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Merge pull request #12255 from Zvork/trnormalmap
Normal map support on translucent objects
This commit is contained in:
commit
9f4820df3b
11 changed files with 223 additions and 19 deletions
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@ -203,6 +203,12 @@ vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, fl
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return color;
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}
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<@endfunc@>
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<@func declareEvalGlobalLightingAlphaBlendedWithHaze()@>
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<$declareLightingAmbient(1, 1, 1)$>
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<$declareLightingDirectional()$>
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vec3 evalGlobalLightingAlphaBlendedWithHaze(
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mat4 invViewMat, float shadowAttenuation, float obscurance, vec3 position, vec3 normal,
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@ -30,7 +30,7 @@
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#include "model_lightmap_fade_vert.h"
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#include "model_lightmap_normal_map_fade_vert.h"
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#include "model_translucent_vert.h"
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#include "model_translucent_fade_vert.h"
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#include "model_translucent_normal_map_vert.h"
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#include "skin_model_fade_vert.h"
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#include "skin_model_normal_map_fade_vert.h"
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@ -73,12 +73,14 @@
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#include "model_lightmap_specular_map_frag.h"
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#include "model_translucent_frag.h"
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#include "model_translucent_unlit_frag.h"
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#include "model_translucent_normal_map_frag.h"
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#include "model_lightmap_fade_frag.h"
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#include "model_lightmap_normal_map_fade_frag.h"
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#include "model_lightmap_normal_specular_map_fade_frag.h"
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#include "model_lightmap_specular_map_fade_frag.h"
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#include "model_translucent_fade_frag.h"
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#include "model_translucent_normal_map_fade_frag.h"
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#include "model_translucent_unlit_fade_frag.h"
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#include "overlay3D_vert.h"
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@ -191,7 +193,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto modelLightmapVertex = gpu::Shader::createVertex(std::string(model_lightmap_vert));
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auto modelLightmapNormalMapVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert));
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auto modelTranslucentVertex = gpu::Shader::createVertex(std::string(model_translucent_vert));
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auto modelTranslucentFadeVertex = gpu::Shader::createVertex(std::string(model_translucent_fade_vert));
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auto modelTranslucentNormalMapVertex = gpu::Shader::createVertex(std::string(model_translucent_normal_map_vert));
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auto modelShadowVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
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auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
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auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
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@ -220,6 +222,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto modelSpecularMapPixel = gpu::Shader::createPixel(std::string(model_specular_map_frag));
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auto modelNormalSpecularMapPixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_frag));
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auto modelTranslucentPixel = gpu::Shader::createPixel(std::string(model_translucent_frag));
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auto modelTranslucentNormalMapPixel = gpu::Shader::createPixel(std::string(model_translucent_normal_map_frag));
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auto modelTranslucentUnlitPixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_frag));
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auto modelShadowPixel = gpu::Shader::createPixel(std::string(model_shadow_frag));
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auto modelLightmapPixel = gpu::Shader::createPixel(std::string(model_lightmap_frag));
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@ -238,6 +241,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto modelNormalSpecularMapFadePixel = gpu::Shader::createPixel(std::string(model_normal_specular_map_fade_frag));
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auto modelShadowFadePixel = gpu::Shader::createPixel(std::string(model_shadow_fade_frag));
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auto modelTranslucentFadePixel = gpu::Shader::createPixel(std::string(model_translucent_fade_frag));
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auto modelTranslucentNormalMapFadePixel = gpu::Shader::createPixel(std::string(model_translucent_normal_map_fade_frag));
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auto modelTranslucentUnlitFadePixel = gpu::Shader::createPixel(std::string(model_translucent_unlit_fade_frag));
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auto simpleFadePixel = gpu::Shader::createPixel(std::string(simple_textured_fade_frag));
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auto simpleUnlitFadePixel = gpu::Shader::createPixel(std::string(simple_textured_unlit_fade_frag));
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@ -307,13 +311,13 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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simpleVertex, simpleTranslucentUnlitPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents(),
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modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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modelTranslucentNormalMapVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withSpecular(),
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modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular(),
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modelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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modelTranslucentNormalMapVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
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addPipeline(
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// FIXME: Ignore lightmap for translucents meshpart
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Key::Builder().withMaterial().withTranslucent().withLightmap(),
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@ -321,7 +325,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withFade(),
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modelTranslucentFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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modelTranslucentVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withTranslucent().withFade(),
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simpleFadeVertex, simpleTranslucentFadePixel, batchSetter, itemSetter);
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@ -333,13 +337,13 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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simpleFadeVertex, simpleTranslucentUnlitFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents().withFade(),
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modelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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modelTranslucentNormalMapVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withSpecular().withFade(),
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modelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withTangents().withSpecular().withFade(),
