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terrain3_visualshader.tres
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terrain3_visualshader.tres
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[gd_resource type="VisualShader" load_steps=65 format=2]
[ext_resource path="res://textures/Snow005_4K-PNG/Snow005_4K_NormalGL.png" type="Texture" id=1]
[ext_resource path="res://textures/Rock023_4K-PNG/Rock023_4K_NormalGL.png" type="Texture" id=2]
[ext_resource path="res://textures/Ground037_4K-PNG/Ground037_4K_NormalGL.png" type="Texture" id=3]
[ext_resource path="res://textures/Ground033_4K-PNG/Ground033_4K_NormalGL.png" type="Texture" id=4]
[ext_resource path="res://textures/Rock023_4K-PNG/Rock023_4K_Roughness.png" type="Texture" id=5]
[ext_resource path="res://textures/Snow005_4K-PNG/Snow005_4K_Color.png" type="Texture" id=6]
[ext_resource path="res://textures/Rock023_4K-PNG/Rock023_4K_AmbientOcclusion.png" type="Texture" id=7]
[ext_resource path="res://textures/Ground033_4K-PNG/Ground033_4K_Color.png" type="Texture" id=8]
[ext_resource path="res://textures/Rock023_4K-PNG/Rock023_4K_Color.png" type="Texture" id=9]
[ext_resource path="res://textures/Ground033_4K-PNG/Ground033_4K_Roughness.png" type="Texture" id=10]
[ext_resource path="res://textures/Ground033_4K-PNG/Ground033_4K_AmbientOcclusion.png" type="Texture" id=11]
[ext_resource path="res://textures/Snow005_4K-PNG/Snow005_4K_Roughness.png" type="Texture" id=12]
[ext_resource path="res://textures/Ground037_4K-PNG/Ground037_4K_AmbientOcclusion.png" type="Texture" id=13]
[ext_resource path="res://textures/Ground037_4K-PNG/Ground037_4K_Roughness.png" type="Texture" id=14]
[ext_resource path="res://textures/Ground037_4K-PNG/Ground037_4K_Color.png" type="Texture" id=15]
[sub_resource type="VisualShaderNodeVectorOp" id=13]
default_input_values = [ 0, Vector3( 200, 200, 0 ), 1, Vector3( 30, 30, 0 ) ]
operator = 2
[sub_resource type="VisualShaderNodeVectorOp" id=14]
default_input_values = [ 0, Vector3( 200, 200, 0 ), 1, Vector3( 30, 30, 0 ) ]
operator = 2
[sub_resource type="VisualShaderNodeVectorInterp" id=15]
[sub_resource type="Gradient" id=16]
offsets = PoolRealArray( 0, 0.0199005 )
[sub_resource type="GradientTexture" id=17]
gradient = SubResource( 16 )
[sub_resource type="VisualShaderNodeTexture" id=18]
texture = SubResource( 17 )
[sub_resource type="VisualShaderNodeInput" id=19]
input_name = "uv"
[sub_resource type="VisualShaderNodeVectorInterp" id=21]
[sub_resource type="VisualShaderNodeTexture" id=22]
texture = ExtResource( 9 )
texture_type = 1
[sub_resource type="VisualShaderNodeInput" id=1]
input_name = "camera"
[sub_resource type="VisualShaderNodeVectorOp" id=24]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 30, 30, 0 ) ]
