{"version":3,"file":"SMAAShader.cjs","sources":["../../src/shaders/SMAAShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * WebGL port of Subpixel Morphological Antialiasing (SMAA) v2.8\n * Preset: SMAA 1x Medium (with color edge detection)\n * https://github.com/iryoku/smaa/releases/tag/v2.8\n */\n\nexport const SMAAEdgesShader = {\n defines: {\n SMAA_THRESHOLD: '0.1',\n },\n\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec2 resolution;\n\n varying vec2 vUv;\n varying vec4 vOffset[ 3 ];\n\n void SMAAEdgeDetectionVS( vec2 texcoord ) {\n \tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component\n \tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component\n \tvOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component\n }\n\n void main() {\n\n \tvUv = uv;\n\n \tSMAAEdgeDetectionVS( vUv );\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n\n varying vec2 vUv;\n varying vec4 vOffset[ 3 ];\n\n vec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {\n \tvec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );\n\n // Calculate color deltas:\n \tvec4 delta;\n \tvec3 C = texture2D( colorTex, texcoord ).rgb;\n\n \tvec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;\n \tvec3 t = abs( C - Cleft );\n \tdelta.x = max( max( t.r, t.g ), t.b );\n\n \tvec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;\n \tt = abs( C - Ctop );\n \tdelta.y = max( max( t.r, t.g ), t.b );\n\n // We do the usual threshold:\n \tvec2 edges = step( threshold, delta.xy );\n\n // Then discard if there is no edge:\n \tif ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )\n \t\tdiscard;\n\n // Calculate right and bottom deltas:\n \tvec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;\n \tt = abs( C - Cright );\n \tdelta.z = max( max( t.r, t.g ), t.b );\n\n \tvec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;\n \tt = abs( C - Cbottom );\n \tdelta.w = max( max( t.r, t.g ), t.b );\n\n // Calculate the maximum delta in the direct neighborhood:\n \tfloat maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );\n\n // Calculate left-left and top-top deltas:\n \tvec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;\n \tt = abs( C - Cleftleft );\n \tdelta.z = max( max( t.r, t.g ), t.b );\n\n \tvec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;\n \tt = abs( C - Ctoptop );\n \tdelta.w = max( max( t.r, t.g ), t.b );\n\n // Calculate the final maximum delta:\n \tmaxDelta = max( max( maxDelta, delta.z ), delta.w );\n\n // Local contrast adaptation in action:\n \tedges.xy *= step( 0.5 * maxDelta, delta.xy );\n\n \treturn vec4( edges, 0.0, 0.0 );\n }\n\n void main() {\n\n \tgl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );\n\n }\n `,\n}\n\nexport const SMAAWeightsShader = {\n defines: {\n SMAA_MAX_SEARCH_STEPS: '8',\n SMAA_AREATEX_MAX_DISTANCE: '16',\n SMAA_AREATEX_PIXEL_SIZE: '( 1.0 / vec2( 160.0, 560.0 ) )',\n SMAA_AREATEX_SUBTEX_SIZE: '( 1.0 / 7.0 )',\n },\n\n uniforms: {\n tDiffuse: { value: null },\n tArea: { value: null },\n tSearch: { value: null },\n resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec2 resolution;\n\n varying vec2 vUv;\n varying vec4 vOffset[ 3 ];\n varying vec2 vPixcoord;\n\n void SMAABlendingWeightCalculationVS( vec2 texcoord ) {\n \tvPixcoord = texcoord / resolution;\n\n // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):\n \tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components\n \tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components\n\n // And these for the searches, they indicate the ends of the loops:\n \tvOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );\n\n }\n\n void main() {\n\n \tvUv = uv;\n\n \tSMAABlendingWeightCalculationVS( vUv );\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n #define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )\n\n uniform sampler2D tDiffuse;\n uniform sampler2D tArea;\n uniform sampler2D tSearch;\n uniform vec2 resolution;\n\n varying vec2 vUv;\n varying vec4 vOffset[3];\n varying vec2 vPixcoord;\n\n #if __VERSION__ == 100\n vec2 round( vec2 x ) {\n \treturn sign( x ) * floor( abs( x ) + 0.5 );\n }\n #endif\n\n float SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {\n // Not required if searchTex accesses are set to point:\n // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);\n // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +\n // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;\n \te.r = bias + e.r * scale;\n \treturn 255.0 * texture2D( searchTex, e, 0.0 ).r;\n }\n\n float SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {\n /**\n * @PSEUDO_GATHER4\n * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to\n * sample between edge, thus fetching four edges in a row.