This commit is contained in:
Akko
2025-08-04 18:57:35 +02:00
parent 8cf6e78a79
commit 9495868c2e
5030 changed files with 518594 additions and 17609 deletions

View File

@@ -0,0 +1,7 @@
import { Matrix } from '../../../maths/matrix/Matrix';
import { Shader } from '../../../rendering/renderers/shared/shader/Shader';
import { Texture } from '../../../rendering/renderers/shared/texture/Texture';
export declare class TilingSpriteShader extends Shader {
constructor();
updateUniforms(width: number, height: number, matrix: Matrix, anchorX: number, anchorY: number, texture: Texture): void;
}

View File

@@ -0,0 +1,86 @@
'use strict';
var Matrix = require('../../../maths/matrix/Matrix.js');
var compileHighShaderToProgram = require('../../../rendering/high-shader/compileHighShaderToProgram.js');
var localUniformBit = require('../../../rendering/high-shader/shader-bits/localUniformBit.js');
var roundPixelsBit = require('../../../rendering/high-shader/shader-bits/roundPixelsBit.js');
var Shader = require('../../../rendering/renderers/shared/shader/Shader.js');
var UniformGroup = require('../../../rendering/renderers/shared/shader/UniformGroup.js');
var Texture = require('../../../rendering/renderers/shared/texture/Texture.js');
var tilingBit = require('./tilingBit.js');
"use strict";
let gpuProgram;
let glProgram;
class TilingSpriteShader extends Shader.Shader {
constructor() {
gpuProgram ?? (gpuProgram = compileHighShaderToProgram.compileHighShaderGpuProgram({
name: "tiling-sprite-shader",
bits: [
localUniformBit.localUniformBit,
tilingBit.tilingBit,
roundPixelsBit.roundPixelsBit
]
}));
glProgram ?? (glProgram = compileHighShaderToProgram.compileHighShaderGlProgram({
name: "tiling-sprite-shader",
bits: [
localUniformBit.localUniformBitGl,
tilingBit.tilingBitGl,
roundPixelsBit.roundPixelsBitGl
]
}));
const tilingUniforms = new UniformGroup.UniformGroup({
uMapCoord: { value: new Matrix.Matrix(), type: "mat3x3<f32>" },
uClampFrame: { value: new Float32Array([0, 0, 1, 1]), type: "vec4<f32>" },
uClampOffset: { value: new Float32Array([0, 0]), type: "vec2<f32>" },
uTextureTransform: { value: new Matrix.Matrix(), type: "mat3x3<f32>" },
uSizeAnchor: { value: new Float32Array([100, 100, 0.5, 0.5]), type: "vec4<f32>" }
});
super({
glProgram,
gpuProgram,
resources: {
localUniforms: new UniformGroup.UniformGroup({
uTransformMatrix: { value: new Matrix.Matrix(), type: "mat3x3<f32>" },
uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
uRound: { value: 0, type: "f32" }
}),
tilingUniforms,
uTexture: Texture.Texture.EMPTY.source,
uSampler: Texture.Texture.EMPTY.source.style
}
});
}
updateUniforms(width, height, matrix, anchorX, anchorY, texture) {
const tilingUniforms = this.resources.tilingUniforms;
const textureWidth = texture.width;
const textureHeight = texture.height;
const textureMatrix = texture.textureMatrix;
const uTextureTransform = tilingUniforms.uniforms.uTextureTransform;
uTextureTransform.set(
matrix.a * textureWidth / width,
matrix.b * textureWidth / height,
matrix.c * textureHeight / width,
matrix.d * textureHeight / height,
matrix.tx / width,
matrix.ty / height
);
uTextureTransform.invert();
tilingUniforms.uniforms.uMapCoord = textureMatrix.mapCoord;
tilingUniforms.uniforms.uClampFrame = textureMatrix.uClampFrame;
tilingUniforms.uniforms.uClampOffset = textureMatrix.uClampOffset;
tilingUniforms.uniforms.uTextureTransform = uTextureTransform;
tilingUniforms.uniforms.uSizeAnchor[0] = width;
tilingUniforms.uniforms.uSizeAnchor[1] = height;
tilingUniforms.uniforms.uSizeAnchor[2] = anchorX;
tilingUniforms.uniforms.uSizeAnchor[3] = anchorY;
if (texture) {
this.resources.uTexture = texture.source;
this.resources.uSampler = texture.source.style;
}
}
}
exports.TilingSpriteShader = TilingSpriteShader;
//# sourceMappingURL=TilingSpriteShader.js.map