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modelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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modelTranslucentNormalMapVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
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addPipeline(
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// FIXME: Ignore lightmap for translucents meshpart
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Key::Builder().withMaterial().withTranslucent().withLightmap().withFade(),
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@ -405,26 +409,26 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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skinModelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents(),
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skinModelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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skinModelNormalMapTranslucentVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withSpecular(),
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skinModelTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular(),
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skinModelNormalMapTranslucentVertex, modelTranslucentPixel, nullptr, nullptr);
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skinModelNormalMapTranslucentVertex, modelTranslucentNormalMapPixel, nullptr, nullptr);
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withFade(),
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skinModelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withFade(),
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skinModelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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skinModelNormalMapFadeVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withSpecular().withFade(),
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skinModelFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withMaterial().withSkinned().withTranslucent().withTangents().withSpecular().withFade(),
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skinModelNormalMapFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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skinModelNormalMapFadeVertex, modelTranslucentNormalMapFadePixel, batchSetter, itemSetter);
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// Depth-only
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addPipeline(
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@ -47,7 +47,7 @@ void main(void) {
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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vec3 viewNormal;
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<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, viewNormal)$>
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<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, viewNormal)$>
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float scattering = getMaterialScattering(mat);
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<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
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@ -16,7 +16,7 @@
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<@include DeferredGlobalLight.slh@>
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<$declareEvalGlobalLightingAlphaBlended()$>
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<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
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<@include LightLocal.slh@>
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@ -16,7 +16,7 @@
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<@include DeferredGlobalLight.slh@>
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<$declareEvalGlobalLightingAlphaBlended()$>
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<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
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<@include LightLocal.slh@>
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91
libraries/render-utils/src/model_translucent_normal_map.slf
Normal file
91
libraries/render-utils/src/model_translucent_normal_map.slf
Normal file
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@ -0,0 +1,91 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_translucent_normal_map.frag
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// fragment shader
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//
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// Created by Olivier Prat on 23/01/2018.
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// Copyright 2018 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include graphics/Material.slh@>
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<@include DeferredGlobalLight.slh@>
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<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
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<@include LightLocal.slh@>
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<@include gpu/Transform.slh@>
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<$declareStandardCameraTransform()$>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec4 _position;
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in vec4 _worldPosition;
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in vec3 _normal;
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in vec3 _tangent;
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in vec3 _color;
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in float _alpha;
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out vec4 _fragColor;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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float roughness = getMaterialRoughness(mat);
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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float metallic = getMaterialMetallic(mat);
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vec3 fresnel = getFresnelF0(metallic, albedo);
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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vec3 fragPosition = _position.xyz;
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vec3 fragNormal;
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<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, fragNormal)$>
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TransformCamera cam = getTransformCamera();
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vec3 fragEyeVector = vec3(cam._viewInverse * vec4(-fragPosition, 0.0));
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vec3 fragEyeDir = normalize(fragEyeVector);
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SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
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vec4 localLighting = vec4(0.0);
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<$fetchClusterInfo(_worldPosition)$>;
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if (hasLocalLights(numLights, clusterPos, dims)) {
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localLighting = evalLocalLighting(cluster, numLights, _worldPosition.xyz, surface,
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metallic, fresnel, albedo, 0.0,
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vec4(0), vec4(0), opacity);
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}
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_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
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cam._viewInverse,
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1.0,
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occlusionTex,
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fragPosition,
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albedo,
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fresnel,
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metallic,
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emissive,
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surface, opacity, localLighting.rgb),
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opacity);
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}
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@ -1,10 +1,10 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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// model_translucent_fade.slv
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// model_translucent_normal_map.slv
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// vertex shader
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//
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// Created by Olivier Prat on 15/01/18.
