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What version of MonoGame does the bug occur on: MonoGame 3. vertex_program AtmosphereVertexProgram hlsl { source Atmosphere. So you should use atan2 to make the shader fully compatible. Returns -1 if x is less than 0, 0 if x equals 0, and 1 if x is greater than zero. We will start with the code from the original shadow mapping tutorial number 40 and modify it to handle directional lighting. Jun 14, 2015 · Last visit was: Sat Jun 06, 2020 5:41 am: It is currently Sat Jun 06, 2020 5:41 am Projected Grid Ocean Shader - Full - html version Sample images The demo implementation that was developed during the work on this thesis was implemented using the implementation suggested in Section 3. In this case, go to "HLSL Compiler" / "Entrypoint Name" and then type the desired entry-point and set the "Shader Model". sign(x) Computes the sign of x. saturate(x) : x를 [0, 1] 범위로 클램프(0~1을 넘어서는 값을 짤라 냄)한다. 16 Apr 2019 The saturate function ensures that no value is below 0 or above 1. 0-(depth_B -depth_A) / SOFT_DEPTH_EXTENT); // For linear Z values where more negative = farther away from camera float softZCompare( float z_A, float z_B) Smoothstep is a family of sigmoid-like interpolation and clamping functions commonly used in computer graphics and video game engines. sqrt: sqrt(x I was just wondering if there is a simpler version of the clamp node that only clamps from 0 to 1? In materials graph there is such a node called Saturate, and I use this all the time over the normal Clamp node, because I only need 0-1 range 80% of the time. fx file. sqrt: sqrt(x May 16, 2014 · In this article, I assume that you already know how to setup a project in Visual Studio 2012 or Visual Studio 2013 that can be used as a starting point for this application. 0, 1. y > . GitHub Gist: instantly share code, notes, and snippets. Sure you’re looking at glsl examples and not hlsl or cg? either way, a saturate in glsl is ‘res = clamp(value,0. But why is that called "saturate"? What's the metaphor there? Like, when I first wrote some GLSL, I found it annoying that it didn't have a built-in "lerp()". r; float 2019年4月10日 なお、HLSLなどで実装されている saturate 関数は、 clamp(a, 0. . : vec4( . e. 0 and never smaller than 0. 9898,78. saturate(x). length for a float3 vector could be bitfieldReverse ceil clamp clip cosh cos cross ddx ddy degrees reflect refract round rsqrt saturate sign sincos sinh sin Code: Select all vertex_program toonVS hlsl { source toonVS. -operator and the element names x, y, z, w or r, g I promised I’d start sharing some snippets of source, so here’s the HLSL Shader code (an *. Clamp. 2 (feature level 11_1). saturate; saturate is the HLSL name for clamp(x, 0, 1) in GLSL. 즉, x가 범위안에 있으면 x를 그대로 리턴하지만, min보다 작으면 min을, max보다 크면 max를 리턴한다. Returns the length of the vector v. 0,1. smoothstep(min, max, x) Returns 0 if x < min. 5*clamp(v, 0. In hlsl, the frac function does exactly that. This is a statistical approximation again and it models the probability that at a given point the microfacets are occluded by each other or that light bounces on multiple microfacets, loosing energy in the process, before reaching the observer's eye. Clamp value between [0,1] int x = saturate(y); In some cases, this function is free! saturate: saturate(x) Clamps x to the range [0, 1] sign: sign(x) Computes the sign of x. xy)). Actually, if GPU doesn't have saturate modifier, max(0, x) must saturate is very efficient in the fp20, fp30, and fp40 profiles. 5 2016년 5월 29일 HLSL 내장 함수 clamp(x, min, max) : x를 [min, max] 범위로 클램프한다. 0);’ Jul 09, 2008 · The clamp function does what its name implies, whereas the use of saturate in this context is ambiguous . Which for 1 = desaturated, 0 = saturated; The HLSL code. 1] and saturation: float L = V - C * 0. Anyone got any ideas? 23 Sep 2014 However, I found that Unity bilt-in shader was using max(0, x) for diffuse lighting. Use MathJax to format equations. 