File diff suppressed because one or more lines are too long

View File

@@ -0,0 +1,84 @@
import { Matrix } from '../../../maths/matrix/Matrix.mjs';
import { compileHighShaderGpuProgram, compileHighShaderGlProgram } from '../../../rendering/high-shader/compileHighShaderToProgram.mjs';
import { localUniformBit, localUniformBitGl } from '../../../rendering/high-shader/shader-bits/localUniformBit.mjs';
import { roundPixelsBit, roundPixelsBitGl } from '../../../rendering/high-shader/shader-bits/roundPixelsBit.mjs';
import { Shader } from '../../../rendering/renderers/shared/shader/Shader.mjs';
import { UniformGroup } from '../../../rendering/renderers/shared/shader/UniformGroup.mjs';
import { Texture } from '../../../rendering/renderers/shared/texture/Texture.mjs';
import { tilingBit, tilingBitGl } from './tilingBit.mjs';
"use strict";
let gpuProgram;
let glProgram;
class TilingSpriteShader extends Shader {
constructor() {
gpuProgram ?? (gpuProgram = compileHighShaderGpuProgram({
name: "tiling-sprite-shader",
bits: [
localUniformBit,
tilingBit,
roundPixelsBit
]
}));
glProgram ?? (glProgram = compileHighShaderGlProgram({
name: "tiling-sprite-shader",
bits: [
localUniformBitGl,
tilingBitGl,
roundPixelsBitGl
]
}));
const tilingUniforms = new UniformGroup({
uMapCoord: { value: new Matrix(), type: "mat3x3<f32>" },
uClampFrame: { value: new Float32Array([0, 0, 1, 1]), type: "vec4<f32>" },
uClampOffset: { value: new Float32Array([0, 0]), type: "vec2<f32>" },
uTextureTransform: { value: new Matrix(), type: "mat3x3<f32>" },
uSizeAnchor: { value: new Float32Array([100, 100, 0.5, 0.5]), type: "vec4<f32>" }
});
super({
glProgram,
gpuProgram,
resources: {
localUniforms: new UniformGroup({
uTransformMatrix: { value: new Matrix(), type: "mat3x3<f32>" },
uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
uRound: { value: 0, type: "f32" }
}),
tilingUniforms,
uTexture: Texture.EMPTY.source,
uSampler: Texture.EMPTY.source.style
}
});
}
updateUniforms(width, height, matrix, anchorX, anchorY, texture) {
const tilingUniforms = this.resources.tilingUniforms;
const textureWidth = texture.width;
const textureHeight = texture.height;
const textureMatrix = texture.textureMatrix;
const uTextureTransform = tilingUniforms.uniforms.uTextureTransform;
uTextureTransform.set(
matrix.a * textureWidth / width,
matrix.b * textureWidth / height,
matrix.c * textureHeight / width,
matrix.d * textureHeight / height,
matrix.tx / width,
matrix.ty / height
);
uTextureTransform.invert();
tilingUniforms.uniforms.uMapCoord = textureMatrix.mapCoord;
tilingUniforms.uniforms.uClampFrame = textureMatrix.uClampFrame;
tilingUniforms.uniforms.uClampOffset = textureMatrix.uClampOffset;
tilingUniforms.uniforms.uTextureTransform = uTextureTransform;
tilingUniforms.uniforms.uSizeAnchor[0] = width;
tilingUniforms.uniforms.uSizeAnchor[1] = height;
tilingUniforms.uniforms.uSizeAnchor[2] = anchorX;
tilingUniforms.uniforms.uSizeAnchor[3] = anchorY;
if (texture) {
this.resources.uTexture = texture.source;
this.resources.uSampler = texture.source.style;
}
}
}
export { TilingSpriteShader };
//# sourceMappingURL=TilingSpriteShader.mjs.map

File diff suppressed because one or more lines are too long

View File

@@ -0,0 +1,22 @@
export declare const tilingBit: {
name: string;
vertex: {
header: string;
main: string;
};
fragment: {
header: string;
main: string;
};
};
export declare const tilingBitGl: {
name: string;
vertex: {
header: string;
main: string;
};
fragment: {
header: string;
main: string;
};
};

