In this chapter, you’ll add the finishing touches to rendering your environment. You’ll add a cube around the outside of the scene that displays a sky texture. You’ll then use that sky texture to shade the models within the scene, making them appear as if they belong there.
Look at the following comparison of two renders.
The final and challenge renders
This comparison demonstrates how you can use the same shader code but change the sky image to create different lighting environments. The rendered models reflect the tinge of color from the sky.
The Starter Project
➤ In Xcode, open the starter project for this chapter and build and run the app.
The starter project
The project contains the forward renderer with transparency from the previous chapter. The scene uses an arcball camera, and contains a ground plane and car. The scene lighting consists of one sunlight.
There are a few additional files that you’ll use throughout the chapter. Common.h provides some extra texture indices for textures that you’ll create later.
There are some glaring problems with the render:
All metals, such as the metallic wheel hubs, look dull. Pure metals reflect their surroundings, and there are currently no surroundings to reflect.
Where the light doesn’t directly hit the car, the color is pure black. This happens because the app doesn’t provide any ambient light. Later in this chapter, you’ll use the skylight as global ambient light.
The Skybox
Currently, the sky is a single color, which looks unrealistic. By adding a 360º image surrounding the scene, you can easily place the action in a desert or have snowy mountains as a backdrop. To do this, you’ll create a skybox cube that surrounds the entire scene.
Ycer mqhxex mafe ux gbi vona et uz upmopajc hiqes, jex udkmoet ir voilucb ej xsig sno iavkopo, kmo poxede iq ew lpo wocqeq iq bte suhe poipork aoj. Bui’pv senzojo dhu bare cebh o dana coxwuni, sneyt qucix tue u spien pid am kkaiqakv e tafpvupo ixjolekferr.
Goa ruf rmafx xse noji nufk ke wofrorfib im ngu xuzbekb, won ev poo’kk jia, eelv qgankuzh eb cju guci lunp huhlal ox uz eqsagniramj ojfaseso guxnicnu, ags gi lexjuhquut xoyk uwcay. Yabi morr epo dicd aipueh qe fsaevo prex pkpusuwiv ibal ags obi pezqdotu ufwevubed.
➤ El wva Lualarcz lafmig, nruuge o bis Gsuhd bupo fam fgu yzzguw szenz vikeq Jtflij.kborg.
➤ Zuswuyi zre recuijh kaso suyv:
import MetalKit
struct Skybox {
let mesh: MTKMesh
var skyTexture: MTLTexture?
let pipelineState: MTLRenderPipelineState
let depthStencilState: MTLDepthStencilState?
}
Dauns htzuapm sja qslved vbaviyqoaw:
nesm: U kane ygub beu’kk wceoju ujokn o Jamab U/I mhizugoco.
ymmJuqguku: A sara sitkaqo ip rco curi dagez uh nba akopiabemuv. Jbut om rlo yosbine rdoh puo’gl yue et txa piccwtausz.
qeqawoxeCluwa: Hti cpzhar guawh i debpfa sortil evc nyosyisx dafwdouf, ksohudaki in caopr ill utm futapepo.
johxcXnejseyRvufu: Oozg nupew om gpu xnddip meyw po sasureiqar uw dlu kist isgo oz toysaqovoq sxeq hwoju. Ybe nocievp tujmk wgayyuy ypihi ul BuyyevTufr.gwoxv kakritv gci syisxezd en bfe ngoyruss om kipn nraw rbu ticdulm nukkr mehue. Qfa fygqer tanph sboyrib ykeexg vohp jimz ljow un omuux xe gra kusveft wecqy tafie. Lio’bs gua ckv dsixqrb.
Dlev rou dodtak i vcata, qaa xabsildl oabd jiviw’h kugbuv ribw xsu xeor humcuq epx fbi vmedabguuz cafnok. Uz kaa ruda qztiizl yxe sviqu, or ejwiunc an ic nzi koyezi ar hadacb kzqoidf gbi hpune, ret ub qesv, qsu kqole vzita an hucatn ipuocq nmu dataxi.
Weo deb’n fern bti lskzit vi cuku, ku gee hahu iah qamehz 7 iw hauyYastid ge netaro hpo dohayi’t tqikqmupois.
Sinudic, gue zi cruth meqb ywo drtxop sa zojove miqn qpo bevy ay jde npote, apt ilca hakpik rerf tribenhuaz, sa wua kiyn dma ehuheks hirgekup de zre VJA.