operator = 2
[sub_resource type="Gradient" id=25]
offsets = PoolRealArray( 0.0696517, 0.0895522 )
colors = PoolColorArray( 0.00390625, 0.00390625, 0.00390625, 1, 1, 1, 1, 1 )
[sub_resource type="GradientTexture" id=26]
gradient = SubResource( 25 )
[sub_resource type="VisualShaderNodeTexture" id=27]
texture = SubResource( 26 )
[sub_resource type="VisualShaderNodeVectorOp" id=29]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 30, 30, 0 ) ]
operator = 2
[sub_resource type="VisualShaderNodeTexture" id=30]
texture = ExtResource( 6 )
texture_type = 1
[sub_resource type="Gradient" id=31]
offsets = PoolRealArray( 0.129353, 0.139303 )
[sub_resource type="GradientTexture" id=32]
gradient = SubResource( 31 )
[sub_resource type="VisualShaderNodeTexture" id=33]
texture = SubResource( 32 )
[sub_resource type="VisualShaderNodeVectorInterp" id=34]
[sub_resource type="VisualShaderNodeInput" id=2]
input_name = "vertex"
[sub_resource type="VisualShaderNodeVectorInterp" id=39]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 0, 0, 0 ), 2, Vector3( 0.5, 0.5, 0.5 ) ]
[sub_resource type="VisualShaderNodeTexture" id=40]
texture = ExtResource( 4 )
texture_type = 2
[sub_resource type="VisualShaderNodeTexture" id=41]
texture = ExtResource( 3 )
texture_type = 2
[sub_resource type="VisualShaderNodeTexture" id=42]
texture = ExtResource( 2 )
texture_type = 2
[sub_resource type="VisualShaderNodeVectorInterp" id=43]
[sub_resource type="VisualShaderNodeTexture" id=44]
texture = ExtResource( 1 )
texture_type = 2
[sub_resource type="VisualShaderNodeVectorInterp" id=45]
[sub_resource type="VisualShaderNodeTexture" id=46]
texture = ExtResource( 10 )
[sub_resource type="VisualShaderNodeVectorInterp" id=47]
[sub_resource type="VisualShaderNodeTexture" id=48]
texture = ExtResource( 14 )
[sub_resource type="VisualShaderNodeTransformVecMult" id=3]
[sub_resource type="VisualShaderNodeTexture" id=49]
texture = ExtResource( 5 )
[sub_resource type="VisualShaderNodeVectorInterp" id=50]
[sub_resource type="VisualShaderNodeTexture" id=51]
texture = ExtResource( 12 )
[sub_resource type="VisualShaderNodeVectorInterp" id=52]
[sub_resource type="VisualShaderNodeScalarConstant" id=53]
[sub_resource type="VisualShaderNodeScalarConstant" id=54]
constant = 0.1
[sub_resource type="VisualShaderNodeTexture" id=55]
texture = ExtResource( 11 )
[sub_resource type="VisualShaderNodeVectorInterp" id=56]
[sub_resource type="VisualShaderNodeVectorInterp" id=57]
default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 1.2, 1.2, 1.2 ), 2, Vector3( 0.5, 0.5, 0.5 ) ]
[sub_resource type="VisualShaderNodeVectorInterp" id=58]
[sub_resource type="VisualShaderNodeVectorDecompose" id=4]
[sub_resource type="VisualShaderNodeTexture" id=59]
texture = ExtResource( 13 )
