More tangent changes
This commit is contained in:
@@ -35,5 +35,4 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
|
||||
//result = result / (result + float3(1.0));
|
||||
//result = pow(result, float3(1.0/2.2));
|
||||
return float4(result, brdf.getAlpha());
|
||||
}
|
||||
|
||||
}
|
||||
@@ -52,7 +52,7 @@ void meshMain(
|
||||
{
|
||||
uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
|
||||
VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
|
||||
vertices[v] = attr.getParameter(inst.transformMatrix);
|
||||
vertices[v] = attr.getParameter(inst.transformMatrix, inst.inverseTransformMatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -54,7 +54,7 @@ void meshMain(
|
||||
{
|
||||
uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
|
||||
VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
|
||||
vertices[v] = attr.getParameter(inst.transformMatrix);
|
||||
vertices[v] = attr.getParameter(inst.transformMatrix, inst.inverseTransformMatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
+21
-21
@@ -2,7 +2,7 @@ import Common;
|
||||
|
||||
interface IBRDF
|
||||
{
|
||||
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor);
|
||||
float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
|
||||
float3 evaluateAmbient();
|
||||
float getAlpha();
|
||||
float3 getTangentNormal();
|
||||
@@ -27,12 +27,12 @@ struct Phong : IBRDF
|
||||
shininess = 0;
|
||||
}
|
||||
|
||||
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
|
||||
float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
|
||||
{
|
||||
float3 normal_TS = normal;
|
||||
float3 nDotL = dot(normal_TS, lightDir_TS);
|
||||
float3 r = 2 * (nDotL) * normal_TS - lightDir_TS;
|
||||
float rDotV = dot(r, viewDir_TS);
|
||||
float3 normal_WS = normalize(mul(tangentToWorld, normal));
|
||||
float3 nDotL = dot(normal_WS, lightDir_WS);
|
||||
float3 r = 2 * (nDotL) * normal_WS - lightDir_WS;
|
||||
float rDotV = dot(r, viewDir_WS);
|
||||
|
||||
return lightColor * (baseColor * max(nDotL, 0.0));// + specular * pow(max(rDotV, 0.0), max(shininess, 1)));
|
||||
}
|
||||
@@ -70,12 +70,12 @@ struct BlinnPhong : IBRDF
|
||||
ambient = float3(0, 0, 0);
|
||||
}
|
||||
|
||||
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
|
||||
float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
|
||||
{
|
||||
float3 normal_TS = normalize(normal);
|
||||
float diffuse = max(dot(normal_TS, lightDir_TS), 0);
|
||||
float3 h = normalize(lightDir_TS + viewDir_TS);
|
||||
float specular = pow(saturate(dot(normal_TS, h)), shininess);
|
||||
float3 normal_WS = normalize(mul(tangentToWorld, normal));
|
||||
float diffuse = max(dot(normal_WS, lightDir_WS), 0);
|
||||
float3 h = normalize(lightDir_WS + viewDir_WS);
|
||||
float specular = pow(saturate(dot(normal_WS, h)), shininess);
|
||||
|
||||
return (baseColor * diffuse * lightColor) + (specularColor * specular);
|
||||
}
|
||||
@@ -107,10 +107,10 @@ struct CelShading : IBRDF
