Compare commits

...
Author SHA1 Message Date
selimaj-dev 920657ddd3 Beta 2 2025-09-08 18:46:29 +02:00
selimaj-dev 32035a2f7d Fixed flat cloak with new optimised textures 2025-09-06 12:07:30 +02:00
Leo Codes c230f4f5ec Merge pull request #7 from saturnclientmc/optimised-cloak
Optimised cloak texture size
2025-09-06 02:24:46 +02:00
selimaj-dev 50d1028e53 Optimised cloak texture size 2025-09-06 02:21:40 +02:00
Leo Codes 780cb9ba9a Merge pull request #6 from saturnclientmc/cloak-edge-cases
Cloak edge cases
2025-09-05 18:05:24 +02:00
selimaj-dev 65df9e9a5e Fixed cloak when crouching #5 2025-09-05 17:49:45 +02:00
selimaj-dev 66f8a13faa Added a wave effect #5 2025-09-05 17:09:46 +02:00
selimaj-dev 1726542c84 Fixed cloak when swimming #5 2025-09-05 16:35:57 +02:00
20 changed files with 179 additions and 166 deletions
File diff suppressed because one or more lines are too long
+1 -1
View File
@@ -6,7 +6,7 @@ yarn_mappings=1.21.4+build.7
loader_version=0.16.10
fabric_version=0.114.0+1.21.4
mod_version = 0.0.5-beta1
mod_version = 0.0.5-beta2
maven_group = org.saturnclient
archives_base_name = saturnclient
@@ -13,10 +13,6 @@ import net.minecraft.client.render.entity.equipment.EquipmentModelLoader;
import net.minecraft.client.render.entity.equipment.EquipmentModel.LayerType;
import net.minecraft.client.render.entity.feature.FeatureRenderer;
import net.minecraft.client.render.entity.feature.FeatureRendererContext;
import net.minecraft.client.render.entity.model.BipedEntityModel;
import net.minecraft.client.render.entity.model.EntityModelLayers;
import net.minecraft.client.render.entity.model.LoadedEntityModels;
import net.minecraft.client.render.entity.model.PlayerCapeModel;
import net.minecraft.client.render.entity.model.PlayerEntityModel;
import net.minecraft.client.render.entity.state.PlayerEntityRenderState;
import net.minecraft.client.util.math.MatrixStack;
@@ -29,18 +25,58 @@ import net.minecraft.util.Identifier;
import net.minecraft.util.math.RotationAxis;
import net.minecraft.util.math.Vec3d;
/**
* The cloak renderer
* - **Efficient**: uses a image only consisting of the cloak texture, 16x8
* whitespace.
* - **Curving**: Curves when player velocity increases.
* - **Wavey**: Makes the cloak feel like wind, when jump sprinting.
*/
public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderState, PlayerEntityModel> {
private final EquipmentModelLoader equipmentModelLoader;
private final BipedEntityModel<PlayerEntityRenderState> model;
private static final int PARTS = 16;
private float currentVelocity = 0.0f;
private static final float TEX_W = 176f;
private static final float TEX_H = 138f;
private static final class PxRect {
final int x, y, w, h;
PxRect(int x, int y, int w, int h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
float u1() {
return x / TEX_W;
}
float v1() {
return y / TEX_H;
}
float u2() {
return (x + w) / TEX_W;
}
float v2() {
return (y + h) / TEX_H;
}
}
private static final PxRect FRONT_RECT = new PxRect(8, 8, 80, 128);
private static final PxRect BACK_RECT = new PxRect(96, 8, 80, 128);
private static final PxRect LEFT_EDGE_RECT = new PxRect(0, 8, 8, 128);
private static final PxRect RIGHT_EDGE_RECT = new PxRect(88, 8, 8, 128);
private static final PxRect TOP_RECT = new PxRect(8, 0, 80, 8);
private static final PxRect BOTTOM_RECT = new PxRect(88, 0, 80, 8);
public CloakFeatureRenderer(FeatureRendererContext<PlayerEntityRenderState, PlayerEntityModel> context,
LoadedEntityModels modelLoader,
EquipmentModelLoader equipmentModelLoader) {
super(context);
this.model = new PlayerCapeModel<PlayerEntityRenderState>(
modelLoader.getModelPart(EntityModelLayers.PLAYER_CAPE));