0 value directly in the instruction: Mar 17, 2019 · I’m new here so… Hi :smiley: I’m very new to GLSL (and shaders in general), been trying it out now for all of the last two days so I am looking for some good feedback please. ret saturate(x). ,1. GLSL assumes column-major, and multiplication on the right (that is, you apply \(M * v\)) and HLSL assumes multiplication from left (\(v * M\)) While you can usually ignore that - you can override the order, and multiply from whatever side you want in both - it does change the meaning of m[0] with m being a matrix. 6 ? vec4( v ). 0 : (x > 1. For example one CLAMP on floating point = saturate(operation) = clamp( operation, 0. mix(x, y, a), x(1-a)+y*aを返す（つまり線形補間）. clamp(x, min, max): x를 [min, max] 범위로 클램프한다. It clamps the value so that it is never larger than 1. It is advisable to sparingly use branching in shader code. (as requested by Omegaman). fract(sin(dot(co. Vertex data is identified by Cg/HLSL semantics, and must be from the following list: POSITION is the vertex position, typically a float3 or float4. Here's the hlsl code, it's the dota 2 shader: Last visit was: Fri Jun 12, 2020 1:44 am: It is currently Fri Jun 12, 2020 1:44 am As soon as you get into HLSL/shader territory you can do a huge number of things - without the shader code we can't really assume anything. See Also. The Clamp expression takes in value(s) and constrains them to a specified range, defined by a The Saturate node clamps the value between 0 and 1. 0) sin(x) 返回x的正弦,其中x单位为弧度. To get the specular Ultimately I would like to have the shader in that Amplify Shader form so that I can make adjustments to it for my game, so if you can build it in Amplify Shader it's even better for me, but a hlsl form would be a big help already. Cg Toolkit, | Cg Toolkit, | Download, | Release 5 Sep 2012 It clamps the value so that it is never larger than 1. However for values of NaN, the results are undefined. sqrt(x) 返回x的平方根. 5453);. The function overloading has been used to unify the operations of different vectors. minVal. By continuing to use Pastebin, you agree to our use of cookies as described in the Cookies Policy. g. Will this be faster than clamp() ??? similarly, if min() and max() or step() are expanded using “if”, will there be a speed float3 diffuseAmount = saturate(dot(normal, toLight)); return pixelDiffuse. We use cookies for various purposes including analytics. It was achieved using different approaches and computing technologies just for the sake of performance and implementation comparison. That’s not all because if you look closely you will also notice that one of the argument of the instructions does not come from a standard register but looks like a literal constant, interestingly enough the second saturate/clamp instruction does not use the same form, we don’t see the 15. NORMAL is the vertex normal, typically a float3. 7 What operating system are you using: Windows What MonoGame platform are you using: WindowsDX I don't know if #6184 is related to this or if I set up my array in a wrong way ? HLSL is not new, and it is a DirectX language – not C#. tan(x) 返回x的正切,其中 x 单位为弧度. rgb * diffuseAmount; } float3 SpecularPhong(float3 normal, float3 toLight, float3 toEye) { // R = reflect(i,n) => R = i - 2 * n * dot(i,n) float3 reflection = reflect(-toLight, normal); // Calculate the specular amount (smaller specular power = larger specular highlight The function saturate() is used here to clamp all values to the range 0. The documentation says it's cheaper, and it makes te graph look at bit less cluttered. Reference Implementation step for float3 vectors could be implemented this way: Intrinsic Functions (DirectX HLSL) The following table lists the intrinsic functions available in HLSL. 0 following common functions: clamp and saturate. Returns 1 if x > max. This affectively takes care of situations one and two. 0f, -1, 1); } float2 2017年8月7日 每天30分钟看Shader--(1)HLSL固有函数【Intrinsic Functions (DirectX HLSL)】 Returns x * 2exp. Pref. 25f, then the result is 2 + 0. 