Merge pull request #29031 from BastiaanOlij/alpha_shadow
Implement shadow to opacity
This commit is contained in:
commit
2b1c3878f9
7 changed files with 94 additions and 29 deletions
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@ -934,6 +934,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
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// No defines for particle shaders in GLES2, there are no GPU particles
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@ -1151,7 +1151,8 @@ void light_compute(
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float clearcoat_gloss,
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float anisotropy,
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inout vec3 diffuse_light,
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inout vec3 specular_light) {
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inout vec3 specular_light,
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inout float alpha) {
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//this makes lights behave closer to linear, but then addition of lights looks bad
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//better left disabled
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@ -1306,10 +1307,10 @@ LIGHT_SHADER_CODE
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// shlick+ggx as default
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#if defined(LIGHT_USE_ANISOTROPY)
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float alpha = roughness * roughness;
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float alpha_ggx = roughness * roughness;
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float aspect = sqrt(1.0 - anisotropy * 0.9);
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float ax = alpha / aspect;
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float ay = alpha * aspect;
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float ax = alpha_ggx / aspect;
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float ay = alpha_ggx * aspect;
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float XdotH = dot(T, H);
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float YdotH = dot(B, H);
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float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
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@ -1317,10 +1318,10 @@ LIGHT_SHADER_CODE
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float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
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#else
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float alpha = roughness * roughness;
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float D = D_GGX(cNdotH, alpha);
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//float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
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float G = V_GGX(cNdotL, cNdotV, alpha);
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float alpha_ggx = roughness * roughness;
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float D = D_GGX(cNdotH, alpha_ggx);
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//float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
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float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
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#endif
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// F
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vec3 f0 = F0(metallic, specular, diffuse_color);
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@ -1350,6 +1351,10 @@ LIGHT_SHADER_CODE
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#endif
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}
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#ifdef USE_SHADOW_TO_OPACITY
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alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
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#endif
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#endif //defined(USE_LIGHT_SHADER_CODE)
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}
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@ -1535,17 +1540,21 @@ FRAGMENT_SHADER_CODE
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vec3 eye_position = view;
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#if !defined(USE_SHADOW_TO_OPACITY)
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#if defined(ALPHA_SCISSOR_USED)
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if (alpha < alpha_scissor) {
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discard;
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}
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#endif
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#endif // ALPHA_SCISSOR_USED
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#ifdef USE_DEPTH_PREPASS
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if (alpha < 0.99) {
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discard;
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}
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#endif
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#endif // USE_DEPTH_PREPASS
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#endif // !USE_SHADOW_TO_OPACITY
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#ifdef BASE_PASS
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//none
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@ -2061,13 +2070,32 @@ FRAGMENT_SHADER_CODE
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clearcoat_gloss,
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anisotropy,
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diffuse_light,
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specular_light);
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specular_light,
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alpha);
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#endif //vertex lighting
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#endif //USE_LIGHTING
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//compute and merge
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#ifdef USE_SHADOW_TO_OPACITY
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alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
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#if defined(ALPHA_SCISSOR_USED)
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if (alpha < alpha_scissor) {
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discard;
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}
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#endif // ALPHA_SCISSOR_USED
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#ifdef USE_DEPTH_PREPASS
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if (alpha < 0.99) {
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discard;
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}
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#endif // USE_DEPTH_PREPASS
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#endif // !USE_SHADOW_TO_OPACITY
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#ifndef RENDER_DEPTH
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#ifdef SHADELESS
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@ -944,6 +944,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
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actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
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/* PARTICLES SHADER */
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@ -993,7 +993,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
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return mix(vec3(dielectric), albedo, vec3(metallic));
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}
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void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
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void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
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#if defined(USE_LIGHT_SHADER_CODE)
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// light is written by the light shader
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@ -1135,19 +1135,19 @@ LIGHT_SHADER_CODE
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#if defined(LIGHT_USE_ANISOTROPY)
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float alpha = roughness * roughness;
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float alpha_ggx = roughness * roughness;
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float aspect = sqrt(1.0 - anisotropy * 0.9);
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float ax = alpha / aspect;
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float ay = alpha * aspect;
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float ax = alpha_ggx / aspect;
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float ay = alpha_ggx * aspect;
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float XdotH = dot(T, H);
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float YdotH = dot(B, H);
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float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
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float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
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#else
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float alpha = roughness * roughness;
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float D = D_GGX(cNdotH, alpha);
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float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha);
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float alpha_ggx = roughness * roughness;
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float D = D_GGX(cNdotH, alpha_ggx);
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float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
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#endif
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// F
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vec3 f0 = F0(metallic, specular, diffuse_color);
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@ -1174,6 +1174,10 @@ LIGHT_SHADER_CODE
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#endif
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}
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#ifdef USE_SHADOW_TO_OPACITY
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alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
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#endif
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#endif //defined(USE_LIGHT_SHADER_CODE)
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}
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@ -1250,7 +1254,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po
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}
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#endif
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void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) {
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void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
