Rembrandt: convert urban effect
This commit is contained in:
parent
70fa98dc86
commit
b857fb2d7c
3 changed files with 588 additions and 0 deletions
|
@ -39,6 +39,345 @@
|
|||
<tangent type="int">6</tangent>
|
||||
<binormal type="int">7</binormal>
|
||||
</generate>
|
||||
<technique n="6">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/rembrandt</property>
|
||||
<property>/sim/rendering/shaders/urban</property>
|
||||
<less-equal>
|
||||
<value type="float">4.0</value>
|
||||
<float-property>/sim/rendering/shaders/urban</float-property>
|
||||
</less-equal>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
<or>
|
||||
<extension-supported>GL_ATI_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
|
||||
<extension-supported>GL_ARB_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
|
||||
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
|
||||
</or>
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>false</lighting>
|
||||
<material>
|
||||
<ambient>
|
||||
<use>material/ambient</use>
|
||||
</ambient>
|
||||
<diffuse>
|
||||
<use>material/diffuse</use>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<use>material/specular</use>
|
||||
</specular>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend>false</blend>
|
||||
<alpha-test>false</alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>0</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[0]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[0]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[0]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>1</unit>
|
||||
<image>
|
||||
<use>texture[2]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[2]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[2]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[2]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[2]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>2</unit>
|
||||
<image>
|
||||
<use>texture[2]/image</use>
|
||||
</image>
|
||||
<filter>nearest-mipmap-nearest</filter>
|
||||
<wrap-s>
|
||||
<use>texture[2]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[2]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[2]/internal-format</use>
|
||||
</internal-format>
|
||||
<mipmap-control>
|
||||
<function-r>average</function-r>
|
||||
<function-g>average</function-g>
|
||||
<function-b>average</function-b>
|
||||
<function-a>min</function-a>
|
||||
</mipmap-control>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>3</unit>
|
||||
<type>noise</type>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader n="1">Shaders/urban-gbuffer.vert</vertex-shader>
|
||||
<fragment-shader n="1">Shaders/urban-gbuffer.frag</fragment-shader>
|
||||
<attribute>
|
||||
<name>tangent</name>
|
||||
<index>6</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>binormal</name>
|
||||
<index>7</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>normal</name>
|
||||
<index>15</index>
|
||||
</attribute>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>BaseTex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>NormalTex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">1</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>QDMTex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>NoiseTex</name>
|
||||
<type>sampler-3d</type>
|
||||
<value type="int">3</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>depth_factor</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>depth-factor</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>tile_size</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>xsize</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>quality_level</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>quality-level</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snowlevel</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>snow-level</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>max_lod_level</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>max-lod-level</use>