\n * Sampling with different offsets in each direction allows to disambiguate\n * which edges are active from the four fetched ones.\n */\n \tvec2 e = vec2( 0.0, 1.0 );\n\n \tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for\n \t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;\n \t\ttexcoord -= vec2( 2.0, 0.0 ) * resolution;\n \t\tif ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;\n \t}\n\n // We correct the previous (-0.25, -0.125) offset we applied:\n \ttexcoord.x += 0.25 * resolution.x;\n\n // The searches are bias by 1, so adjust the coords accordingly:\n \ttexcoord.x += resolution.x;\n\n // Disambiguate the length added by the last step:\n \ttexcoord.x += 2.0 * resolution.x; // Undo last step\n \ttexcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);\n\n \treturn texcoord.x;\n }\n\n float SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {\n \tvec2 e = vec2( 0.0, 1.0 );\n\n \tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for\n \t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;\n \t\ttexcoord += vec2( 2.0, 0.0 ) * resolution;\n \t\tif ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;\n \t}\n\n \ttexcoord.x -= 0.25 * resolution.x;\n \ttexcoord.x -= resolution.x;\n \ttexcoord.x -= 2.0 * resolution.x;\n \ttexcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );\n\n \treturn texcoord.x;\n }\n\n float SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {\n \tvec2 e = vec2( 1.0, 0.0 );\n\n \tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for\n \t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;\n \t\ttexcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign\n \t\tif ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;\n \t}\n\n \ttexcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign\n \ttexcoord.y -= resolution.y; // WebGL port note: Changed sign\n \ttexcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign\n \ttexcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign\n\n \treturn texcoord.y;\n }\n\n float SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {\n \tvec2 e = vec2( 1.0, 0.0 );\n\n \tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for\n \t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;\n \t\ttexcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign\n \t\tif ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;\n \t}\n\n \ttexcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign\n \ttexcoord.y += resolution.y; // WebGL port note: Changed sign\n \ttexcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign\n \ttexcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign\n\n \treturn texcoord.y;\n }\n\n vec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {\n // Rounding prevents precision errors of bilinear filtering:\n \tvec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;\n\n // We do a scale and bias for mapping to texel space:\n \ttexcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );\n\n // Move to proper place, according to the subpixel offset:\n \ttexcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;\n\n \treturn texture2D( areaTex, texcoord, 0.0 ).rg;\n }\n\n vec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {\n \tvec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );\n\n \tvec2 e = texture2D( edgesTex, texcoord ).rg;\n\n \tif ( e.g > 0.0 ) { // Edge at north\n \t\tvec2 d;\n\n // Find the distance to the left:\n \t\tvec2 coords;\n \t\tcoords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );\n \t\tcoords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)\n \t\td.x = coords.x;\n\n // Now fetch the left crossing edges, two at a time using bilinear\n // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to\n // discern what value each edge has:\n \t\tfloat e1 = texture2D( edgesTex, coords, 0.0 ).r;\n\n // Find the distance to the right:\n \t\tcoords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );\n \t\td.y = coords.x;\n\n // We want the distances to be in pixel units (doing this here allow to\n // better interleave arithmetic and memory accesses):\n \t\td = d / resolution.x - pixcoord.x;\n\n // SMAAArea below needs a sqrt, as the areas texture is compressed\n // quadratically:\n \t\tvec2 sqrt_d = sqrt( abs( d ) );\n\n // Fetch the right crossing edges:\n \t\tcoords.y -= 1.0 * resolution.y; // WebGL port note: Added\n \t\tfloat e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;\n\n // Ok, we know how this pattern looks like, now it is time for getting\n // the