this.equipmentModelLoader = equipmentModelLoader;
}
@@ -63,97 +99,65 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
MatrixStack.Entry entry = matrixStack.peek();
if (!flipWinding) {
// Counter-clockwise winding (front face)
// Vertex 1 (bottom-left)
vertexConsumer
.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
// CCW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255)
.texture(u1, v2)
.overlay(overlay)
.light(light)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
// Vertex 2 (bottom-right)
vertexConsumer
.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255)
.texture(u2, v2)
.overlay(overlay)
.light(light)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
// Vertex 3 (top-right)
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255)
.texture(u2, v1)
.overlay(overlay)
.light(light)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
// Vertex 4 (top-left)
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255)
.texture(u1, v1)
.overlay(overlay)
.light(light)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
} else {
// Clockwise winding (back face) - reverse vertex order
// Vertex 4 (top-left)
// CW
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topLeft.x, (float) topLeft.y,
(float) topLeft.z)
.color(255, 255, 255, 255)
.texture(u1, v1)
.overlay(overlay)
.light(light)
.color(255, 255, 255, 255).texture(u1, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
// Vertex 3 (top-right)
vertexConsumer.vertex(entry.getPositionMatrix(), (float) topRight.x, (float) topRight.y,
(float) topRight.z)
.color(255, 255, 255, 255)
.texture(u2, v1)
.overlay(overlay)
.light(light)
.color(255, 255, 255, 255).texture(u2, v1).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
// Vertex 2 (bottom-right)
vertexConsumer
.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomRight.x, (float) bottomRight.y,
(float) bottomRight.z)
.color(255, 255, 255, 255)
.texture(u2, v2)
.overlay(overlay)
.light(light)
.color(255, 255, 255, 255).texture(u2, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
// Vertex 1 (bottom-left)
vertexConsumer
.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
vertexConsumer.vertex(entry.getPositionMatrix(), (float) bottomLeft.x, (float) bottomLeft.y,
(float) bottomLeft.z)
.color(255, 255, 255, 255)
.texture(u1, v2)
.overlay(overlay)
.light(light)
.color(255, 255, 255, 255).texture(u1, v2).overlay(overlay).light(light)
.normal(normalX, normalY, normalZ);
}
}
private float getCurve(int i, float curveMagnitude, PlayerEntityRenderState playerState) {
float powCurve = (float) Math.pow((double) (PARTS - i) / PARTS, 2) * curveMagnitude;
float waveFreq = 0.6f;
float phase = (playerState.age + playerState.handSwingProgress) * 0.4f;
float sineAmplitude = 0.02f;
float sineCurve = (float) Math.sin(i * waveFreq + phase) * sineAmplitude;
float t = Math.min(1.0f, Math.max(0.0f, (curveMagnitude - 0.3f) / 0.2f));
t = t * t * (3 - 2 * t);
return (1.0f - t) * powCurve + t * (powCurve + sineCurve);
}
private void renderCape(MatrixStack matrixStack, VertexConsumer vertexConsumer,
PlayerEntityRenderState playerState, int light, int overlay, float rotation,
float curveMagnitude) {
float capeWidth = 10.0f / 16.0f; // 10 pixels wide
float capeHeight = 16.0f / 16.0f; // 16 pixels tall
float capeDepth = 1.0f / 16.0f; // 1 pixel deep
PlayerEntityRenderState playerState, int light, int overlay,
float rotation, float curveMagnitude) {
float capeWidth = 10.0f / 16.0f;
float capeHeight = 16.0f / 16.0f;
float capeDepth = 1.0f / 16.0f;
float capePartHeight = capeHeight / PARTS;
matrixStack.push();
matrixStack.translate(0.0f, 1.25, 0.125f);