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vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
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float light_length = length(light_rel_vec);
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@ -1304,10 +1308,10 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
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light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow);
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}
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#endif //SHADOWS_DISABLED
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light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
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light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
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}
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void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) {
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void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
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vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
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float light_length = length(light_rel_vec);
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@ -1339,7 +1343,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
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}
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#endif //SHADOWS_DISABLED
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light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
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light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
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}
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void reflection_process(int idx, vec3 vertex, vec3 normal, vec3 binormal, vec3 tangent, float roughness, float anisotropy, vec3 ambient, vec3 skybox, inout highp vec4 reflection_accum, inout highp vec4 ambient_accum) {
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@ -1705,11 +1709,13 @@ FRAGMENT_SHADER_CODE
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/* clang-format on */
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}
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#if !defined(USE_SHADOW_TO_OPACITY)
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#if defined(ALPHA_SCISSOR_USED)
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if (alpha < alpha_scissor) {
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discard;
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}
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#endif
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#endif // ALPHA_SCISSOR_USED
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#ifdef USE_OPAQUE_PREPASS
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@ -1717,7 +1723,9 @@ FRAGMENT_SHADER_CODE
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discard;
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}
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#endif
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#endif // USE_OPAQUE_PREPASS
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#endif // !USE_SHADOW_TO_OPACITY
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#if defined(ENABLE_NORMALMAP)
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@ -2044,7 +2052,7 @@ FRAGMENT_SHADER_CODE
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specular_light *= mix(vec3(1.0), light_attenuation, specular_light_interp.a);
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#else
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light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light);
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light_compute(normal, -light_direction_attenuation.xyz, eye_vec, binormal, tangent, light_color_energy.rgb, light_attenuation, albedo, transmission, light_params.z * specular_blob_intensity, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
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#endif
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#endif //#USE_LIGHT_DIRECTIONAL
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@ -2057,17 +2065,36 @@ FRAGMENT_SHADER_CODE
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#else
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for (int i = 0; i < omni_light_count; i++) {
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light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light);
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light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
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}
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for (int i = 0; i < spot_light_count; i++) {
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light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light);
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light_process_spot(spot_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
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}
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#endif //USE_VERTEX_LIGHTING
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#endif
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#ifdef USE_SHADOW_TO_OPACITY
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alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
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#if defined(ALPHA_SCISSOR_USED)
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if (alpha < alpha_scissor) {
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discard;
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}
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#endif // ALPHA_SCISSOR_USED
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#ifdef USE_OPAQUE_PREPASS
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if (alpha < opaque_prepass_threshold) {
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discard;
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}
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#endif // USE_OPAQUE_PREPASS
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#endif // USE_SHADOW_TO_OPACITY
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#ifdef RENDER_DEPTH
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//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
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#else
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@ -468,6 +468,9 @@ void SpatialMaterial::_update_shader() {
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if (flags[FLAG_ENSURE_CORRECT_NORMALS]) {
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code += ",ensure_correct_normals";
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}
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if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
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code += ",shadow_to_opacity";
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}
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code += ";\n";
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code += "uniform vec4 albedo : hint_color;\n";
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@ -849,7 +852,7 @@ void SpatialMaterial::_update_shader() {
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code += "\tALBEDO *= 1.0 - ref_amount;\n";
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code += "\tALPHA = 1.0;\n";
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} else if (features[FEATURE_TRANSPARENT] || flags[FLAG_USE_ALPHA_SCISSOR] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
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} else if (features[FEATURE_TRANSPARENT] || flags[FLAG_USE_ALPHA_SCISSOR] || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
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code += "\tALPHA = albedo.a * albedo_tex.a;\n";
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}
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@ -1349,7 +1352,7 @@ void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) {
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return;
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flags[p_flag] = p_enabled;
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if (p_flag == FLAG_USE_ALPHA_SCISSOR || p_flag == FLAG_UNSHADED) {
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if ((p_flag == FLAG_USE_ALPHA_SCISSOR) || (p_flag == FLAG_UNSHADED) || (p_flag == FLAG_USE_SHADOW_TO_OPACITY)) {
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_change_notify();
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}
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_queue_shader_change();
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@ -2060,6 +2063,7 @@ void SpatialMaterial::_bind_methods() {
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ADD_GROUP("Flags", "flags_");
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_shadow_to_opacity"), "set_flag", "get_flag", FLAG_USE_SHADOW_TO_OPACITY);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_vertex_lighting"), "set_flag", "get_flag", FLAG_USE_VERTEX_LIGHTING);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_no_depth_test"), "set_flag", "get_flag", FLAG_DISABLE_DEPTH_TEST);
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@ -2266,6 +2270,7 @@ void SpatialMaterial::_bind_methods() {
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BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS);
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BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT);
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BIND_ENUM_CONSTANT(FLAG_ENSURE_CORRECT_NORMALS);
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BIND_ENUM_CONSTANT(FLAG_USE_SHADOW_TO_OPACITY);
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BIND_ENUM_CONSTANT(FLAG_MAX);
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BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
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@ -196,6 +196,7 @@ public:
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FLAG_DONT_RECEIVE_SHADOWS,
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FLAG_ENSURE_CORRECT_NORMALS,
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FLAG_DISABLE_AMBIENT_LIGHT,
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FLAG_USE_SHADOW_TO_OPACITY,
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FLAG_MAX
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};
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@ -147,6 +147,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["light"].can_discard = true;
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@ -187,6 +188,7 @@ ShaderTypes::ShaderTypes() {
|
|||
|
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shader_modes[VS::SHADER_SPATIAL].modes.push_back("shadows_disabled");
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||||
shader_modes[VS::SHADER_SPATIAL].modes.push_back("ambient_light_disabled");
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.push_back("shadow_to_opacity");
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.push_back("vertex_lighting");
|
||||
|
||||
|
|
Loading…
Reference in a new issue