3. vertex); o. Shadows HLSL. Components [ edit ] Components of vectors are accessed by array indexing with the [] -operator (indexing starts with 0) or with the . Making statements based on opinion; back them up with references or personal experience. Clamp the specified value within the range of 0. Specify the upper end of the range into which to constrain x. 5+. However, I quickly realized that in GLSL, lerp() is called mix(). hlsl and . 23 Apr 2014 float S_hsv = C / (V + Epsilon); Similarly, we can compute the HSL lightness [0. z * mix(K. uv = v. 0 ) saturate( x ) [0,1]でcalmpするsaturate。GLSLにはない。clampで代用。 saturate(x) 返回clamp(x, 0. The function depends on three parameters, the input x, the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge. In GLSL, there is a simple manner to do the same thing: clamp(). 0) ? 0. HLSL standard library includes mathematical functions and texture processing functions. If x is larger than maxVal, maxVal is returned. Jul 09, 2008 · Posted in OpenGL, Programming Tagged cg, clamp, game developpment, gamedev, glsl, graphics programming, hlsl, saturate, shader conversion 6 Comments GLSL: ATI vs NVIDIA Posted on May 29, 2007 , updated on September 7, 2011 by JeGX return saturate(1. in the last line of the previous example. 0 - K. 0), vec4(1. If you don't clamp the value it can go negative which inverts the colour. 0). The problem with this approach is that in most cases when you need an object to be a certain colour, the object is instead displayed as a desaturated fade of the colour you specify. Those familiar with the XNA “Spacewars” sample will see an uncanny the resemblance to the sample’s Ship. ) @ scholarius: - "traditionnally" where ? in HLSL (after transpilation by Angle), or in true Traditionally clamp(0,1) is implemented in terms of the saturate High Level Shading Language (HLSL) bezeichnet die für DirectX entwickelte für Texturstreckung AddressU = Clamp; // Texturkoordinaten ausserhalb [0. If x = 2, y = 6 and s = 0. In case x is smaller than minVal, minVal is returned. Here are the links, on the off chance they prove useful… I was able to solve this problem by optimizing the shader. Clamps the specified value within the range of 0 to 1. saturate. Reply with your shader code and the important parts of the application and try to explain what it was you were trying to do, and any ideas as to why it isn't working. saturate(x): x를 [0, 1] 범위로 클램프한다. www); return c. - barograf/VoxelTerrain saturate: saturate(x) Clamps x to the range [0, 1] sign: sign(x) Computes the sign of x. It's not a function Unity created, it's part of the CG shader 9 Jul 2008 of shaders written in Cg/HLSL, we often find the saturate() function. Each function has a brief description, and a link to a reference page that has more detail about the input argument and return type. 1] 28 Jan 2019 I have made a - basic - shader in HLSL which runs fine in DX but throws + ps_c12. uv; 2013年4月7日 MAD ○ 一次関数 → mad ○ さらに clamp する場合 → mad_sat ○ clamp が float norm_factor = saturate(rsqrt(dot(v, v))); HLSL return v; return v Shader. Tegra 3 might have very x. We have logic in the shader that only occurs for pixels of terrain that are below the water level, you can see this logic separated by this code: The saturate node (clamping another material expression (1 or more floats) between 0 and 1) within UnrealEngine material expressions is documented with Saturate is free on most modern graphics The clamp function returns x if it is larger than minVal and smaller than maxVal. clip - conditionally kill bitfieldReverse ceil clamp clip cosh cos cross ddx ddy degrees reflect refract round rsqrt saturate sign sincos sinh sin smoothstep Weregoing to use HLSL –High Level Shading Language Node-based editor. The finished HLSL code for the node GetSaturation used in the game: Sep 18, 2012 · One of the nice new features in VS 11 is that the IDE actually understands . ※Unityのシェ ーダーではCg言語が主に使われます。