matrixStack.translate(0, -capeHeight, 0);
matrixStack.multiply(RotationAxis.POSITIVE_X.rotationDegrees(rotation));
matrixStack.translate(0, capeHeight, 0);
@@ -164,101 +168,112 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
float z1 = 0.0f;
float z2 = capeDepth;
float frontU1 = 1.0f / 64.0f; // Start at pixel 1
float frontU2 = 11.0f / 64.0f; // End at pixel 11 (10 pixels wide)
float frontV1 = 1.0f / 32.0f; // Start at pixel 1
float frontV2 = 17.0f / 32.0f; // End at pixel 17 (16 pixels tall)
final float frontU1 = FRONT_RECT.u1();
final float frontU2 = FRONT_RECT.u2();
final float frontV1 = FRONT_RECT.v1();
final float frontV2 = FRONT_RECT.v2();
final float frontPartV = (frontV2 - frontV1) / PARTS;
// Back face UV (inside of cape) - typically offset in cape texture
float backU1 = 12.0f / 64.0f; // Back texture starts after front
float backU2 = 22.0f / 64.0f; // 10 pixels wide
float backV2 = 17.0f / 32.0f;
final float backU1 = BACK_RECT.u1();
final float backU2 = BACK_RECT.u2();
final float backV1 = BACK_RECT.v1();
final float backV2 = BACK_RECT.v2();
final float backPartV = (backV2 - backV1) / PARTS;
// Top face UV (edge along shoulders)
float topU1 = 1.0f / 64.0f; // Start at pixel 1
float topU2 = 11.0f / 64.0f; // End at pixel 11
float topV1 = 0.0f / 32.0f; // Start at pixel 0
float topV2 = 1.0f / 32.0f; // End at pixel 1
final float leftU1 = LEFT_EDGE_RECT.u1();
final float leftU2 = LEFT_EDGE_RECT.u2();
final float leftV1 = LEFT_EDGE_RECT.v1();
final float leftV2 = LEFT_EDGE_RECT.v2();
final float leftPartV = (leftV2 - leftV1) / PARTS;
// Bottom face UV (lower edge of cape)
float bottomU1 = 11.0f / 64.0f; // Start at pixel 11
float bottomU2 = 22.0f / 64.0f; // End at pixel 22
float bottomV1 = 0.0f / 32.0f; // Start at pixel 0
float bottomV2 = 1.0f / 32.0f; // End at pixel 1
final float rightU1 = RIGHT_EDGE_RECT.u1();
final float rightU2 = RIGHT_EDGE_RECT.u2();
final float rightV1 = RIGHT_EDGE_RECT.v1();
final float rightV2 = RIGHT_EDGE_RECT.v2();
final float rightPartV = (rightV2 - rightV1) / PARTS;
final float topU1 = TOP_RECT.u1();
final float topU2 = TOP_RECT.u2();
final float topV1 = TOP_RECT.v1();
final float topV2 = TOP_RECT.v2();
final float bottomU1 = BOTTOM_RECT.u1();
final float bottomU2 = BOTTOM_RECT.u2();
final float bottomV1 = BOTTOM_RECT.v1();
final float bottomV2 = BOTTOM_RECT.v2();
for (int i = 0; i < PARTS; i++) {
float y3 = -(capePartHeight * i);
float y4 = -(capePartHeight * (i + 1));
float totalVHeight = frontV2 - frontV1;
float partVHeight = totalVHeight / PARTS;
float curveOffsetTop = (float) Math.pow((double) (PARTS - i) / PARTS, 2) * curveMagnitude;
float curveOffsetBottom = (float) Math.pow((double) (PARTS - i - 1) / PARTS, 2)
* curveMagnitude;
float curveOffsetTop = getCurve(i, curveMagnitude, playerState);
float curveOffsetBottom = getCurve(i + 1, curveMagnitude, playerState);
// FRONT FACE
this.renderCapeQuad(vertexConsumer, matrixStack,
new Vec3d(x2, y4, z2 + curveOffsetBottom), new Vec3d(x1, y4, z2 +
curveOffsetBottom),
new Vec3d(x1, y3, z2 + curveOffsetTop), new Vec3d(x2, y3, z2 +
curveOffsetTop),
frontU1, frontV2 - (partVHeight * i), frontU2, frontV2 - (partVHeight * (i +
1)),
// FRONT FACE (outside)
this.renderCapeQuad(
vertexConsumer, matrixStack,
new Vec3d(x2, y4, z2 + curveOffsetBottom),
new Vec3d(x1, y4, z2 + curveOffsetBottom),
new Vec3d(x1, y3, z2 + curveOffsetTop), new Vec3d(x2, y3, z2 + curveOffsetTop),
frontU1, frontV2 - (frontPartV * i),
frontU2, frontV2 - (frontPartV * (i + 1)),
light, overlay,
0.0f, 0.0f, 1.0f, false);
// BACK FACE
this.renderCapeQuad(vertexConsumer, matrixStack,
// BACK FACE (inside)
