. The
39
- * discriminator that actually does the work is minConcentration.
40
- */
41
- maxProtrusionRatio?: number;
42
- /** Fewer protruding vertices than this and it is a spike, not a region. */
43
- minVertices?: number;
44
- /**
45
- * Per-axis quantile the fitted lobe's extent is clipped to, each end. A
46
- * handful of stray vertices (a weight-painting slip, a seam) would otherwise
47
- * stretch the capsule far past the surface everyone can see.
48
- */
49
- quantile?: number;
50
- /** Skip the fit unless the capsule actually reaches this far past what is
51
- * already covered — otherwise it adds solver rows for nothing. */
52
- minGain?: number;
53
- /** How tightly the kept lobe's outward directions must agree, 0–1. A loose
54
- * sanity check; the real discriminator is minConcentration. */
55
- minDirectionality?: number;
56
- /** Vertices outside the dominant lobe, by this cosine, are not part of the
57
- * feature being fitted. */
58
- lobeCos?: number;
59
- /**
60
- * How much deeper the fitted lobe must be than protrusion typically is on
61
- * this body, averaged over the vertices that protrude at all.
62
- *
63
- * This is the guard that separates "the proxy is missing a lobe" from "the
64
- * proxy is not a proxy for this mesh at all". A pelvis escapes its capsule by
65
- * 0.53 at the back and 0.14 at the front, so the back lobe stands well clear
66
- * of the average. Hair escapes the skull by a similar depth in every
67
- * direction, so its deepest lobe is no deeper than typical and the ratio sits
68
- * near 1. See the note at the meanProtrusion computation for what this
69
- * deliberately refuses to fit.
70
- *
71
- * Without it the pass fits the hairstyle — measured on 托特, 頭 reports
72
- * 3653 of 4669 vertices outside its capsule, and the fitted shape was a crate
73
- * around the whole head. No threshold on depth or vertex count tells those
74
- * two cases apart; concentration does.
75
- */
76
- minConcentration?: number;
77
- /**
78
- * How many capsules may be fitted to one body, each against what the previous
79
- * ones already cover.
80
- *
81
- * One capsule inscribed in a lobe does not fill it — on 托特's butt a single
82
- * fit removed 58% of the clipping and left the rest at the edges the capsule
83
- * could not reach. Each further pass re-measures protrusion against the
84
- * original shape UNION everything fitted so far, so it lands on whatever is
85
- * still exposed instead of re-fitting the same bulge.
86
- */
87
- maxShapesPerBody?: number;
88
- /**
89
- * Quantile of the lobe's perpendicular spread used as the capsule radius.
90
- *
91
- * The clip-versus-float dial, and the one to reach for if a result looks
92
- * wrong. Lower hugs the body: less standoff in idle, more clipping left. 1.0
93
- * encloses the lobe entirely, which is what produced a visibly hovering
94
- * skirt on 托特.
95
- */
96
- radiusQuantile?: number;
97
- /**
98
- * Fit only the deepest part of each lobe: points at least this fraction of
99
- * the lobe's own maximum protrusion.
100
- *
101
- * A lobe tapers to nothing at its edges, and a capsule sized to span the
102
- * whole thing has to be fat enough to reach the edges too. Fitting the deep
103
- * core keeps each capsule small and lets a later pass handle the shallows
104
- * with its own, which is both tighter and closer to what the surface is
105
- * actually doing.
106
- */
107
- lobeDepthFraction?: number;
108
- }
109
- /** What the pass decided for one source body — surfaced so a rig can be
110
- * inspected rather than silently rebuilt underneath its author. */
111
- export interface AutoFitResult {
112
- /** Index of the body in the input array that this supplements. */
113
- sourceIndex: number;
114
- sourceName: string;
115
- /** Vertices dominated by that body's bone, and how many were outside it. */
116
- vertexCount: number;
117
- protrudingCount: number;
118
- /** Furthest any kept vertex sat outside the source shape. */
119
- maxProtrusion: number;
120
- /** How far the fitted capsule reaches past what was already covered. */
121
- gain: number;
122
- /** Length of the kept lobe's mean outward direction, 0–1. */
123
- directionality: number;
124
- /** Lobe depth over the body's average protrusion. See minConcentration. */
125
- concentration: number;
126
- /**
127
- * Furthest the capsule's newly exposed surface sits from the skin it was
128
- * fitted to — the amount cloth resting on it will stand off the body at the
129
- * worst point, and the number to watch if a result looks puffy. Only the part
130
- * reaching outside the source shape is measured; the rest is buried.