|
||||
</value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique n="7">
|
||||
<predicate>
|
||||
<and>
|
||||
<property>/sim/rendering/rembrandt</property>
|
||||
<property>/sim/rendering/shaders/urban</property>
|
||||
<less-equal>
|
||||
<value type="float">1.0</value>
|
||||
<float-property>/sim/rendering/shaders/urban</float-property>
|
||||
</less-equal>
|
||||
<or>
|
||||
<less-equal>
|
||||
<value type="float">2.0</value>
|
||||
<glversion/>
|
||||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
</or>
|
||||
<!-- quality level below 4.0 doesn't require GL_ATI_shader_texture_lod or GL_ARB_shader_texture_lod -->
|
||||
</and>
|
||||
</predicate>
|
||||
<pass>
|
||||
<lighting>false</lighting>
|
||||
<material>
|
||||
<ambient>
|
||||
<use>material/ambient</use>
|
||||
</ambient>
|
||||
<diffuse>
|
||||
<use>material/diffuse</use>
|
||||
</diffuse>
|
||||
<specular>
|
||||
<use>material/specular</use>
|
||||
</specular>
|
||||
<color-mode>ambient-and-diffuse</color-mode>
|
||||
</material>
|
||||
<blend>false</blend>
|
||||
<alpha-test>false</alpha-test>
|
||||
<shade-model>smooth</shade-model>
|
||||
<cull-face>back</cull-face>
|
||||
<render-bin>
|
||||
<bin-number>0</bin-number>
|
||||
<bin-name>RenderBin</bin-name>
|
||||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<image>
|
||||
<use>texture[0]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[0]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[0]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[0]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>1</unit>
|
||||
<image>
|
||||
<use>texture[2]/image</use>
|
||||
</image>
|
||||
<filter>
|
||||
<use>texture[2]/filter</use>
|
||||
</filter>
|
||||
<wrap-s>
|
||||
<use>texture[2]/wrap-s</use>
|
||||
</wrap-s>
|
||||
<wrap-t>
|
||||
<use>texture[2]/wrap-t</use>
|
||||
</wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[2]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>2</unit>
|
||||
<type>noise</type>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/urban-gbuffer.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/urban-gbuffer.frag</fragment-shader>
|
||||
<attribute>
|
||||
<name>tangent</name>
|
||||
<index>6</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>binormal</name>
|
||||
<index>7</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>normal</name>
|
||||
<index>15</index>
|
||||
</attribute>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>BaseTex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>NormalTex</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">1</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>NoiseTex</name>
|
||||
<type>sampler-3d</type>
|
||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>depth_factor</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>depth-factor</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>tile_size</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>xsize</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>night_color</name>
|
||||
<type>float-vec3</type>
|
||||
<value>
|
||||
<use>night-color</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>quality_level</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>quality-level</use>
|
||||
</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>snowlevel</name>
|
||||
<type>float</type>
|
||||
<value>
|
||||
<use>snow-level</use>
|
||||
</value>
|
||||
</uniform>
|
||||
</pass>
|
||||
</technique>
|
||||
<technique n="8">
|
||||
<predicate>
|
||||
<and>
|
||||
|
|
219
Shaders/urban-gbuffer.frag
Normal file
219
Shaders/urban-gbuffer.frag
Normal file
|
@ -0,0 +1,219 @@
|
|||
// -*- mode: C; -*-
|
||||
// Licence: GPL v2
|
||||