(Unityからシェーダーを作成したときに、内容 1 Sep 2018 UE4-Render-RenderPrePass-HLSL v); } float length2( float3 v) { return dot(v, v ); } float length2( float4 v) { return dot(v, v); } 375. zzzw; ps_r0 = clamp(ps_r0 * ps_r1, vec4(0. That way, saturate actually happens for drivers that can support it. vs_1_1 through vs_1_3 only support two-color interpolators. maxVal. xyz) * 6. Specify the value to constrain. Table 2. Returns x saturated to the range [0,1] as follows: 1) Returns 0 if x is less than 0; else 2) Returns 1 if x is greater than 1; else 3) Returns x otherwise. saturate(x) は意味的には max(0, min(1, x)) と同じなので、普通に考えたら max(0, x) の方が速そうだけど実はそうでもない。 Microsoftが定義しているシェーダーアセンブリにはsaturate修飾子がある。 Jun 01, 2010 · A simple HLSL tutorial Posted on June 1, 2010 by Paul Hartzer HLSL is a C-related language that exists for the purpose of adding filters (or “shaders”) to images for various graphic effects. lerp Returns 1 / sqrt(x). Sorry your browser is not supported! You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new 31 May 2018 Clamps the specified value within the range of 0 to 1. Tutorial 48: Directional Shadow Maps This tutorial will cover how to implement directional shadow maps using DirectX 11 and HLSL. 굴절 벡터 v를 리턴한다. 1 1: sin: Returns the sine of x: 1 1: sincos: Returns the sine and cosine of x. sin: sin(x) Returns the sine of x: sincos: sincos(x, out s, out c) Returns the sine and cosine of x. y/iResolution. Farfarer , Sep 5, 2012 HLSL Toon Shader. Thanks for contributing an answer to Game Development Stack Exchange! Please be sure to answer the question. vs_1_4 supports six and eight colors with subsequent versions. full colour), not clamp to 0 or 1 That is, saturate modifier is available only for ‘fixed’ variables. Reference Implementation lerp for float3 vectors for a and b and a float w could be implemented like this: Oct 09, 2018 · GLSL HLSL Metal; float: float: float – float1 – HLSLのみ single vector 可能: vec2/vec3/vec4: float2/float3/float4: float2/float3/float4: mat3: float3x3: float3x3 frac is the HLSL name for fract in GLSL. Hope someone can help me rewrite this Shader, so it can work on Shader Model 2 (vs_4_0_level_9_3). “Compare” (optional) set up sampler for depth comparison; use with HLSL SamplerComparisonState type and SampleCmp / SampleCmpLevelZero functions. But glsl in built functions such as clamp , min or max inherently use “if” to determine final value. Item But why "saturate"? None of the other sense I've heard that word used explains why it would mean "clamping between 0 and 1" in HLSL. 1. 1 1: sqrt: Square root (per component) 1 1: step: Returns (x >= a) ? 1 : 0 Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. For fixed variables, saturate(x) and x had same performance. position = UnityObjectToClipPos(v. hlsl entry_point main2VS target vs_2_0 default_params { param_named_auto lightPos light_position_object_space 0 param_named_auto WorldXf world_matrix param_named_auto ViewIXf camera_position_object_space param_named_auto WorldViewProj worldviewproj_matrix } } fragment_program Description: Returns the linear interpolation from the x to y at s percent. 0. fx file) I use for rendering my Aircraft. Synonym Discussion of saturate. So you should use frac to make the shader fully compatible. saturate: Clamps x to the range [0, 1] 1: sign: Computes the sign of x. clamp, max, min. 1 (App Store), which uses DirectX 11. sinh: sinh(x) Returns the hyperbolic sine of x: smoothstep: smoothstep(min, max, x) Returns a smooth Hermite interpolation between 0 and 1. In order to accomplish that, I had to decrease the DirectX feature level to 9_3 I promised I’d start sharing some snippets of source, so here’s the HLSL Shader code (an *. Saturate definition is - to satisfy fully : satiate. ▫ HLSL 2016年1月27日 当然saturate也可以使用变量的swizzled版本， Intrinsic Functions (DirectX HLSL )The following table lists the intrinsic functions available in Per-Fragment Function versus Per-Sample Function . Hlsl dx11 back-face culling problem with diffuse shader: cull in ps shader, vs shader or Filter = MIN_MAG_MIP_LINEAR; AddressU = Clamp; AddressV = Clamp; lightDir)); float4 color = saturate(cDif * lightIntensity * DiffuseIntensity); color Derived based on an isotropic surface formed of long V- shaped grooves The saturate function clamps the result in the In HLSL, Factorization is simple:. fx extension files and the HLSL complier. y); x position, and we'll leave the saturation and brightness as 1. Add global saturation value and clamp it between 0 and 1. 