this.renderCapeQuad(
vertexConsumer, matrixStack,
new Vec3d(x1, y4, z1 + curveOffsetBottom),
new Vec3d(x2, y4, z1 + curveOffsetBottom),
new Vec3d(x2, y3, z1 + curveOffsetTop), new Vec3d(x1, y3, z1 + curveOffsetTop),
backU1, backV2 - (partVHeight * i), backU2, backV2 - (partVHeight * (i + 1)),
backU1, backV2 - (backPartV * i),
backU2, backV2 - (backPartV * (i + 1)),
light, overlay,
0.0f, 0.0f, 1.0f, false);
// LEFT FACE
this.renderCapeQuad(vertexConsumer, matrixStack,
// LEFT FACE (thickness at x2)
this.renderCapeQuad(
vertexConsumer, matrixStack,
new Vec3d(x2, y4, z1 + curveOffsetBottom),
new Vec3d(x2, y4, z2 + curveOffsetBottom),
new Vec3d(x2, y3, z2 + curveOffsetTop), new Vec3d(x2, y3, z1 + curveOffsetTop),
0.0f, frontV2 - (partVHeight * i), 1.0f / 64.0f,
frontV2 - (partVHeight * (i + 1)),
leftU1, leftV2 - (leftPartV * i),
leftU2, leftV2 - (leftPartV * (i + 1)),
light, overlay,
1.0f, 0.0f, 0.0f, false);
// RIGHT FACE
this.renderCapeQuad(vertexConsumer, matrixStack,
// RIGHT FACE (thickness at x1)
this.renderCapeQuad(
vertexConsumer, matrixStack,
new Vec3d(x1, y4, z2 + curveOffsetBottom),
new Vec3d(x1, y4, z1 + curveOffsetBottom),
new Vec3d(x1, y3, z1 + curveOffsetTop), new Vec3d(x1, y3, z2 + curveOffsetTop),
frontU2, frontV2 - (partVHeight * i), frontU2 + 1.0f / 64.0f,
frontV2 - (partVHeight * (i + 1)),
rightU1, rightV2 - (rightPartV * i),
rightU2, rightV2 - (rightPartV * (i + 1)),
light, overlay,
-1.0f, 0.0f, 0.0f, false);
}
// TOP FACE
// TOP FACE (shoulders edge) – use its dedicated strip
matrixStack.push();
matrixStack.translate(0.0f, y2 + capeDepth, 0.0f);
matrixStack.multiply(net.minecraft.util.math.RotationAxis.POSITIVE_X.rotationDegrees(90.0f));
matrixStack.translate(0.0f, -y2, 0.0f);
this.renderCapeQuad(vertexConsumer, matrixStack,
this.renderCapeQuad(
vertexConsumer, matrixStack,
new Vec3d(x2, y2 + capeDepth, z2), new Vec3d(x1, y2 + capeDepth, z2),
new Vec3d(x1, y2, z2),
new Vec3d(x2, y2, z2),
new Vec3d(x1, y2, z2), new Vec3d(x2, y2, z2),
topU1, topV1, topU2, topV2,
light, overlay,
0.0f, 1.0f, 0.0f, true);
matrixStack.pop();
// BOTTOM FACE
float curveOffsetTop = (float) Math.pow(1.0f, 2) * curveMagnitude;
float curveOffsetBottom = (float) Math.pow(1.0f, 2) * curveMagnitude;
this.renderCapeQuad(vertexConsumer, matrixStack,
new Vec3d(x2, 0.0f, z2 + curveOffsetBottom),
new Vec3d(x1, 0.0f, z2 + curveOffsetBottom),
new Vec3d(x1, 0.0f, z1 + curveOffsetTop), new Vec3d(x2, 0.0f, z1 + curveOffsetTop),
// BOTTOM FACE – use bottom strip
float curveOffset = getCurve(0, curveMagnitude, playerState);
this.renderCapeQuad(
vertexConsumer, matrixStack,
new Vec3d(x2, 0.0f, z2 + curveOffset), new Vec3d(x1, 0.0f, z2 + curveOffset),
new Vec3d(x1, 0.0f, z1 + curveOffset), new Vec3d(x2, 0.0f, z1 + curveOffset),
bottomU1, bottomV1, bottomU2, bottomV2,
light, overlay,
0.0f, 0.0f, 1.0f, false);
@@ -282,9 +297,7 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
}
Identifier customCape = Cloaks.getCurrentCloakTexture(uuid);
if (customCape == null
|| this.hasCustomModelForLayer(
playerEntityRenderState.equippedChestStack,
if (customCape == null || this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack,
LayerType.WINGS)) {
return;
}
@@ -297,44 +310,44 @@ public class CloakFeatureRenderer extends FeatureRenderer<PlayerEntityRenderStat
light = (skyLight << 20) | (blockLight << 4);
matrixStack.push();
VertexConsumer vertexConsumer = vertexConsumerProvider
.getBuffer(RenderLayer.getEntityAlpha(customCape));
if (SaturnClientConfig.bendyCloaks.value) {
float targetVelocity = ((6.0F
+ playerEntityRenderState.field_53537 / 2.0F
float targetVelocity = ((6.0F + playerEntityRenderState.field_53537 / 2.0F