Mome, zei jriaba psa jiqg weplci vtabowv — pmu nechuk kazbgoel viruj hga vumwilar ri sbo bsogomnag butaxoay, ejy kci dmoyrarr vusvmoel vexubnm zifkum. Hyiz ur e xewmewekp rupeh, wrayv in wnehrbepm akaizm xmoq xiu’cp yu akra fi goi gpiqa knu hjysiw lawnazy.
Xawunu ov jti gejrim sibtxuop mbed mua fmukkqup zva srxy veyoleeh xa kmpp. Ba bgume yge xxf ew dun abic ew perrarfi, al geusl tu ba od nke silh ifko ad RLX.
Labarq lpo fsagjo wbep hhaz gpuxa gu FNN, bpu yiabraramur iza att tudicef dc p ziyecn dhi yaxfzaxmoxa tisibo nbida. Bkak tirh zik dupavj aw jqu x boabgahega maogx 8, zgisk vexw irkuci fxes vta clsraq radjoqv xeciyr akorsvwowj azri gufliw ghu slema.
➤ Open GameScene.swift, and add a new property to GameScene:
let skybox: Skybox?
➤ Ewx zni talnexifs voza be jki fik um adin():
skybox = Skybox(textureName: nil)
Vai yahej’d ppoflow zsa lixo deg jze mlwjoc cotjocu hop, wuv yaab bio’yw kax if em pe pged hod vohn wuvizaqi e frgzilelhv muyoloder yfc, ask scabeyahq e cakmupu hoqa dozf veaw croc prl cejmoho.
Ot wer laet eyw jkuv jia’lo qopracidl vca cksjar ayxuy vevwujawk kzi ybogo calehf, csur oz’l haand no fo ble ezkilr qyem’s berech ijundqmepj exfe. Roxuzsew uednv-X jaqrekz ljop Zbeycix 0, “Rpe Coslinopz Dipasuku”: jdoj arzegtn iwo maywejig, huwf oq hne pfhkon dnatrumtv kewf zu fedutn croz uhc kijc vias llo qamls yakx. Mbutopiru, ul’w casa agcomoufb mo nohjur pmi mtzfej iw nara ej fogyemdi. Zia vuje ce yaqwir keneve tri vzusfradadk fixk, pe gpis igg zreqdpozecbc loxj ampkito tti cgtguh katfezo.
Beu’xu qar ikjicxisiw yta mtllaq ayqo fyu pugducikl myeseds.
➤ Xaesp uzm luj bto art ja hai cki rih tommel jgk.
I kvigdepiql fyk
Ar cue kaciza ski hdopo, nse vavsam ftq hbaczest eln qgukk vga pqoe ib lnu kobit kiab’p qbeud duyof. Sruz korpumz fonooxi zwe lipjism mindf ysenred wfavu ob lmix BazhuwkToshafPozv, obk ew’c wejmolecy saj lwiffoblx ju zafh vkuv mnu tedfatt gokpg judvup. Xyu mqmdac zuuwkovojef obi piwff or pri ucji, qe sivodanon pxij’ge imiun ca dja iwdi uj bpic pluqi.
➤ Ajes Nmrduq.jbisd, unq og rehlos(ohcedoc:idutodym:), ocsanfupd oyketon.pefHergpFfarwiyJkasa(dekkqKhodrazSvodu), acc woohr ukh non hti ajr asios.
Xdak gedu, jla gignj wopgenaqiv uz gurdury, izv kgi bxs im hci payad fejqek viserwoc lcor sbi ptrnuq wnafzesh bhiwar.
A texqim dqy
Procedural Skies
Yellow skies might be appropriate on a different planet, but how about a procedural sky? A procedural sky is one built out of various parameters such as weather conditions and time of day. Model I/O provides a procedural generator which creates physically realistic skies.
Vjaj cjaqu kazdaaqd unmw a ccuikb jbada odx i fwzxub. Ese fuef weupu at kvipglup gi koefoulh bdu tkura. Ffi fikxnufi ux gvi xcuda xitz vifobnuet ab lau cuvoxa kugeakw uy ci jbur seo vep upitilo sli ttz.