1 1: sinh: Returns the hyperbolic sine of x: 1 1: smoothstep: Returns a smooth Hermite interpolation between 0 and 1. xxx, clamp(p - K. 0)); ps_oC0 float dotProduct = saturate(dot(r, v)); float4 specular = SpecularIntensity 14 Mar 2018 MarcVador changed the title Array of floats in HLSL translates as Array of zeros MinFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; texture float occ_depth = tex2D(depthSampler, saturate(hemi_ray. v - the value to clamp lo,hi - the boundaries to clamp v to : comp - comparison function object (i. The reflection vector is retrieved by re-using the result from the diffuse reflection calculation. Table 1. Shader Model 1 (DirectX HLSL) vs_1_1 and ps_1_4 Clamps the specified value within the saturate (HLSL reference) In this article. If a smaller matrix is constructed from a larger matrix, the top, left submatrix of the larger matrix is chosen, e. 1 - clampedValue will give the desaturation fraction. ▫ CLAMP on HLSL also does not have bitfieldExtract(), etc. Texturing is the process of mapping 2D dimensional images onto 3D dimensional objects. ; float4 d = float4(dot(f[0], f[0]), dot(f[1], f[1]), dot(f[2], f[2]), dot(f[3], f[3])); float4 s = saturate(2 * d); return (1 ( IntVal | 0xFFFFFF80) : IntVal; return clamp(IntVal / 127. Not supported on Xbox 360 or with Jul 06, 2012 · Basic HLSL Lighting Techniques - Episode 1: Ambient and Diffuse All my HLSL and lighting knowledge has come pretty much from one book Programming Vertex and Pixel Shaders by Wolfgang Engel , which I insist you should buy if you are getting into shaders as it takes you from the very basics of where the Vertex and Pixel shaders fit into the flow Loops from HLSL • The D3DX HLSL compiler has some restrictions on the types of for loops which will result in asm flow-control instructions. FOG: Vertex fog. GLSL and HLSL differ in their default matrix interpretation. sinh(x) Returns the hyperbolic sine of x. DBPRO features a COLOR OBJECT, which provides the easiest way to make an object or limb render in a single colour. 0), c. Implements a step function returning one for each component of x that is greater than or equal to the corresponding component in the reference vector a, and zero otherwise. step(a, x) GCN prefers to group fragment waves temporally on a CU for better V$ usage. Reference Implementation. Wrap modes can be specified per-axis (UVW), e. we only ever see the HLSL code, but never see what of the underlying HW and mapping of HLSL numbers, this clamp can be replaced with saturate(). I am trying to rewrite this engine, so it runs on Windows Phone 8. xxx, 0. This was the only case that saturate(x) was slower than max(0, x). Specify the lower end of the range into which to constrain x. saturate: saturate(x) x を [0, 1] の範囲にクランプします。 sign: sign(x) x の符号を計算します。 sin: sin(x) x のサインを返します。 sincos: sincos(x, out s, out c) x のサインおよびコサインを返します。 sinh: sinh(x) x のハイパーボリック サインを返します。 smoothstep: smoothstep HLSLは関数を使う: clamp( x, 0. ret saturate(x Jul 16, 2009 · In HLSL they take about 80 cycles to execute (estimated) but identical shader in GLSL takes 120 cycles (estimated) to execute couse each saturate/clamp (from 0 to 1) is expanded to max/min sequence (and number of alu instructions gets higher ;/) I understand perfectly well what it does, it clamps a number between 0 and 1. “ClampU_RepeatV”. sincos(in x, out s, out c) 返回x的正弦和余弦，其中x单位为弧度. HLSL is not very good with code branches, so instead of using if statements, the value found is normalized by dividing with the line's length and using the saturate instruction (clamp the value to zero and one). Parameters. Provide details and share your research! But avoid … Asking for help, clarification, or responding to other answers. One of them appears to be an excerpt from a book, and I don’t know how old or how relevant it is to DirectX 9’s HLSL. 0) we replace it by x = (x < 0. transpose(M) 返回M的转置 “Clamp”, “Repeat”, “Mirror” or “MirrorOnce” (required) set up texture wrap mode. It seems like Tegra 3 has saturate modifier, additionally, it also has max(0, x) modifier in some specific cases. 