[sub_resource type="VisualShaderNodeTexture" id=60]
texture = ExtResource( 7 )
[sub_resource type="VisualShaderNodeTexture" id=61]
[sub_resource type="VisualShaderNodeScalarOp" id=5]
default_input_values = [ 0, 0.0, 1, 200.0 ]
operator = 3
[sub_resource type="VisualShaderNodeTexture" id=10]
texture = ExtResource( 8 )
texture_type = 1
[sub_resource type="VisualShaderNodeTexture" id=11]
texture = ExtResource( 15 )
texture_type = 1
[resource]
code = "shader_type spatial;
render_mode specular_schlick_ggx;
uniform sampler2D tex_frg_8 : hint_albedo;
uniform sampler2D tex_frg_9 : hint_albedo;
uniform sampler2D tex_frg_14;
uniform sampler2D tex_frg_18 : hint_albedo;
uniform sampler2D tex_frg_21;
uniform sampler2D tex_frg_24 : hint_albedo;
uniform sampler2D tex_frg_25;
uniform sampler2D tex_frg_37;
uniform sampler2D tex_frg_39;
uniform sampler2D tex_frg_40;
uniform sampler2D tex_frg_42;
uniform sampler2D tex_frg_46;
uniform sampler2D tex_frg_50;
uniform sampler2D tex_frg_51;
uniform sampler2D tex_frg_31 : hint_normal;
uniform sampler2D tex_frg_32 : hint_normal;
uniform sampler2D tex_frg_33 : hint_normal;
uniform sampler2D tex_frg_35 : hint_normal;
void vertex() {
// Output:0
}
void fragment() {
// Input:15
vec3 n_out15p0 = vec3(UV, 0.0);
// VectorOp:11
vec3 n_in11p1 = vec3(30.00000, 30.00000, 0.00000);
vec3 n_out11p0 = n_out15p0 * n_in11p1;
// Texture:8
vec4 tex_frg_8_read = texture(tex_frg_8, n_out11p0.xy);
vec3 n_out8p0 = tex_frg_8_read.rgb;
float n_out8p1 = tex_frg_8_read.a;
// VectorOp:12
vec3 n_in12p1 = vec3(30.00000, 30.00000, 0.00000);
vec3 n_out12p0 = n_out15p0 * n_in12p1;
// Texture:9
vec4 tex_frg_9_read = texture(tex_frg_9, n_out12p0.xy);
vec3 n_out9p0 = tex_frg_9_read.rgb;
float n_out9p1 = tex_frg_9_read.a;
// Input:2
mat4 n_out2p0 = CAMERA_MATRIX;
// Input:3
vec3 n_out3p0 = VERTEX;
// TransformVectorMult:4
vec3 n_out4p0 = (n_out2p0 * vec4(n_out3p0, 1.0)).xyz;
// VectorDecompose:5
float n_out5p0 = n_out4p0.x;
float n_out5p1 = n_out4p0.y;
float n_out5p2 = n_out4p0.z;
// ScalarOp:6
float n_in6p1 = 200.00000;
float n_out6p0 = n_out5p1 / n_in6p1;
// Texture:14
vec4 tex_frg_14_read = texture(tex_frg_14, vec3(n_out6p0).xy);
vec3 n_out14p0 = tex_frg_14_read.rgb;
float n_out14p1 = tex_frg_14_read.a;
// VectorMix:13
vec3 n_out13p0 = mix(n_out8p0, n_out9p0, n_out14p0);
// VectorOp:20
vec3 n_in20p1 = vec3(30.00000, 30.00000, 0.00000);
vec3 n_out20p0 = n_out15p0 * n_in20p1;
// Texture:18
vec4 tex_frg_18_read = texture(tex_frg_18, n_out20p0.xy);
vec3 n_out18p0 = tex_frg_18_read.rgb;
float n_out18p1 = tex_frg_18_read.a;
// Texture:21
vec4 tex_frg_21_read = texture(tex_frg_21, vec3(n_out6p0).xy);
vec3 n_out21p0 = tex_frg_21_read.rgb;
float n_out21p1 = tex_frg_21_read.a;
// VectorMix:17
vec3 n_out17p0 = mix(n_out13p0, n_out18p0, n_out21p0);