// Author: Frederic Bouvier.
|
||||
// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
|
||||
// Adapted from the paper and sources by M. Drobot in GPU Pro : Quadtree Displacement Mapping with Height Blending
|
||||
|
||||
#version 120
|
||||
|
||||
#extension GL_ATI_shader_texture_lod : enable
|
||||
#extension GL_ARB_shader_texture_lod : enable
|
||||
|
||||
#define TEXTURE_MIP_LEVELS 10
|
||||
#define TEXTURE_PIX_COUNT 1024 //pow(2,TEXTURE_MIP_LEVELS)
|
||||
#define BINARY_SEARCH_COUNT 10
|
||||
#define BILINEAR_SMOOTH_FACTOR 2.0
|
||||
|
||||
varying vec4 rawpos;
|
||||
varying vec4 ecPosition;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 VTangent;
|
||||
varying vec3 VBinormal;
|
||||
varying vec3 Normal;
|
||||
varying vec4 constantColor;
|
||||
varying vec4 specular;
|
||||
|
||||
uniform sampler3D NoiseTex;
|
||||
uniform sampler2D BaseTex;
|
||||
uniform sampler2D NormalTex;
|
||||
uniform sampler2D QDMTex;
|
||||
uniform float depth_factor;
|
||||
uniform float tile_size;
|
||||
uniform float quality_level;
|
||||
uniform float snowlevel;
|
||||
|
||||
const float scale = 1.0;
|
||||
int linear_search_steps = 10;
|
||||
int GlobalIterationCount = 0;
|
||||
int gIterationCap = 64;
|
||||
|
||||
void QDM(inout vec3 p, inout vec3 v)
|
||||
{
|
||||
const int MAX_LEVEL = TEXTURE_MIP_LEVELS;
|
||||
const float NODE_COUNT = TEXTURE_PIX_COUNT;
|
||||
const float TEXEL_SPAN_HALF = 1.0 / NODE_COUNT / 2.0;
|
||||
|
||||
float fDeltaNC = TEXEL_SPAN_HALF * depth_factor;
|
||||
|
||||
vec3 p2 = p;
|
||||
float level = MAX_LEVEL;
|
||||
vec2 dirSign = (sign(v.xy) + 1.0) * 0.5;
|
||||
GlobalIterationCount = 0;
|
||||
float d = 0.0;
|
||||
|
||||
while (level >= 0.0 && GlobalIterationCount < gIterationCap)
|
||||
{
|
||||
vec4 uv = vec4(p2.xyz, level);
|
||||
d = texture2DLod(QDMTex, uv.xy, uv.w).w;
|
||||
|
||||
if (d > p2.z)
|
||||
{
|
||||
//predictive point of ray traversal
|
||||
vec3 tmpP2 = p + v * d;
|
||||
|
||||
//current node count
|
||||
float nodeCount = pow(2.0, (MAX_LEVEL - level));
|
||||
//current and predictive node ID
|
||||
vec4 nodeID = floor(vec4(p2.xy, tmpP2.xy)*nodeCount);
|
||||
|
||||
//check if we are crossing the current cell
|
||||
if (nodeID.x != nodeID.z || nodeID.y != nodeID.w)
|
||||
{
|
||||
//calculate distance to nearest bound
|
||||
vec2 a = p2.xy - p.xy;
|
||||
vec2 p3 = (nodeID.xy + dirSign) / nodeCount;
|
||||
vec2 b = p3.xy - p.xy;
|
||||
|
||||
vec2 dNC = (b.xy * p2.z) / a.xy;
|
||||
//take the nearest cell
|
||||
d = min(d,min(dNC.x, dNC.y))+fDeltaNC;
|
||||
|
||||
level++;
|
||||
|
||||
//use additional convergence speed-up
|
||||
#ifdef USE_QDM_ASCEND_INTERVAL
|
||||
if(frac(level*0.5) > EPSILON)
|
||||
level++;
|
||||
#elseif USE_QDM_ASCEND_CONST
|
||||
level++;
|
||||
#endif
|
||||
}
|
||||
p2 = p + v * d;
|
||||
}
|
||||
level--;
|
||||
GlobalIterationCount++;
|
||||
}
|
||||
|
||||
//
|
||||
// Manual Bilinear filtering
|
||||
//
|
||||
float rayLength = length(p2.xy - p.xy) + fDeltaNC;
|
||||
|
||||
float dA = p2.z * (rayLength - BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
|
||||
float dB = p2.z * (rayLength + BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
|
||||
|
||||
vec4 p2a = vec4(p + v * dA, 0.0);
|
||||
vec4 p2b = vec4(p + v * dB, 0.0);
|
||||
dA = texture2DLod(NormalTex, p2a.xy, p2a.w).w;
|
||||
dB = texture2DLod(NormalTex, p2b.xy, p2b.w).w;
|
||||
|
||||
dA = abs(p2a.z - dA);
|
||||
dB = abs(p2b.z - dB);
|
||||
|
||||
p2 = mix(p2a.xyz, p2b.xyz, dA / (dA + dB));
|
||||
|
||||
p = p2;
|
||||
}
|
||||
|
||||
float ray_intersect_QDM(vec2 dp, vec2 ds)
|
||||
{
|
||||
vec3 p = vec3( dp, 0.0 );
|
||||
vec3 v = vec3( ds, 1.0 );
|
||||
QDM( p, v );
|
||||
return p.z;
|
||||
}
|
||||
|
||||
float ray_intersect_relief(vec2 dp, vec2 ds)
|
||||
{
|
||||
float size = 1.0 / float(linear_search_steps);
|
||||
float depth = 0.0;