|
||||
normal = float3(0, 0, 1);
|
||||
}
|
||||
|
||||
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
|
||||
float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
|
||||
{
|
||||
float3 normal_TS = normalize(normal);
|
||||
float nDotL = dot(normal_TS, lightDir_TS);
|
||||
float3 normal_WS = normalize(mul(tangentToWorld, normal));
|
||||
float nDotL = dot(normal_WS, lightDir_WS);
|
||||
float diffuse = max(nDotL, 0);
|
||||
|
||||
float3 darkenedBase = baseColor * 0.8;
|
||||
@@ -189,21 +189,21 @@ struct CookTorrance : IBRDF
|
||||
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||
}
|
||||
|
||||
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
|
||||
float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
|
||||
{
|
||||
float3 n = normal;//normalize(mul(tbn, normal));
|
||||
float3 h = normalize(lightDir_TS + viewDir_TS);
|
||||
float3 n = normalize(mul(tangentToWorld, normal));
|
||||
float3 h = normalize(lightDir_WS + viewDir_WS);
|
||||
|
||||
float3 F0 = float3(0.04);
|
||||
F0 = lerp(F0, baseColor, metallic);
|
||||
|
||||
float3 F = FresnelSchlick(max(dot(h, viewDir_TS), 0.0), F0);
|
||||
float3 F = FresnelSchlick(max(dot(h, viewDir_WS), 0.0), F0);
|
||||
|
||||
float NDF = TrowbridgeReitzGGX(n, h);
|
||||
float G = Smith(n, viewDir_TS, lightDir_TS);
|
||||
float G = Smith(n, viewDir_WS, lightDir_WS);
|
||||
|
||||
float3 num = NDF * G * F;
|
||||
float denom = 4.0 * max(dot(n, viewDir_TS), 0.0) * max(dot(n, lightDir_TS), 0.0) + 0.000001;
|
||||
float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
|
||||
float3 specular = num / denom;
|
||||
|
||||
float3 k_s = F;
|
||||
@@ -211,7 +211,7 @@ struct CookTorrance : IBRDF
|
||||
|
||||
k_d *= 1.0 - metallic;
|
||||
|
||||
float nDotL = max(dot(n, lightDir_TS), 0.0);
|
||||
float nDotL = max(dot(n, lightDir_WS), 0.0);
|
||||
|
||||
float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
|
||||
return result * ambientOcclusion;
|
||||
|
||||
@@ -14,8 +14,8 @@ struct DirectionalLight : ILightEnv
|
||||
|
||||
float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
|
||||
{
|
||||
float3 dir_TS = mul(params.worldToTangent, -normalize(direction.xyz));
|
||||
return brdf.evaluate(params.viewDir_TS, dir_TS, color.xyz);
|
||||
float3 dir_WS = normalize(direction.xyz);
|
||||
return brdf.evaluate(params.tangentToWorld, params.viewDir_WS, dir_WS, color.xyz);
|
||||
}
|
||||
};
|
||||
|
||||
@@ -26,11 +26,10 @@ struct PointLight : ILightEnv
|
||||
|
||||
float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
|
||||
{
|
||||
float3 pos_TS = mul(params.worldToTangent, position_WS.xyz);
|
||||
float3 lightDir_TS = pos_TS.xyz - params.position_TS;
|
||||
float d = length(lightDir_TS);
|
||||
float3 lightDir_WS = position_WS.xyz - params.position_WS;
|
||||
float d = length(lightDir_WS);
|
||||
float illuminance = max(1 - d / colorRange.w, 0);
|
||||
return illuminance * brdf.evaluate(params.viewDir_TS, normalize(lightDir_TS), colorRange.xyz);