View File

@@ -0,0 +1,118 @@
'use strict';
"use strict";
const tilingBit = {
name: "tiling-bit",
vertex: {
header: (
/* wgsl */
`
struct TilingUniforms {
uMapCoord:mat3x3<f32>,
uClampFrame:vec4<f32>,
uClampOffset:vec2<f32>,
uTextureTransform:mat3x3<f32>,
uSizeAnchor:vec4<f32>
};
@group(2) @binding(0) var<uniform> tilingUniforms: TilingUniforms;
@group(2) @binding(1) var uTexture: texture_2d<f32>;
@group(2) @binding(2) var uSampler: sampler;
`
),
main: (
/* wgsl */
`
uv = (tilingUniforms.uTextureTransform * vec3(uv, 1.0)).xy;
position = (position - tilingUniforms.uSizeAnchor.zw) * tilingUniforms.uSizeAnchor.xy;
`
)
},
fragment: {
header: (
/* wgsl */
`
struct TilingUniforms {
uMapCoord:mat3x3<f32>,
uClampFrame:vec4<f32>,
uClampOffset:vec2<f32>,
uTextureTransform:mat3x3<f32>,
uSizeAnchor:vec4<f32>
};
@group(2) @binding(0) var<uniform> tilingUniforms: TilingUniforms;
@group(2) @binding(1) var uTexture: texture_2d<f32>;
@group(2) @binding(2) var uSampler: sampler;
`
),
main: (
/* wgsl */
`
var coord = vUV + ceil(tilingUniforms.uClampOffset - vUV);
coord = (tilingUniforms.uMapCoord * vec3(coord, 1.0)).xy;
var unclamped = coord;
coord = clamp(coord, tilingUniforms.uClampFrame.xy, tilingUniforms.uClampFrame.zw);
var bias = 0.;
if(unclamped.x == coord.x && unclamped.y == coord.y)
{
bias = -32.;
}
outColor = textureSampleBias(uTexture, uSampler, coord, bias);
`
)
}
};
const tilingBitGl = {
name: "tiling-bit",
vertex: {
header: (
/* glsl */
`
uniform mat3 uTextureTransform;
uniform vec4 uSizeAnchor;
`
),
main: (
/* glsl */
`
uv = (uTextureTransform * vec3(aUV, 1.0)).xy;
position = (position - uSizeAnchor.zw) * uSizeAnchor.xy;
`
)
},
fragment: {
header: (
/* glsl */
`
uniform sampler2D uTexture;
uniform mat3 uMapCoord;
uniform vec4 uClampFrame;
uniform vec2 uClampOffset;
`
),
main: (
/* glsl */
`
vec2 coord = vUV + ceil(uClampOffset - vUV);
coord = (uMapCoord * vec3(coord, 1.0)).xy;
vec2 unclamped = coord;
coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);
outColor = texture(uTexture, coord, unclamped == coord ? 0.0 : -32.0);// lod-bias very negative to force lod 0
`
)
}
};
exports.tilingBit = tilingBit;
exports.tilingBitGl = tilingBitGl;
//# sourceMappingURL=tilingBit.js.map