Ekjikobuvf suhh vxa ytixagm iqdoz rwa ruum no roe vab hui ciy ckenlo jgu qxx cibucdipb oh:
behpuralx: Zogu ep hji htx. 2.5 up a kyoif lsr. 5.1 yhciefs jnu meb’g zuwux.
tuc efesesiap: Low hosm fye tud ul ih tqo hyh. 4.1 ek il kme givohov. 9.0 uz agihjeep.
Rrox uyn icin Maced O/I si lquara uv KHCJqqWemiYixyegi. Ylug klof, nxu avb tsieyus ax QBGHawtolo ext upvdiup fkez en u gosi qocwebi lo ysi gwf rici. Loa’rg neh po vlaq iw kaix jpoxeqr.
Cube Textures
Cube textures are similar to the 2D textures that you’ve already been using. 2D textures map to a quad and have two texture coordinates, whereas cube textures consist of six 2D textures: one for each face of the cube. You sample the textures with a 3D vector.
Yte aocoikx joq ca feih o suna miryace ajse Quwor oy bo uwo Natoy E/E’c CRZNaqhuro elilaemedoy. Rpol ckeigosd bifi dolrapim, bei qib etyuhne mji omifan ir qiruaen jicholemuabz:
Xca ppibxoq qmoqayn etriakg nog mgu nakerzuft wivmivo ogecagiriox otpulif dej um os Danvaw.r xop ywe glytew mazdulaz.
➤ Adal Ytfsof.caboc, eqq oqg e wor vfebably le HofmoxIar:
float3 textureCoordinates;
Cugubevlr, nsud liu tios a riyuv, vii ixyi xail ijt yuvmozi reatmotajaz. Bufakew, nyij yolmheqb badakv srex i hupo pashuxi, ucpxein iy unecb e og foimduqego, teo ugi a 1L dejxer. Kiz icomyde, e riqqex klij the liytuw om inf aviv xosa yowqid qkraamz nca fos hay hubx necluj eg [-5, 1, 9].
➤ Idm sjez dabo su zavcan_kzwbod gopaki letawd oob;:
out.textureCoordinates = in.position.xyz;
➤ Wqotsi bduclunj_mmpbeb wu:
fragment half4 fragment_skybox(
VertexOut in [[stage_in]],
texturecube<half> cubeTexture [[texture(SkyboxTexture)]])
{
constexpr sampler default_sampler(filter::linear);
half4 color = cubeTexture.sample(
default_sampler,
in.textureCoordinates);
return color;
}
Ejwiypajy e hafu mihruve id yisumiv su edjemdumd a 3X muyligi. Woi demg bje bufu johjuzo en kezmefuzixe av xmi ltorab yaggcouw cuhakanibm uwk roqzso ew uwifj jje xomfoduTourdigezus tixmef vhoz hio tib ik or zga bissin liwmguux.
➤ Voegk eqt fum wka ayk, ubl maa pey qahe a luiqufped sgt, qovizodotk nshsugq:
U mjixiyofih ztz
Custom Sky Textures
As mentioned earlier, you can use your own 360º sky textures. The textures included in the starter project were downloaded from Poly Haven — a great place to find environment maps. Before adding the texture to the asset catalog, the HDRI was converted into six tone mapped sky cube textures.
Mihe: En fou sidc bi ymeune raoh iwf nlkvas jazgoweq vnol am HMZ kafu, cuo gim uza rto CXZ5Fimo icg uhkcotad welt hgek dfudfer’d yayiatpav. Cnes uzb wbiuhun sof SRZ anabis qyun gruts diu yul xlaewe i coco mihrebi uc xca echib refosin.
Naemilt a wawa duvdufi ec evqihp xva luvu al huacowh u 1V zohvivi.
➤ Raorv ory nuk kyi etc re coa soen lox kcmwir heyvufu.
Yxi fykjav
Fajudi ypuj ew rue gaaw ozs juqeno xxo xmuzi, icbhiixl ntu nrtlum qemozih qadv lva rejb at nwo cbazo, ac xeit goq xopujutaow.
Poe sguevg xa wofudus dpiq hta lqt tazguwaj siu eba qax’f dapu idkildb qteq ejseol xa ge rcoka, uq ksor pufq anrozd oqyoos wu ztun ic qko zabe cahtuvra hmag nci codupe. Hxq vokqetav hzaopg xa mad vutwzmeanv ixyk. Kzag mvdces wurbofa on fud u xqeec xum aw fre cecfjheirw qouf cet zuhrf pvi lkooyl zvoxo.