|
||||
return illuminance * brdf.evaluate(params.tangentToWorld, params.viewDir_WS, normalize(lightDir_WS), colorRange.xyz);
|
||||
}
|
||||
|
||||
bool insidePlane(Plane plane, float3 position)
|
||||
|
||||
@@ -9,18 +9,50 @@ struct MaterialParameter
|
||||
|
||||
struct LightingParameter
|
||||
{
|
||||
float3x3 worldToTangent;
|
||||
float3 viewDir_TS;
|
||||
float3 position_TS;
|
||||
float3x3 tangentToWorld;
|
||||
float3 viewDir_WS;
|
||||
float3 position_WS;
|
||||
}
|
||||
|
||||
// Constructs a TBN matrix from a unpacked qtangent for example for after vertex interpolation in the fragment shader
|
||||
float3x3 constructTBNFromQTangent(float4 q){
|
||||
q = normalize(q); // Ensure that the quaternion is normalized in case it is not, for example after interpolation and so on
|
||||
float3 t2 = q.xyz * 2.0, tx = q.xxx * t2.xyz, ty = q.yyy * t2.xyz, tz = q.www * t2.xyz;
|
||||
float3 tangent = float3(1.0 - (ty.y + (q.z * t2.z)), tx.y + tz.z, tx.z - tz.y);
|
||||
float3 normal = float3(tx.z + tz.y, ty.z - tz.x, 1.0 - (tx.x + ty.y));
|
||||
return float3x3(tangent, cross(tangent, normal) * ((q.w < 0.0) ? -1.0 : 1.0), normal);
|
||||
|
||||
float3x3 qTangentToMatrix(float4 q){
|
||||
q = normalize(q);
|
||||
float qx2 = q.x + q.x;
|
||||
float qy2 = q.y + q.y;
|
||||
float qz2 = q.z + q.z;
|
||||
float qxqx2 = q.x * qx2;
|
||||
float qxqy2 = q.x * qy2;
|
||||
float qxqz2 = q.x * qz2;
|
||||
float qxqw2 = q.w * qx2;
|
||||
float qyqy2 = q.y * qy2;
|
||||
float qyqz2 = q.y * qz2;
|
||||
float qyqw2 = q.w * qy2;
|
||||
float qzqz2 = q.z * qz2;
|
||||
float qzqw2 = q.w * qz2;
|
||||
float3x3 m = float3x3(1.0 - (qyqy2 + qzqz2), qxqy2 + qzqw2, qxqz2 - qyqw2,
|
||||
qxqy2 - qzqw2, 1.0 - (qxqx2 + qzqz2), qyqz2 + qxqw2,
|
||||
qxqz2 + qyqw2, qyqz2 - qxqw2, 1.0 - (qxqx2 + qyqy2));
|
||||
m[2] = normalize(cross(m[0], m[1])) * ((q.w < 0.0) ? -1.0 : 1.0);
|
||||
return m;
|
||||
}
|
||||
|
||||
float4 qTangentSlerp(float4 q0, float4 q1, float t){
|
||||
float co = dot(q0, q1), so, s0, s1, s2 = 1.0, Omega;
|
||||
if(co < 0.0){
|
||||
co = -co;
|
||||
s2 = -s2;
|
||||
}
|
||||
if((1.0 - co) > 1e-8){
|
||||
Omega = acos(co);
|
||||
so = sin(Omega);
|
||||
s0 = sin((1.0 - t) * Omega) / so;
|
||||
s1 = sin(t * Omega) / so;
|
||||
} else {
|
||||
s0 = 1.0 - t;
|
||||
s1 = t;
|
||||
}
|
||||
float4 r = ((q0 * s0) + (q1 * (s1 * s2)));
|
||||
return r * ((((q0.w < 0.0) || (q1.w < 0.0)) != (r.w < 0.0)) ? -1.0 : 1.0);
|
||||
}
|
||||
|
||||
// data passed to fragment shader
|
||||
@@ -28,10 +60,10 @@ struct FragmentParameter
|
||||
{
|
||||
float4 position_CS : SV_Position;
|
||||
#ifndef POS_ONLY
|
||||
float4 qTangent : QTANGENT;
|
||||
float3 normal_WS : NORMALWS;
|
||||
float3 tangent_WS : TANGENTWS;
|
||||
float3 biTangent_WS : BITANGENTWS;
|
||||
float3 position_WS : POSITIONWS;
|
||||
float3 position_TS : POSITIONTS;
|
||||
float3 cameraPos_TS : CAMPOSTS;
|
||||
float3 vertexColor : COLOR;