// VectorOp:23
vec3 n_in23p1 = vec3(30.00000, 30.00000, 0.00000);
vec3 n_out23p0 = n_out15p0 * n_in23p1;
// Texture:24
vec4 tex_frg_24_read = texture(tex_frg_24, n_out23p0.xy);
vec3 n_out24p0 = tex_frg_24_read.rgb;
float n_out24p1 = tex_frg_24_read.a;
// Texture:25
vec4 tex_frg_25_read = texture(tex_frg_25, vec3(n_out6p0).xy);
vec3 n_out25p0 = tex_frg_25_read.rgb;
float n_out25p1 = tex_frg_25_read.a;
// VectorMix:26
vec3 n_out26p0 = mix(n_out17p0, n_out24p0, n_out25p0);
// Scalar:44
float n_out44p0 = 0.000000;
// Texture:37
vec4 tex_frg_37_read = texture(tex_frg_37, n_out11p0.xy);
vec3 n_out37p0 = tex_frg_37_read.rgb;
float n_out37p1 = tex_frg_37_read.a;
// Texture:39
vec4 tex_frg_39_read = texture(tex_frg_39, n_out12p0.xy);
vec3 n_out39p0 = tex_frg_39_read.rgb;
float n_out39p1 = tex_frg_39_read.a;
// VectorMix:38
vec3 n_out38p0 = mix(n_out37p0, n_out39p0, n_out14p0);
// Texture:40
vec4 tex_frg_40_read = texture(tex_frg_40, n_out20p0.xy);
vec3 n_out40p0 = tex_frg_40_read.rgb;
float n_out40p1 = tex_frg_40_read.a;
// VectorMix:41
vec3 n_out41p0 = mix(n_out38p0, n_out40p0, n_out21p0);
// Texture:42
vec4 tex_frg_42_read = texture(tex_frg_42, n_out23p0.xy);
vec3 n_out42p0 = tex_frg_42_read.rgb;
float n_out42p1 = tex_frg_42_read.a;
// VectorMix:43
vec3 n_out43p0 = mix(n_out41p0, n_out42p0, n_out25p0);
// Scalar:45
float n_out45p0 = 0.100000;
// Texture:46
vec4 tex_frg_46_read = texture(tex_frg_46, n_out11p0.xy);
vec3 n_out46p0 = tex_frg_46_read.rgb;
float n_out46p1 = tex_frg_46_read.a;
// Texture:50
vec4 tex_frg_50_read = texture(tex_frg_50, n_out12p0.xy);
vec3 n_out50p0 = tex_frg_50_read.rgb;
float n_out50p1 = tex_frg_50_read.a;
// VectorMix:47
vec3 n_out47p0 = mix(n_out46p0, n_out50p0, n_out14p0);
// Texture:51
vec4 tex_frg_51_read = texture(tex_frg_51, n_out20p0.xy);
vec3 n_out51p0 = tex_frg_51_read.rgb;
float n_out51p1 = tex_frg_51_read.a;
// VectorMix:49
vec3 n_out49p0 = mix(n_out47p0, n_out51p0, n_out21p0);
// VectorMix:48
vec3 n_in48p1 = vec3(1.20000, 1.20000, 1.20000);
vec3 n_out48p0 = mix(n_out49p0, n_in48p1, n_out25p0);
// Texture:31
vec4 tex_frg_31_read = texture(tex_frg_31, n_out11p0.xy);
vec3 n_out31p0 = tex_frg_31_read.rgb;
float n_out31p1 = tex_frg_31_read.a;
// Texture:32
vec4 tex_frg_32_read = texture(tex_frg_32, n_out12p0.xy);
vec3 n_out32p0 = tex_frg_32_read.rgb;
float n_out32p1 = tex_frg_32_read.a;
// VectorMix:30
vec3 n_out30p0 = mix(n_out31p0, n_out32p0, n_out14p0);
// Texture:33
vec4 tex_frg_33_read = texture(tex_frg_33, n_out20p0.xy);
vec3 n_out33p0 = tex_frg_33_read.rgb;
float n_out33p1 = tex_frg_33_read.a;
// VectorMix:34
vec3 n_out34p0 = mix(n_out30p0, n_out33p0, n_out21p0);
// Texture:35
vec4 tex_frg_35_read = texture(tex_frg_35, n_out23p0.xy);
vec3 n_out35p0 = tex_frg_35_read.rgb;