|
||||
float best_depth = 1.0;
|
||||
|
||||
for(int i = 0; i < linear_search_steps - 1; ++i)
|
||||
{
|
||||
depth += size;
|
||||
float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a);
|
||||
if(best_depth > 0.996)
|
||||
if(depth >= t)
|
||||
best_depth = depth;
|
||||
}
|
||||
depth = best_depth;
|
||||
|
||||
const int binary_search_steps = 5;
|
||||
|
||||
for(int i = 0; i < binary_search_steps; ++i)
|
||||
{
|
||||
size *= 0.5;
|
||||
float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a);
|
||||
if(depth >= t)
|
||||
{
|
||||
best_depth = depth;
|
||||
depth -= 2.0 * size;
|
||||
}
|
||||
depth += size;
|
||||
}
|
||||
|
||||
return(best_depth);
|
||||
}
|
||||
|
||||
float ray_intersect(vec2 dp, vec2 ds)
|
||||
{
|
||||
if ( quality_level >= 4.0 )
|
||||
return ray_intersect_QDM( dp, ds );
|
||||
else
|
||||
return ray_intersect_relief( dp, ds );
|
||||
}
|
||||
|
||||
void main (void)
|
||||
{
|
||||
if ( quality_level >= 3.0 ) {
|
||||
linear_search_steps = 20;
|
||||
}
|
||||
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
|
||||
vec3 V = normalize(ecPos3);
|
||||
vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, -V));
|
||||
vec2 ds = s.xy * depth_factor / s.z;
|
||||
vec2 dp = gl_TexCoord[0].st - ds;
|
||||
float d = ray_intersect(dp, ds);
|
||||
|
||||
vec2 uv = dp + ds * d;
|
||||
vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
|
||||
|
||||
|
||||
float emis = N.z;
|
||||
N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy)));
|
||||
float Nz = N.z;
|
||||
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
|
||||
gl_FragData[0] = vec4( (N.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );
|
||||
|
||||
vec4 ambient_light = constantColor + vec4(gl_Color.rgb, 1.0);
|
||||
|
||||
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
|
||||
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
|
||||
|
||||
float n=0.06;
|
||||
n += nvL[0]*0.4;
|
||||
n += nvL[1]*0.6;
|
||||
n += nvL[2]*2.0;
|
||||
n += nvL[3]*4.0;
|
||||
n += noisevec[0]*0.1;
|
||||
n += noisevec[1]*0.4;
|
||||
|
||||
n += noisevec[2]*0.8;
|
||||
n += noisevec[3]*2.1;
|
||||
n = mix(0.6, n, length(ecPosition.xyz) );
|
||||
|
||||
vec4 finalColor = texture2D(BaseTex, uv);
|
||||
finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0),
|
||||
step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
|
||||
finalColor *= ambient_light;
|
||||
|
||||
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
|
||||
vec4 iproj = gl_ProjectionMatrix * p;
|
||||
iproj /= iproj.w;
|
||||
|
||||
gl_FragData[1] = vec4( finalColor.rgb, 1.0 / 255.0 );
|
||||
gl_FragData[2] = vec4( dot(specular.xyz,vec3(0.3, 0.59, 0.11 )), specular.w, 0.0, 1.0 );
|
||||
|
||||
gl_FragDepth = (iproj.z + 1.0) / 2.0;
|
||||
}
|
30
Shaders/urban-gbuffer.vert
Normal file
30
Shaders/urban-gbuffer.vert
Normal file
|
@ -0,0 +1,30 @@
|
|||
// -*- mode: C; -*-
|
||||
// Licence: GPL v2
|
||||
// Author: Frederic Bouvier
|
||||
|
||||
varying vec4 rawpos;
|
||||
varying vec4 ecPosition;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 Normal;
|
||||
varying vec3 VTangent;
|
||||
varying vec3 VBinormal;
|
||||
varying vec4 constantColor;
|
||||
varying vec4 specular;
|
||||
|
||||
attribute vec3 tangent, binormal;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
rawpos = gl_Vertex;
|
||||
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
VNormal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
Normal = normalize(gl_Normal);
|
||||
VTangent = gl_NormalMatrix * tangent;
|
||||
VBinormal = gl_NormalMatrix * binormal;
|
||||
gl_FrontColor = gl_Color;
|
||||
constantColor = gl_FrontMaterial.emission
|
||||
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
specular = vec4( gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess );
|
||||
}
|
Loading…
Reference in a new issue