|
||||
float4 texCoords0 : TEXCOORDS0;
|
||||
float4 texCoords1 : TEXCOORDS1;
|
||||
@@ -55,17 +87,16 @@ struct FragmentParameter
|
||||
|
||||
LightingParameter getLightingParameter()
|
||||
{
|
||||
float3x3 worldToTangent = transpose(constructTBNFromQTangent(qTangent));
|
||||
LightingParameter result;
|
||||
result.worldToTangent = worldToTangent;
|
||||
result.viewDir_TS = cameraPos_TS - position_TS;
|
||||
result.position_TS = position_TS;
|
||||
result.tangentToWorld = getTangentToWorld();
|
||||
result.viewDir_WS = normalize(pViewParams.cameraPosition_WS.xyz - position_WS);
|
||||
result.position_WS = position_WS;
|
||||
return result;
|
||||
}
|
||||
|
||||
float3x3 getTangentToWorld()
|
||||
{
|
||||
return constructTBNFromQTangent(qTangent);
|
||||
return float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS));
|
||||
}
|
||||
#endif
|
||||
static FragmentParameter interpolate(FragmentParameter f0, FragmentParameter f1, FragmentParameter f2, float3 barycentricCoords)
|
||||
@@ -73,14 +104,15 @@ struct FragmentParameter
|
||||
FragmentParameter result;
|
||||
result.position_CS = f0.position_CS * barycentricCoords.x + f1.position_CS * barycentricCoords.y + f2.position_CS * barycentricCoords.z;
|
||||
#ifndef POS_ONLY
|
||||
result.qTangent = f0.qTangent * barycentricCoords.x + f1.qTangent * barycentricCoords.y + f2.qTangent * barycentricCoords.z;
|
||||
result.position_WS = f0.position_WS * barycentricCoords.x + f1.position_WS * barycentricCoords.y + f2.position_WS * barycentricCoords.z;
|
||||
result.normal_WS = f0.normal_WS * barycentricCoords.x + f1.normal_WS * barycentricCoords.y + f2.normal_WS * barycentricCoords.z;
|
||||
result.tangent_WS = f0.tangent_WS * barycentricCoords.x + f1.tangent_WS * barycentricCoords.y + f2.tangent_WS * barycentricCoords.z;
|
||||
result.biTangent_WS = f0.biTangent_WS * barycentricCoords.x + f1.biTangent_WS * barycentricCoords.y + f2.biTangent_WS * barycentricCoords.z;
|
||||
result.position_WS = f0.position_WS * barycentricCoords.x + f1.position_WS * barycentricCoords.y + f2.position_WS * barycentricCoords.z;
|
||||
result.vertexColor = f0.vertexColor * barycentricCoords.x + f1.vertexColor * barycentricCoords.y + f2.vertexColor * barycentricCoords.z;
|
||||
result.texCoords0 = f0.texCoords0 * barycentricCoords.x + f1.texCoords0 * barycentricCoords.y + f2.texCoords0 * barycentricCoords.z;
|
||||
result.texCoords1 = f0.texCoords1 * barycentricCoords.x + f1.texCoords1 * barycentricCoords.y + f2.texCoords1 * barycentricCoords.z;
|
||||
result.texCoords2 = f0.texCoords2 * barycentricCoords.x + f1.texCoords2 * barycentricCoords.y + f2.texCoords2 * barycentricCoords.z;
|
||||
result.texCoords3 = f0.texCoords3 * barycentricCoords.x + f1.texCoords3 * barycentricCoords.y + f2.texCoords3 * barycentricCoords.z;
|
||||
|
||||
#endif
|
||||
return result;
|
||||
}
|
||||
@@ -91,11 +123,13 @@ struct VertexAttributes
|
||||
{
|
||||
float3 position_MS;