View File

@@ -0,0 +1 @@
{"version":3,"file":"tilingBit.js","sources":["../../../../src/scene/sprite-tiling/shader/tilingBit.ts"],"sourcesContent":["export const tilingBit = {\n name: 'tiling-bit',\n vertex: {\n header: /* wgsl */`\n struct TilingUniforms {\n uMapCoord:mat3x3<f32>,\n uClampFrame:vec4<f32>,\n uClampOffset:vec2<f32>,\n uTextureTransform:mat3x3<f32>,\n uSizeAnchor:vec4<f32>\n };\n\n @group(2) @binding(0) var<uniform> tilingUniforms: TilingUniforms;\n @group(2) @binding(1) var uTexture: texture_2d<f32>;\n @group(2) @binding(2) var uSampler: sampler;\n `,\n main: /* wgsl */`\n uv = (tilingUniforms.uTextureTransform * vec3(uv, 1.0)).xy;\n\n position = (position - tilingUniforms.uSizeAnchor.zw) * tilingUniforms.uSizeAnchor.xy;\n `\n\n },\n fragment: {\n header: /* wgsl */`\n struct TilingUniforms {\n uMapCoord:mat3x3<f32>,\n uClampFrame:vec4<f32>,\n uClampOffset:vec2<f32>,\n uTextureTransform:mat3x3<f32>,\n uSizeAnchor:vec4<f32>\n };\n\n @group(2) @binding(0) var<uniform> tilingUniforms: TilingUniforms;\n @group(2) @binding(1) var uTexture: texture_2d<f32>;\n @group(2) @binding(2) var uSampler: sampler;\n `,\n main: /* wgsl */`\n\n var coord = vUV + ceil(tilingUniforms.uClampOffset - vUV);\n coord = (tilingUniforms.uMapCoord * vec3(coord, 1.0)).xy;\n var unclamped = coord;\n coord = clamp(coord, tilingUniforms.uClampFrame.xy, tilingUniforms.uClampFrame.zw);\n\n var bias = 0.;\n\n if(unclamped.x == coord.x && unclamped.y == coord.y)\n {\n bias = -32.;\n } \n\n outColor = textureSampleBias(uTexture, uSampler, coord, bias);\n `\n }\n\n};\n\nexport const tilingBitGl = {\n name: 'tiling-bit',\n vertex: {\n header: /* glsl */`\n uniform mat3 uTextureTransform;\n uniform vec4 uSizeAnchor;\n \n `,\n main: /* glsl */`\n uv = (uTextureTransform * vec3(aUV, 1.0)).xy;\n\n position = (position - uSizeAnchor.zw) * uSizeAnchor.xy;\n `\n\n },\n fragment: {\n header: /* glsl */`\n uniform sampler2D uTexture;\n uniform mat3 uMapCoord;\n uniform vec4 uClampFrame;\n uniform vec2 uClampOffset;\n `,\n main: /* glsl */`\n\n vec2 coord = vUV + ceil(uClampOffset - vUV);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n \n outColor = texture(uTexture, coord, unclamped == coord ? 0.0 : -32.0);// lod-bias very negative to force lod 0\n \n `\n }\n\n};\n"],"names":[],"mappings":";;;AAAO,MAAM,SAAY,GAAA;AAAA,EACrB,IAAM,EAAA,YAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAalB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMpB;AAAA,EACA,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAalB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAgBpB;AAEJ,EAAA;AAEO,MAAM,WAAc,GAAA;AAAA,EACvB,IAAM,EAAA,YAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAKlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMpB;AAAA,EACA,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAMlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAUpB;AAEJ;;;;;"}

View File

@@ -0,0 +1,115 @@
"use strict";
const tilingBit = {
name: "tiling-bit",
vertex: {
header: (
/* wgsl */
`
struct TilingUniforms {
uMapCoord:mat3x3<f32>,
uClampFrame:vec4<f32>,
uClampOffset:vec2<f32>,
uTextureTransform:mat3x3<f32>,
uSizeAnchor:vec4<f32>
};
@group(2) @binding(0) var<uniform> tilingUniforms: TilingUniforms;
@group(2) @binding(1) var uTexture: texture_2d<f32>;
@group(2) @binding(2) var uSampler: sampler;
`
),
main: (
/* wgsl */
`
uv = (tilingUniforms.uTextureTransform * vec3(uv, 1.0)).xy;
position = (position - tilingUniforms.uSizeAnchor.zw) * tilingUniforms.uSizeAnchor.xy;
`
)
},
fragment: {
header: (
/* wgsl */
`
struct TilingUniforms {
uMapCoord:mat3x3<f32>,
uClampFrame:vec4<f32>,
uClampOffset:vec2<f32>,
uTextureTransform:mat3x3<f32>,
uSizeAnchor:vec4<f32>
};
@group(2) @binding(0) var<uniform> tilingUniforms: TilingUniforms;
@group(2) @binding(1) var uTexture: texture_2d<f32>;
@group(2) @binding(2) var uSampler: sampler;
`
),
main: (
/* wgsl */
`
var coord = vUV + ceil(tilingUniforms.uClampOffset - vUV);
coord = (tilingUniforms.uMapCoord * vec3(coord, 1.0)).xy;
var unclamped = coord;
coord = clamp(coord, tilingUniforms.uClampFrame.xy, tilingUniforms.uClampFrame.zw);
var bias = 0.;
if(unclamped.x == coord.x && unclamped.y == coord.y)
{
bias = -32.;
}
outColor = textureSampleBias(uTexture, uSampler, coord, bias);
`
)
}
};
const tilingBitGl = {
name: "tiling-bit",
vertex: {
header: (
/* glsl */
`
uniform mat3 uTextureTransform;
uniform vec4 uSizeAnchor;
`
),
main: (
/* glsl */
`
uv = (uTextureTransform * vec3(aUV, 1.0)).xy;
position = (position - uSizeAnchor.zw) * uSizeAnchor.xy;
`
)
},
fragment: {
header: (
/* glsl */
`
uniform sampler2D uTexture;
uniform mat3 uMapCoord;
uniform vec4 uClampFrame;
uniform vec2 uClampOffset;
`
),
main: (
/* glsl */
`
vec2 coord = vUV + ceil(uClampOffset - vUV);
coord = (uMapCoord * vec3(coord, 1.0)).xy;
vec2 unclamped = coord;
coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);
outColor = texture(uTexture, coord, unclamped == coord ? 0.0 : -32.0);// lod-bias very negative to force lod 0
`
)
}
};
export { tilingBit, tilingBitGl };
//# sourceMappingURL=tilingBit.mjs.map