float n_out35p1 = tex_frg_35_read.a;
// VectorMix:36
vec3 n_out36p0 = mix(n_out34p0, n_out35p0, n_out25p0);
// Output:0
ALBEDO = n_out26p0;
METALLIC = n_out44p0;
ROUGHNESS = dot(n_out43p0, vec3(0.333333, 0.333333, 0.333333));
SPECULAR = n_out45p0;
AO = dot(n_out48p0, vec3(0.333333, 0.333333, 0.333333));
NORMALMAP = n_out36p0;
AO_LIGHT_AFFECT = dot(n_out48p0, vec3(0.333333, 0.333333, 0.333333));
}
void light() {
// Output:0
}
"
graph_offset = Vector2( 228.315, -427.292 )
nodes/fragment/0/position = Vector2( 2560, 380 )
nodes/fragment/2/node = SubResource( 1 )
nodes/fragment/2/position = Vector2( 100, 480 )
nodes/fragment/3/node = SubResource( 2 )
nodes/fragment/3/position = Vector2( 100, 560 )
nodes/fragment/4/node = SubResource( 3 )
nodes/fragment/4/position = Vector2( 280, 480 )
nodes/fragment/5/node = SubResource( 4 )
nodes/fragment/5/position = Vector2( 520, 480 )
nodes/fragment/6/node = SubResource( 5 )
nodes/fragment/6/position = Vector2( 740, 480 )
nodes/fragment/8/node = SubResource( 10 )
nodes/fragment/8/position = Vector2( 920, 0 )
nodes/fragment/9/node = SubResource( 11 )
nodes/fragment/9/position = Vector2( 920, 220 )
nodes/fragment/11/node = SubResource( 13 )
nodes/fragment/11/position = Vector2( 740, 0 )
nodes/fragment/12/node = SubResource( 14 )
nodes/fragment/12/position = Vector2( 740, 220 )
nodes/fragment/13/node = SubResource( 15 )
nodes/fragment/13/position = Vector2( 1100, 200 )
nodes/fragment/14/node = SubResource( 18 )
nodes/fragment/14/position = Vector2( 920, 440 )
nodes/fragment/15/node = SubResource( 19 )
nodes/fragment/15/position = Vector2( 100, 640 )
nodes/fragment/17/node = SubResource( 21 )
nodes/fragment/17/position = Vector2( 1260, 260 )
nodes/fragment/18/node = SubResource( 22 )
nodes/fragment/18/position = Vector2( 920, 620 )
nodes/fragment/20/node = SubResource( 24 )
nodes/fragment/20/position = Vector2( 740, 640 )
nodes/fragment/21/node = SubResource( 27 )
nodes/fragment/21/position = Vector2( 920, 840 )
nodes/fragment/23/node = SubResource( 29 )
nodes/fragment/23/position = Vector2( 740, 1060 )
nodes/fragment/24/node = SubResource( 30 )
nodes/fragment/24/position = Vector2( 920, 1020 )
nodes/fragment/25/node = SubResource( 33 )
nodes/fragment/25/position = Vector2( 920, 1240 )
nodes/fragment/26/node = SubResource( 34 )
nodes/fragment/26/position = Vector2( 1420, 320 )
nodes/fragment/30/node = SubResource( 39 )
nodes/fragment/30/position = Vector2( 1860, 180 )
nodes/fragment/31/node = SubResource( 40 )
nodes/fragment/31/position = Vector2( 1580, -20 )
nodes/fragment/32/node = SubResource( 41 )
nodes/fragment/32/position = Vector2( 1580, 220 )
nodes/fragment/33/node = SubResource( 42 )
nodes/fragment/33/position = Vector2( 1580, 460 )