|
||||
#ifndef POS_ONLY
|
||||
float4 qTangent;
|
||||
float3 normal_MS;
|
||||
float3 tangent_MS;
|
||||
float3 biTangent_MS;
|
||||
float3 vertexColor;
|
||||
float2 texCoords[MAX_TEXCOORDS];
|
||||
#endif
|
||||
FragmentParameter getParameter(float4x4 transformMatrix)
|
||||
FragmentParameter getParameter(float4x4 transformMatrix, float4x4 inverseTransformMatrix)
|
||||
{
|
||||
float4 modelPos = float4(position_MS, 1);
|
||||
float4 worldPos = mul(transformMatrix, modelPos);
|
||||
@@ -104,12 +138,12 @@ struct VertexAttributes
|
||||
FragmentParameter result;
|
||||
result.position_CS = clipPos;
|
||||
#ifndef POS_ONLY
|
||||
result.qTangent = qTangent;
|
||||
float3x3 tbn = constructTBNFromQTangent(qTangent);
|
||||
result.position_TS = mul(tbn, worldPos.xyz);
|
||||
float3x3 normalMatrix = transpose(float3x3(inverseTransformMatrix));
|
||||
result.tangent_WS = mul(normalMatrix, tangent_MS);
|
||||
result.biTangent_WS = mul(normalMatrix, biTangent_MS);
|
||||
result.normal_WS = mul(normalMatrix, normal_MS);
|
||||
result.vertexColor = vertexColor;
|
||||
result.position_WS = worldPos.xyz;
|
||||
result.cameraPos_TS = mul(tbn, pViewParams.cameraPosition_WS.xyz);
|
||||
result.texCoords0 = float4(texCoords[0], texCoords[1]);
|
||||
result.texCoords1 = float4(texCoords[2], texCoords[3]);
|
||||
result.texCoords2 = float4(texCoords[4], texCoords[5]);
|
||||
|
||||
@@ -9,29 +9,14 @@ struct StaticMeshVertexData
|
||||
return value / 65535.0f;
|
||||
}
|
||||
|
||||
float3x3 decodeQTangentUI32(uint v){
|
||||
float4 q = float4(((float3(int3(uint3((uint3(v) >> uint3(0u, 10u, 20u)) & uint2(0x3ffu, 0x1ffu).xxy)) - int2(512, 256).xxy)) / float2(511.0, 255.0).xxy) * 0.7071067811865475, 0.0);
|
||||
q.w = sqrt(1.0 - clamp(dot(q.xyz, q.xyz), 0.0, 1.0));
|
||||
q = normalize(float4[4](q.wxyz, q.xwyz, q.xywz, q.xyzw)[uint((v >> 30u) & 0x3u)]);
|
||||
float3 t2 = q.xyz * 2.0, tx = q.xxx * t2.xyz, ty = q.yyy * t2.xyz, tz = q.www * t2.xyz;
|
||||
float3 tangent = float3(1.0 - (ty.y + (q.z * t2.z)), tx.y + tz.z, tx.z - tz.y);
|
||||
float3 normal = float3(tx.z + tz.y, ty.z - tz.x, 1.0 - (tx.x + ty.y));
|
||||
return float3x3(tangent, cross(tangent, normal) * (((v & (1u << 29u)) != 0u) ? -1.0 : 1.0), normal);
|
||||
}
|
||||
|
||||
// Decodes the UI32 encoded qtangent into a unpacked qtangent for further processing like vertex interpolation and so on
|
||||
float4 decodeQTangentUI32Raw(uint v){
|
||||
float4 q = float4(((float3(int3(uint3((uint3(v) >> uint3(0u, 10u, 20u)) & uint2(0x3ffu, 0x1ffu).xxy)) - int2(512, 256).xxy)) / float2(511.0, 255.0).xxy) * 0.7071067811865475, 0.0);
|
||||
q.w = sqrt(1.0 - clamp(dot(q.xyz, q.xyz), 0.0, 1.0));
|
||||
return normalize(float4[4](q.wxyz, q.xwyz, q.xywz, q.xyzw)[uint((v >> 30u) & 0x3u)]) * (((v & (1u << 29u)) != 0u) ? -1.0 : 1.0);
|
||||
}
|
||||
|
||||
VertexAttributes getAttributes(uint index)
|
||||
{
|
||||
VertexAttributes attributes;
|
||||