+ playerEntityRenderState.field_53536) * 0.02f);
targetVelocity = Math.max(0.0f, targetVelocity - 0.1f);
float accelerationRate = 0.02f;
this.currentVelocity = this.currentVelocity
+ (targetVelocity - this.currentVelocity)
* accelerationRate;
+ (targetVelocity - this.currentVelocity) * accelerationRate;
float rotation = this.currentVelocity * 72.0f;
float curve = this.currentVelocity * 0.4f;
matrixStack.translate(0.0f, -0.25f, 0.0f);
if (this.hasCustomModelForLayer(
playerEntityRenderState.equippedChestStack,
LayerType.HUMANOID)) {
matrixStack.translate(0.0F, -0.053125F, 0.06875F);
if (playerEntityRenderState.sneaking && playerEntityRenderState.isInSneakingPose) {
matrixStack.translate(0, 0.24f, 0);
matrixStack.multiply(RotationAxis.POSITIVE_X.rotationDegrees(27.0f));
curve += 0.2f;
}
renderCape(matrixStack, vertexConsumer, playerEntityRenderState, light,
OverlayTexture.DEFAULT_UV,
Math.min(rotation, 60.0f), Math.min(curve, 0.5f));
} else {
matrixStack.translate(0.0f, -0.25f, 0.0f);
if (this.hasCustomModelForLayer(playerEntityRenderState.equippedChestStack,
LayerType.HUMANOID)) {
matrixStack.translate(0.0F, -0.053125F, 0.06875F);
}
((PlayerEntityModel) this.getContextModel()).copyTransforms(this.model);
this.model.setAngles(playerEntityRenderState);
this.model.render(matrixStack, vertexConsumer, light, OverlayTexture.DEFAULT_UV);
if (playerEntityRenderState.isSwimming) {
curve = 0.0f;
rotation = 0.0f;
}
if (!SaturnClientConfig.bendyCloaks.value) {
curve = 0.0f;
}
renderCape(matrixStack, vertexConsumer, playerEntityRenderState, light,
OverlayTexture.DEFAULT_UV, Math.min(rotation, 60.0f), Math.min(curve, 0.5f));
matrixStack.pop();
}
}
@@ -25,6 +25,6 @@ public abstract class PlayerEntityRendererMixin
@Inject(method = "<init>", at = @At("TAIL"))
private void addCustomFeatureRenderer(EntityRendererFactory.Context ctx, boolean slim, CallbackInfo ci) {
this.addFeature(new HatFeatureRenderer(this));
this.addFeature(new CloakFeatureRenderer(this, ctx.getEntityModels(), ctx.getEquipmentModelLoader()));
this.addFeature(new CloakFeatureRenderer(this, ctx.getEquipmentModelLoader()));
}
}
Binary file not shown.

Before

Width:  |  Height:  |  Size: 173 KiB

After

Width:  |  Height:  |  Size: 151 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 178 KiB

After

Width:  |  Height:  |  Size: 167 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.6 MiB

After

Width:  |  Height:  |  Size: 1.6 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 45 KiB

After

Width:  |  Height:  |  Size: 33 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.6 MiB

After

Width:  |  Height:  |  Size: 1.6 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 43 KiB

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.6 MiB

After

Width:  |  Height:  |  Size: 1.6 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 45 KiB

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 135 KiB

After

Width:  |  Height:  |  Size: 120 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 21 KiB

After

Width:  |  Height:  |  Size: 8.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 195 KiB

After

Width:  |  Height:  |  Size: 140 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 335 KiB

After

Width:  |  Height:  |  Size: 105 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.6 KiB

After

Width:  |  Height:  |  Size: 2.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 168 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 26 KiB

After

Width:  |  Height:  |  Size: 8.9 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 60 KiB

After

Width:  |  Height:  |  Size: 18 KiB