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nodes/fragment/34/position = Vector2( 2080, 240 )
nodes/fragment/35/node = SubResource( 44 )
nodes/fragment/35/position = Vector2( 1580, 700 )
nodes/fragment/36/node = SubResource( 45 )
nodes/fragment/36/position = Vector2( 2260, 320 )
nodes/fragment/37/node = SubResource( 46 )
nodes/fragment/37/position = Vector2( 1780, 500 )
nodes/fragment/38/node = SubResource( 47 )
nodes/fragment/38/position = Vector2( 2020, 580 )
nodes/fragment/39/node = SubResource( 48 )
nodes/fragment/39/position = Vector2( 1780, 740 )
nodes/fragment/40/node = SubResource( 49 )
nodes/fragment/40/position = Vector2( 1780, 980 )
nodes/fragment/41/node = SubResource( 50 )
nodes/fragment/41/position = Vector2( 2200, 680 )
nodes/fragment/42/node = SubResource( 51 )
nodes/fragment/42/position = Vector2( 1780, 1220 )
nodes/fragment/43/node = SubResource( 52 )
nodes/fragment/43/position = Vector2( 2380, 800 )
nodes/fragment/44/node = SubResource( 53 )
nodes/fragment/44/position = Vector2( 2180, 460 )
nodes/fragment/45/node = SubResource( 54 )
nodes/fragment/45/position = Vector2( 2180, 560 )
nodes/fragment/46/node = SubResource( 55 )
nodes/fragment/46/position = Vector2( 1800, 1680 )
nodes/fragment/47/node = SubResource( 56 )
nodes/fragment/47/position = Vector2( 2100, 1740 )
nodes/fragment/48/node = SubResource( 57 )
nodes/fragment/48/position = Vector2( 2320, 1980 )
nodes/fragment/49/node = SubResource( 58 )
nodes/fragment/49/position = Vector2( 2220, 1840 )
nodes/fragment/50/node = SubResource( 59 )
nodes/fragment/50/position = Vector2( 1800, 1900 )
nodes/fragment/51/node = SubResource( 60 )
nodes/fragment/51/position = Vector2( 1800, 2120 )
nodes/fragment/52/node = SubResource( 61 )
nodes/fragment/52/position = Vector2( 1800, 2360 )
nodes/fragment/connections = PoolIntArray( 2, 0, 4, 0, 3, 0, 4, 1, 4, 0, 5, 0, 5, 1, 6, 0, 11, 0, 8, 0, 12, 0, 9, 0, 8, 0, 13, 0, 9, 0, 13, 1, 14, 0, 13, 2, 6, 0, 14, 0, 15, 0, 11, 0, 20, 0, 18, 0, 21, 0, 17, 2, 18, 0, 17, 1, 13, 0, 17, 0, 6, 0, 21, 0, 23, 0, 24, 0, 6, 0, 25, 0, 25, 0, 26, 2, 24, 0, 26, 1, 17, 0, 26, 0, 26, 0, 0, 0, 15, 0, 12, 0, 15, 0, 20, 0, 15, 0, 23, 0, 11, 0, 31, 0, 31, 0, 30, 0, 14, 0, 30, 2, 12, 0, 32, 0, 32, 0, 30, 1, 20, 0, 33, 0, 30, 0, 34, 0, 33, 0, 34, 1, 21, 0, 34, 2, 23, 0, 35, 0, 34, 0, 36, 0, 36, 0, 0, 8, 35, 0, 36, 1, 11, 0, 37, 0, 12, 0, 39, 0, 37, 0, 38, 0, 39, 0, 38, 1, 14, 0, 38, 2, 20, 0, 40, 0, 38, 0, 41, 0, 40, 0, 41, 1, 21, 0, 41, 2, 23, 0, 42, 0, 41, 0, 43, 0, 42, 0, 43, 1, 25, 0, 43, 2, 43, 0, 0, 3, 44, 0, 0, 2, 45, 0, 0, 4, 25, 0, 36, 2, 11, 0, 46, 0, 46, 0, 47, 0, 12, 0, 50, 0, 50, 0, 47, 1, 14, 0, 47, 2, 20, 0, 51, 0, 23, 0, 52, 0, 51, 0, 49, 1, 47, 0, 49, 0, 21, 0, 49, 2, 49, 0, 48, 0, 25, 0, 48, 2, 48, 0, 0, 6, 48, 0, 0, 19 )