attributes.position_MS = float3(positions[index * 3 + 0], positions[index * 3 + 1], positions[index * 3 + 2]);
|
||||
#ifndef POS_ONLY
|
||||
attributes.qTangent = decodeQTangentUI32Raw(qtangents[index]);
|
||||
attributes.normal_MS = float3(normals[index * 3 + 0], normals[index * 3 + 1], normals[index * 3 + 2]);
|
||||
attributes.tangent_MS = float3(tangents[index * 3 + 0], tangents[index * 3 + 1], tangents[index * 3 + 2]);
|
||||
attributes.biTangent_MS = float3(biTangents[index * 3 + 0], biTangents[index * 3 + 1], biTangents[index * 3 + 2]);
|
||||
for(uint i = 0; i < MAX_TEXCOORDS; ++i)
|
||||
{
|
||||
attributes.texCoords[i] = float2(uint16ToFloat(texCoords[i][index * 2 + 0]), uint16ToFloat(texCoords[i][index * 2 + 1]));
|
||||
@@ -41,7 +26,9 @@ struct StaticMeshVertexData
|
||||
return attributes;
|
||||
}
|
||||
StructuredBuffer<float> positions;
|
||||
StructuredBuffer<uint> qtangents;
|
||||
StructuredBuffer<float> normals;
|
||||
StructuredBuffer<float> tangents;
|
||||
StructuredBuffer<float> biTangents;
|
||||
StructuredBuffer<uint16_t> color;
|
||||
StructuredBuffer<uint16_t> texCoords[MAX_TEXCOORDS];
|
||||
};
|
||||
|
||||
@@ -30,9 +30,9 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
|
||||
VertexAttributes attr1 = pVertexData.getAttributes(vertexIndex1);
|
||||
VertexAttributes attr2 = pVertexData.getAttributes(vertexIndex2);
|
||||
|
||||
FragmentParameter f0 = attr0.getParameter(inst.transformMatrix);
|
||||
FragmentParameter f1 = attr1.getParameter(inst.transformMatrix);
|
||||
FragmentParameter f2 = attr2.getParameter(inst.transformMatrix);
|
||||
FragmentParameter f0 = attr0.getParameter(inst.transformMatrix, inst.inverseTransformMatrix);
|
||||
FragmentParameter f1 = attr1.getParameter(inst.transformMatrix, inst.inverseTransformMatrix);
|
||||
FragmentParameter f2 = attr2.getParameter(inst.transformMatrix, inst.inverseTransformMatrix);
|
||||
|
||||
FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords);
|
||||
|
||||
@@ -43,6 +43,6 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
|
||||
hitValue.material.color = float4(brdf.baseColor, 1);
|
||||
hitValue.material.emissive = float3(0, 0, 0);
|
||||
hitValue.shading.position = WorldRayOrigin() + RayTCurrent() * WorldRayDirection();
|
||||
hitValue.shading.normal = cross(f2.position_WS - f0.position_WS, f1.position_WS - f0.position_WS);
|
||||
hitValue.shading.normal = mul(params.getTangentToWorld(), brdf.normal);
|
||||
hitValue.shading.normalLight = dot(hitValue.shading.normal, WorldRayDirection()) < 0 ? hitValue.shading.normal : -hitValue.shading.normal;
|
||||
}
|
||||
@@ -10,7 +10,7 @@ struct Ray
|
||||
|
||||
const static float S_O = 6.9;
|
||||
const static float f = 0.035;
|
||||
const static float A = 0.4;
|
||||
const static float A = 0.04;
|
||||
const static float ka = 0;
|
||||
const static float ks = 0;
|
||||
const static float3 fogEmm = float3(0, 0.01, 0.01);
|
||||
|
||||
Reference in New Issue
Block a user