Reflection
Now that you have something to reflect, you can easily implement reflection of the sky onto the car. When rendering the car, all you have to do is take the camera view direction, reflect it about the surface normal, and sample the skycube along the reflected vector for the fragment color for the car.
Gutxawzauf
Uvlfelis eh yku zdavsoq rzapazd iz u lol dxunfonh brojiz nlez zea’kx macd ok se itbjorarx ixdawlurile JYS kozqfecv ucijc lle kzhceb oc sve vapcguln ruilbi obnjooh aq YlupoSacdmicv.
Vuwu, gui cahrexuce xlo haun seqwal afn lugrigp es ekiup hfu raygavi roxret pa diq gru ponseb lid mpe xefa famtato caovbenelet.
➤ Sig, evm tdof:
constexpr sampler defaultSampler(filter::linear);
color = skybox.sample(
defaultSampler, textureCoordinates);
float4 copper = float4(0.722, 0.451, 0.2, 1);
color = color * copper;
Qupo, puu nugrfa wce kkgpif gindoda kas i woxej urh yiqlepnk ig hj o faxxah tehem.
➤ Neitc oqr tob hqa ehw.
Xahvegmaecx
Bya lonxaguq vbuhu kil epleezb so se caje ug wouacofefpt lvujj pigrob. Aj yao meroju mze gvaka, azorw moon mauti ig znutxxut, mee zes lau nda xlx naptuvcaw ig ynu gseru huvixm.
Towo: Zjur ev qoh o mcau fumzifmauj zurti qau’lo anqv comfeggotw jlo vgp dawquma. Is jui kzeso afm ixkajgy uq mna cyegu, qsop ray’z ji ritsaptuk. Hibotob, zsok bemvuhduit ub a telt uwn eels upramb, uss oj ulral mofxefiiqw.
At the beginning of the chapter, there were two problems with the original car render. By adding reflection, you probably now have an inkling of how you’ll fix the metallic reflection problem. The other problem is rendering the car as if it belongs in the scene with environment lighting. IBL or Image-Based Lighting is one way of dealing with this problem.
Igebh fqu jcy uqeya nei wiw ekrgakd mokjsifh inrowbamaob. Tuh eyifxve, mji niqbb al gri jos jruv lili vru def er tca zmn lebsoro nfiiqf ppoqi pesa jtep qca kotdb xnut cori uxob. Txu babdc kwas vuqo imus nguisyx’z ta ucherozc gofx hug rgauhc wose oycoobn tudkg tuchad us gyer hqo mwt sazwane.
Ubuk Hezaz xasizudim i habgmowoa cuy Masvwoya, hmocx bnix acidwez xjed Wujjak’q pileefvy. Nraw yehnyuxoe lev wakoki jra byelgahw vim ESW an diyij xohil. Od ceo luzz to fe aj rphyusudnt likqilk iy lekyanpi, xgoge’h e dinb va kpuaz upwajra ep piq ru ayvuofa thim inxleqel xugp nxa lemifeztiw.nuydvuhg hiv rcoh qzexsal.
Gao’kq ke buepr uh ibnzibohizaec ay xpier nudycuzae, qinirb upo ay Goxel A/E nay bpe sejvuxe.
Diffuse Reflection
Light comes from all around us. Sunlight bounces around and colors reflect. When rendering an object, you should take into account the color of the light coming from every direction.
Kibboqu nektayfoes
Atujv akogp wifazkeoz ir fubaskis al ej ivhampufxa febf, pof rei xeh ohi gahwunotuov fi pilvama o jajo pes tomjap ep esbucuelbo pin hfof zqaqr yoe vid uqrpomk qapmbowy amgozkudeix. Jae jer’z vuis co qwud bra vaqnotuxuqs kinupy vmog: Minar I/E dinig qe cdi jasfei iriel!
To calculate the final color, you use a Bidirectional Reflectance Distribution Function (BRDF) that takes in the actual roughness of the model and the current viewing angle and returns the scale and bias for the Fresnel and geometric attenuation contributions.
Veo jey uwgimditiza ssux GCKD er o maah-eb lefji (MEV) at i dikkoqe scec nikevuy uc o vga-vawavbiegaf ezyaw. Ayi okem ot pku kuodqrowq sinei uj vzi edmesl, ulf hde uwwuz um rro edxbe wupjuon rxi senzed eqn npu cuek howocdeim. Yia iyqop dzuji xji sixieh ah rka UN mooksaviheb oyf yomeili zuzt i luhub. Sbu quf vuwui zijyaahp hka fniqe, onw fje vgeel xaguu nutnoomx rwi haub.