actual area:\n \t\tweights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );\n \t}\n\n \tif ( e.r > 0.0 ) { // Edge at west\n \t\tvec2 d;\n\n // Find the distance to the top:\n \t\tvec2 coords;\n\n \t\tcoords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );\n \t\tcoords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;\n \t\td.x = coords.y;\n\n // Fetch the top crossing edges:\n \t\tfloat e1 = texture2D( edgesTex, coords, 0.0 ).g;\n\n // Find the distance to the bottom:\n \t\tcoords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );\n \t\td.y = coords.y;\n\n // We want the distances to be in pixel units:\n \t\td = d / resolution.y - pixcoord.y;\n\n // SMAAArea below needs a sqrt, as the areas texture is compressed\n // quadratically:\n \t\tvec2 sqrt_d = sqrt( abs( d ) );\n\n // Fetch the bottom crossing edges:\n \t\tcoords.y -= 1.0 * resolution.y; // WebGL port note: Added\n \t\tfloat e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;\n\n // Get the area for this direction:\n \t\tweights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );\n \t}\n\n \treturn weights;\n }\n\n void main() {\n\n \tgl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );\n\n }\n `,\n}\n\nexport const SMAABlendShader = {\n uniforms: {\n tDiffuse: { value: null },\n tColor: { value: null },\n resolution: { value: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) },\n },\n\n vertexShader: /* glsl */ `\n uniform vec2 resolution;\n\n varying vec2 vUv;\n varying vec4 vOffset[ 2 ];\n\n void SMAANeighborhoodBlendingVS( vec2 texcoord ) {\n \tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component\n \tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component\n }\n\n void main() {\n\n \tvUv = uv;\n\n \tSMAANeighborhoodBlendingVS( vUv );\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform sampler2D tDiffuse;\n uniform sampler2D tColor;\n uniform vec2 resolution;\n\n varying vec2 vUv;\n varying vec4 vOffset[ 2 ];\n\n vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {\n // Fetch the blending weights for current pixel:\n \tvec4 a;\n \ta.xz = texture2D( blendTex, texcoord ).xz;\n \ta.y = texture2D( blendTex, offset[ 1 ].zw ).g;\n \ta.w = texture2D( blendTex, offset[ 1 ].xy ).a;\n\n // Is there any blending weight with a value greater than 0.0?\n \tif ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {\n \t\treturn texture2D( colorTex, texcoord, 0.0 );\n \t} else {\n // Up to 4 lines can be crossing a pixel (one through each edge). We\n // favor blending by choosing the line with the maximum weight for each\n // direction:\n \t\tvec2 offset;\n \t\toffset.x = a.a > a.b ? a.a : -a.b; // left vs. right\n \t\toffset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs\n\n // Then we go in the direction that has the maximum weight:\n \t\tif ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical\n \t\t\toffset.y = 0.0;\n \t\t} else {\n \t\t\toffset.x = 0.0;\n \t\t}\n\n // Fetch the opposite color and lerp by hand:\n \t\tvec4 C = texture2D( colorTex, texcoord, 0.0 );\n \t\ttexcoord += sign( offset ) * resolution;\n \t\tvec4 Cop = texture2D( colorTex, texcoord, 0.0 );\n \t\tfloat s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );\n\n // WebGL port note: Added gamma correction\n \t\tC.xyz = pow(C.xyz, vec3(2.2));\n \t\tCop.xyz = pow(Cop.xyz, vec3(2.2));\n \t\tvec4 mixed = mix(C, Cop, s);\n \t\tmixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));\n\n \t\treturn mixed;\n \t}\n }\n\n void main() {\n\n \tgl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );\n\n }\n `,\n}\n"],"names":["Vector2"],"mappings":";;;AAQO,MAAM,kBAAkB;AAAA,EAC7B,SAAS;AAAA,IACP,gBAAgB;AAAA,EAClB;AAAA,EAEA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAuB,oBAAIA,cAAQ,IAAI,MAAM,IAAI,GAAG,EAAE;AAAA,EACtE;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAuBzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAgE7B;AAEO,MAAM,oBAAoB;AAAA,EAC/B,SAAS;AAAA,IACP,uBAAuB;AAAA,IACvB,2BAA2B;AAAA,IAC3B,yBAAyB;AAAA,IACzB,0BAA0B;AAAA,EAC5B;AAAA,EAEA,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,OAAO,EAAE,OAAO,KAAK;AAAA,IACrB,SAAS,EAAE,OAAO,KAAK;AAAA,IACvB,YAAY,EAAE,OAAuB,oBAAIA,cAAQ,IAAI,MAAM,IAAI,GAAG,EAAE;AAAA,EACtE;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EA8BzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAyM7B;AAEO,MAAM,kBAAkB;AAAA,EAC7B,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,QAAQ,EAAE,OAAO,KAAK;AAAA,IACtB,YAAY,EAAE,OAAuB,oBAAIA,cAAQ,IAAI,MAAM,IAAI,GAAG,EAAE;AAAA,EACtE;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAsBzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAuD7B;;;;"}