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// Created by Olivier Prat on 23/01/18.
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// Copyright 2018 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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@ -25,6 +25,7 @@ out vec2 _texCoord1;
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out vec4 _position;
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out vec4 _worldPosition;
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out vec3 _normal;
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out vec3 _tangent;
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out vec3 _color;
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void main(void) {
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@ -41,4 +42,5 @@ void main(void) {
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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
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<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
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<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$>
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}
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101
libraries/render-utils/src/model_translucent_normal_map_fade.slf
Normal file
101
libraries/render-utils/src/model_translucent_normal_map_fade.slf
Normal file
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@ -0,0 +1,101 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_translucent_normal_map_fade.frag
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// fragment shader
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//
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// Created by Olivier Prat on 23/01/18.
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// Copyright 2018 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include graphics/Material.slh@>
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<@include DeferredGlobalLight.slh@>
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<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
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<@include LightLocal.slh@>
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<@include gpu/Transform.slh@>
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<$declareStandardCameraTransform()$>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, NORMAL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
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<@include Fade.slh@>
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<$declareFadeFragment()$>
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec4 _position;
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in vec3 _normal;
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in vec3 _tangent;
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in vec3 _color;
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in float _alpha;
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in vec4 _worldPosition;
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out vec4 _fragColor;
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void main(void) {
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vec3 fadeEmissive;
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FadeObjectParams fadeParams;
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<$fetchFadeObjectParams(fadeParams)$>
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applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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vec3 albedo = getMaterialAlbedo(mat);
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<$evalMaterialAlbedo(albedoTex, albedo, matKey, albedo)$>;
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albedo *= _color;
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float roughness = getMaterialRoughness(mat);
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<$evalMaterialRoughness(roughnessTex, roughness, matKey, roughness)$>;
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float metallic = getMaterialMetallic(mat);
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vec3 fresnel = getFresnelF0(metallic, albedo);
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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vec3 fragPosition = _position.xyz;
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// Lighting is done in world space
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vec3 fragNormal;
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<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, fragNormal)$>
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TransformCamera cam = getTransformCamera();
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vec3 fragEyeVector = vec3(cam._viewInverse * vec4(-fragPosition, 0.0));
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vec3 fragEyeDir = normalize(fragEyeVector);
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SurfaceData surface = initSurfaceData(roughness, fragNormal, fragEyeDir);
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vec4 localLighting = vec4(0.0);
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<$fetchClusterInfo(_worldPosition)$>;
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if (hasLocalLights(numLights, clusterPos, dims)) {
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localLighting = evalLocalLighting(cluster, numLights, _worldPosition.xyz, surface,
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metallic, fresnel, albedo, 0.0,
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vec4(0), vec4(0), opacity);
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}
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_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
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cam._viewInverse,
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1.0,
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occlusionTex,
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fragPosition,
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albedo,
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fresnel,
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metallic,
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emissive+fadeEmissive,
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surface, opacity, localLighting.rgb),
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opacity);
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}
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@ -11,7 +11,7 @@
|
|||
//
|
||||
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include graphics/Material.slh@>
|
||||
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
<@include DeferredGlobalLight.slh@>
|
||||
<$declareEvalGlobalLightingAlphaBlended()$>
|
||||
<$declareEvalGlobalLightingAlphaBlendedWithHaze()$>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
|
Loading…
Reference in a new issue