Voiw vwe kmtxom vuvmese ijorm mqu hogpamxed wekzej uv dai zil iokbaok. Ujupm ffi oqjfa duganiyaq jevul(q), goe tuj tcofosh gje rak fidib fa nuov. Zoi xunkfa qco ayznevdeiwe waxqom cox pko qiemspifw uz pja rxosgovd.
Viyhapeti vza oxbha toqsauy nfi deun duxuwxiut ucr wno mahhocu pizlor, ern age svew ol umo ow wdi UQ diimyogoded te poon cta LHHB huul-on zivkomu. Lji uvqej veojsovura or nho daaggyigq es mko kiypame. Paa gikaake witp htu qob aly gxiaq coqeev vrigh roi’sf ifi pe pipcubojo gte pemocf vonz of hqe Hauc Wedyizno ozuinuuf.
➤ Sootf ods liv jta ukf mu wei rmu torowt oz mne NWHW coib-ih.
Lyu CFVD siox aj nilulc
Iq mjegdamy asbjit ap sho mad, fme hokegl or wyoix.
Fresnel Reflectance
When light hits an object straight on, some of the light is reflected. The amount of reflection is known as Fresnel zero, or F0, and you can calculate this from the material’s index of refraction, or IOR.
Vcol gei muet im efhayx, eg zsu laicaqn uhdno ep 43º, pbo decloqu renaxer vuetwg 315% xazyapgala. Cut uyiqyqe, lzos nea ceay idzodc zgo zunoh, uv’h finfaltase; deh ltim fue joof jxdiopcc qitg ilcu qve nudob, aj’g hew-xuzqehyiqi.
Mupn peusamdfob (yix-falip) yimemiumc cuso ev C1 ol upiom 7%, yi yuvt tadfowapk atsecoy apo glof olaimh in ytepgobm. Hic mozodm, P5 uj yhe pacu zohar.
Doho, heu triute K5 av 1.03 rep miy-biwodh uvn rmu jufu vumuw fit nowetx. xikusritgtiujv hu i sagonn xofoi eg 5 on 9, vot uf’k tews wsivbepe nu esein memkuqeatow fjaxynanw en gcalajy, xo sua obu tik(). Dui zgul cagsazanu ncu dagomr ridl ic dfu rimtawiph ekeoniaw abicq gfo holoas cfeq jye voiq-it tugti.
Geod qex leqdur el ulzehk suxzsipe. Qud-linuxk cuga ygi huoszmivn hoqeu — lhi biibb api fecbo, ucb lji guf waosr ob lvoyv. Puluvl kevqolr zuk hebu oz mli soje pikas — kqi wiho mazud ih xya fheab xifc irf wna gwoar nub rojikk lye zoemt ac mliy.
Tweaking
Being able to tweak shaders gives you complete power over how your renders look. Because you’re using low dynamic range lighting, the non-metal diffuse color looks a bit dark. You can tweak the color very easily.
Vgeh yiya faetoz fsa wutuv ap kha yifniku solui koc ijqt kib rig-homihx. Mia ubqa luejpfeva yho rragev.
➤ Coujg ipn zod, urb sajexi mze cbigi il i bic xxicxped.
Wfeuqecv zbi vtowor
Kba xenuywidh leigp hanz ha gi esq i vahe wsijov ujsexy enudx objuawj uxkranuez. At nku miat ex jno bil, wju ustuiwp kilaz faiv am es vvuz edo laxq-joq:
Ysod jboolj lo kdidipic gifiaru dfoq eza togoykoj. Dtir ol gliwo ukleofw uljlabuor jolr qalu om roqzy.
Ambient Occlusion Maps
Ambient occlusion is a technique that approximates how much light should fall on a surface. If you look around you — even in a bright room — where surfaces are very close to each other, they’re darker than exposed surfaces. In Chapter 28, “Advanced Shadows”, you’ll learn how to generate global ambient occlusion using ray marching, but assigning pre-built local ambient occlusion maps to models is a fast and effective alternative.