131
- */
132
- overshoot: number;
133
- body: Rigidbody;
134
- }
135
- /**
136
- * Fit supplementary colliders for every bone-following body whose own mesh
137
- * escapes it.
138
- *
139
- * `vertices` is the model's interleaved vertex buffer (stride 8, position
140
- * first) and `skinning` its joints/weights — both in PMX bind pose, the same
141
- * space as `shapePosition` / `shapeRotation`, so nothing has to be skinned.
142
- *
143
- * Returns one entry per body it chose to supplement; the caller appends
144
- * `.body` to the rigid body list before constructing RezePhysics.
145
- */
146
- export declare function fitSupplementaryColliders(rigidbodies: Rigidbody[], vertices: Float32Array, skinning: Skinning, options?: AutoFitOptions): AutoFitResult[];
147
- //# sourceMappingURL=autofit.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"autofit.d.ts","sourceRoot":"","sources":["../../src/physics/autofit.ts"],"names":[],"mappings":"AACA,OAAO,EAAiC,KAAK,SAAS,EAAE,MAAM,SAAS,CAAA;AACvE,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,UAAU,CAAA;AAExC;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,MAAM,WAAW,cAAc;IAC7B;6EACyE;IACzE,aAAa,CAAC,EAAE,MAAM,CAAA;IACtB;;;;;;;OAOG;IACH,kBAAkB,CAAC,EAAE,MAAM,CAAA;IAC3B,2EAA2E;IAC3E,WAAW,CAAC,EAAE,MAAM,CAAA;IACpB;;;;OAIG;IACH,QAAQ,CAAC,EAAE,MAAM,CAAA;IACjB;uEACmE;IACnE,OAAO,CAAC,EAAE,MAAM,CAAA;IAChB;oEACgE;IAChE,iBAAiB,CAAC,EAAE,MAAM,CAAA;IAC1B;gCAC4B;IAC5B,OAAO,CAAC,EAAE,MAAM,CAAA;IAChB;;;;;;;;;;;;;;;;OAgBG;IACH,gBAAgB,CAAC,EAAE,MAAM,CAAA;IACzB;;;;;;;;;OASG;IACH,gBAAgB,CAAC,EAAE,MAAM,CAAA;IACzB;;;;;;;OAOG;IACH,cAAc,CAAC,EAAE,MAAM,CAAA;IACvB;;;;;;;;;OASG;IACH,iBAAiB,CAAC,EAAE,MAAM,CAAA;CAC3B;AA2BD;oEACoE;AACpE,MAAM,WAAW,aAAa;IAC5B,kEAAkE;IAClE,WAAW,EAAE,MAAM,CAAA;IACnB,UAAU,EAAE,MAAM,CAAA;IAClB,4EAA4E;IAC5E,WAAW,EAAE,MAAM,CAAA;IACnB,eAAe,EAAE,MAAM,CAAA;IACvB,6DAA6D;IAC7D,aAAa,EAAE,MAAM,CAAA;IACrB,wEAAwE;IACxE,IAAI,EAAE,MAAM,CAAA;IACZ,6DAA6D;IAC7D,cAAc,EAAE,MAAM,CAAA;IACtB,2EAA2E;IAC3E,aAAa,EAAE,MAAM,CAAA;IACrB;;;;;OAKG;IACH,SAAS,EAAE,MAAM,CAAA;IACjB,IAAI,EAAE,SAAS,CAAA;CAChB;AAID;;;;;;;;;;GAUG;AACH,wBAAgB,yBAAyB,CACvC,WAAW,EAAE,SAAS,EAAE,EACxB,QAAQ,EAAE,YAAY,EACtB,QAAQ,EAAE,QAAQ,EAClB,OAAO,GAAE,cAAmB,GAC3B,aAAa,EAAE,CA4CjB"}