View File

@@ -0,0 +1 @@
{"version":3,"file":"tilingBit.mjs","sources":["../../../../src/scene/sprite-tiling/shader/tilingBit.ts"],"sourcesContent":["export const tilingBit = {\n name: 'tiling-bit',\n vertex: {\n header: /* wgsl */`\n struct TilingUniforms {\n uMapCoord:mat3x3<f32>,\n uClampFrame:vec4<f32>,\n uClampOffset:vec2<f32>,\n uTextureTransform:mat3x3<f32>,\n uSizeAnchor:vec4<f32>\n };\n\n @group(2) @binding(0) var<uniform> tilingUniforms: TilingUniforms;\n @group(2) @binding(1) var uTexture: texture_2d<f32>;\n @group(2) @binding(2) var uSampler: sampler;\n `,\n main: /* wgsl */`\n uv = (tilingUniforms.uTextureTransform * vec3(uv, 1.0)).xy;\n\n position = (position - tilingUniforms.uSizeAnchor.zw) * tilingUniforms.uSizeAnchor.xy;\n `\n\n },\n fragment: {\n header: /* wgsl */`\n struct TilingUniforms {\n uMapCoord:mat3x3<f32>,\n uClampFrame:vec4<f32>,\n uClampOffset:vec2<f32>,\n uTextureTransform:mat3x3<f32>,\n uSizeAnchor:vec4<f32>\n };\n\n @group(2) @binding(0) var<uniform> tilingUniforms: TilingUniforms;\n @group(2) @binding(1) var uTexture: texture_2d<f32>;\n @group(2) @binding(2) var uSampler: sampler;\n `,\n main: /* wgsl */`\n\n var coord = vUV + ceil(tilingUniforms.uClampOffset - vUV);\n coord = (tilingUniforms.uMapCoord * vec3(coord, 1.0)).xy;\n var unclamped = coord;\n coord = clamp(coord, tilingUniforms.uClampFrame.xy, tilingUniforms.uClampFrame.zw);\n\n var bias = 0.;\n\n if(unclamped.x == coord.x && unclamped.y == coord.y)\n {\n bias = -32.;\n } \n\n outColor = textureSampleBias(uTexture, uSampler, coord, bias);\n `\n }\n\n};\n\nexport const tilingBitGl = {\n name: 'tiling-bit',\n vertex: {\n header: /* glsl */`\n uniform mat3 uTextureTransform;\n uniform vec4 uSizeAnchor;\n \n `,\n main: /* glsl */`\n uv = (uTextureTransform * vec3(aUV, 1.0)).xy;\n\n position = (position - uSizeAnchor.zw) * uSizeAnchor.xy;\n `\n\n },\n fragment: {\n header: /* glsl */`\n uniform sampler2D uTexture;\n uniform mat3 uMapCoord;\n uniform vec4 uClampFrame;\n uniform vec2 uClampOffset;\n `,\n main: /* glsl */`\n\n vec2 coord = vUV + ceil(uClampOffset - vUV);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n \n outColor = texture(uTexture, coord, unclamped == coord ? 0.0 : -32.0);// lod-bias very negative to force lod 0\n \n `\n }\n\n};\n"],"names":[],"mappings":";AAAO,MAAM,SAAY,GAAA;AAAA,EACrB,IAAM,EAAA,YAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAalB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMpB;AAAA,EACA,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAalB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAgBpB;AAEJ,EAAA;AAEO,MAAM,WAAc,GAAA;AAAA,EACvB,IAAM,EAAA,YAAA;AAAA,EACN,MAAQ,EAAA;AAAA,IACJ,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAKlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAMpB;AAAA,EACA,QAAU,EAAA;AAAA,IACN,MAAA;AAAA;AAAA,MAAkB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,IAMlB,IAAA;AAAA;AAAA,MAAgB,CAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,QAAA,CAAA;AAAA,KAAA;AAAA,GAUpB;AAEJ;;;;"}