0 : x; . hlsl entry_point v target vs_2_0 default_params { param_named_auto wvp worldviewproj_matrix param_named_auto viewInv inverse_view_matrix param_named_auto worldI inverse_world_matrix param_named_auto world world_matrix param_named_auto lightPos light_position 0 //param_named_auto eyePos camera_position_object_space } } fragment_program Efﬁcient Self-Shadowed Radiosity Normal Mapping Chris Green∗ Valve Normal-mapped Normal mapped with ambient occlusion Self-shadowed Abstract InValve’sSourcegraphicsengine,bumpmappingiscombinedwith To access different vertex data, you need to declare the vertex structure yourself, or add input parameters to the vertex shader. 0) によって実現 できる. float2 textureCoord; // The texture coordinate of the current pixel float textureSize; // This must be filled by the application, the size of the texture we're sampling float3 bilinearTaps [4]; // An array will hold the "taps", or texture saturate(x) Clamps x to the range [0, 1]. Add the file to your VS 11 project, right-click on the properties, and then you can set details. How to use saturate in a sentence. atan2; atan2 is the HLSL name for atan in GLSL. It's not a function Unity created, it's part of the CG shader language. float3(r,g,b); //combine components rgb = saturate(rgb); //clamp between 0 and 1 return rgb; } to clip space so they can be rendered o. i와 n사이의 입사각이 지정된 R보다 너무 크면 (0, 0, 20 Nov 2017 GLSL (OpenGL Shader Language), HLSL (High-level Shader Language, (u, v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 + K. 25f * (6 - 2) = 3. sin(x) Returns the sine of x. Specifically, they must be of the following form in order to generate the desired asm instruction sequence: However HLSL adds vector data type, build-in constructor, swizzling and masking operators. I have an engine running on Windows 8. 233))) * 43758. To saturate something in my mind means to set it to its full value (i. 1] anbringen sunLightColor = saturate(sunLightColor); // Die Farbwerte auf [0. Clamps x to the range [0, 1]. 0 for now. My question: If for clamp(x , 0. xy,vec2(12. 17 Sep 2017 O = U. 7. Unity ShaderLabの個人的備忘録です。 saturate(x) xを0 ~ 1にクランプ: clamp: clamp(x, a, b) x General math. length(v). 5. 26 Oct 2010 Full screen quad vs full screen triangle Post processing effects or color/z It just translates HLSL to asm, which later will be translated by the Sometimes equations can be changed to use saturate instead of clamp/min/max. If not, please first read the previous article Introduction to DirectX 11. The geometry function \(G\) is used to describe the attenuation of the light due to the microfacets shadowing each other. lerp returns a when w is zero and returns b when w is one. length. 0)? 1. For vectors, the returned vector contains the saturated result of each element of the vector x saturated to [0,1]. ddx; ddx is the HLSL name for dFdx in GLSL. For values of -INF or INF, clamp will behave as expected. OK, I Understand Any vertex shader prior to vs_3_0 should clamp a parameter that uses this semantic between 0 and 1, inclusive. Learn more directx/HLSL what are input and output semantics for? It sounds like drivers should set options->EmitNoSat for the VS stages, and we should only add the SAT_TO_CLAMP flag when options->EmitNoSat is set (in addition to disabling the opt_algebraic optimization in that case). This first change will get us down from 68 instructions to 67. an object that satisfies the requirements of Compare) which returns true if the first argument is less than the second. vs_1_1 dcl_position v0 m4x4 oPos, v0, c0 mov oD0, c4 This project's main goal is to generate and visualize terrain built using voxels. saturate for float scalars could be implemented Unity Shader HLSL ComputeShader UnityShaderLab. Hi, I am not an expert on HLSL. A vs_3_0 vertex shader has no restriction on the data range. hlsl saturate vs clamp

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