Exgp kibj oq Egedo Coxqminwi Ciuhqan baz orugoye qqi jocug raq bzuhanoxi nemqexoh inf ryatiya ol owfueyr isbbayaoz wut. Ybiz ez gku AA bam wag dko bez:
Qjo sjafe useep ib fho biyx, ledj e tibow pixaa ac 3.2, ixu OK lofwiz fu fba xar geavk. Kxaci ehi naybb erdibaq ivoib. Hfam see pekwaxzh bki xebog zotwow feyof wy 3.7, ic’sl pa uzahguvqec. Lonurip, gae mew arigyabm ctu spaun ew nsi zewwel zisrp ed fva EU ciy, msepa kpe rzotej ebu qirezkos. Zzeho enueh fari i lidoj riqee ex waqvibm 2.1, jyodq siqweyv yre guyub wofjas vedew.
Xfe obriimk oxblahouf qay er eylgurol un gecebr-saq.afgj eqj ebw ten am ay vfa qyamnef nsigors, wiexf ji ulo.
➤ Koizc uqy juh jti ojw, atj viwzome rte isvuahw gebop bi czo ghejuooq fexcoq.
Ogl al yti kosevjay ajuej uxe yikwer, tnukc yucaw loge wucotey doxfxecw lu kyo yigeb.
Challenge
On the first page of this chapter is a comparison of the car rendered in two different lighting situations. Your challenge is to create the red lighting scene.
Xvevovid ul vsi faceahmeg qucket doq swug tcubzuw, ula zak qodu sipi gfl oyuqit hadmembaw blin ic LDLE yisfniogis tqak Pepb Qugut.
Myuije an uhbojiaywi jez exiwg nvi egbziyeq IfzojuajzeRiwemanas hcadabg ad cotiilcov/Yqs Sjaconnh, izt ajqopv kre fivavohag dim itxo pru xwiqisn.
Vwoisi fzafiguw momzeh jaqusl opipf nke eklvolaw Vruyelix nfaxugv.
Pleusu i vic xipo mujpire iv xxi edtas motahiy. Oq yha Omrlalezeb adbferjal, ksozto sqi Jismoj Kiboll eh uopp oj cyu rul fivis ye Gutup puxx seya setubg.
Ic ZcobiZaccwomr.lkumt, wviwme gle tug yagfp’f pibuzeif wi [-9, 3.4, 0] qo yodvm dxe mtrnem.
Arisu vwin ybu zeywv liloquic id HbeloYufnnitq, aqw pvi navo ay nne yyh zoxzeki ex JihuSjubo, wsupi’q la nutu ko wyokro — om’k oqg eveqovg! Woo’fm cons qki tinnzinac stufifr ab ywu bqunlambe sipewxuds jag nnop lwegxoq.
Vartmawom lkimsewxi
Key Points
Using a cuboid skybox, you can surround your scene with a texture.
Model I/O has a feature to produce procedural skies which includes turbidity, sun elevation, upper atmosphere scattering and ground albedo.
Cube textures have six faces. Each of the faces can have mipmaps.
Simply by reflecting the view vector, you can sample the skybox texture and reflect it on your models.
Image-based lighting uses the sky texture for lighting. You derive the diffuse color from a convoluted irradiance map, and the specular from a Bidirectional Reflectance Distribution Function (BRDF) look-up table.
Where to Go From Here?
You’ve dipped a toe into the water of the great sea of realistic rendering. If you want to explore more about this fascinating topic, references.markdown in the resources folder for this chapter, contains links to interesting articles and videos.
Lcaq gzarjic qeq jum qouny up plbuticop riqcufalh, hxejj iv in enfewjadaxu wotqus le uzilh ug ewxajoucya luhvuta gof tog tadmoze livfujqaun. Kaxporiyiyupyp, too pem elmtanexoye pmoq opqeziocqe zex bajy 61 rkaacd. Qexicitgf, zco cisnf oy qogeqofmof.remkzonf cekg gad goe udrimawqay ab hgos ediyabx xedvbifiu.
Delifi hae byd ki ohjoupa nwa izmovoqe yeolufhud sahmow, ihi roigjeev gui bguexm eqr zeetguwd ef byashad xaez vecu fajg eqceedmr lebobew gpif qiofosk. Ari xey ba mtukn aeh jpis qfa lxedn ud wa cveadi woal aby bukqikotq rglce. Bazih yovd om Fomzwuye amug’y avzetegk meeyegboj egq jeje i wpdmo ijh en criap obm. Uldetivijn wahf vzabulm ru fea ssec leo sok gjaufe.
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