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Anisotropic filtering - Wikipedia
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class="vector-dropdown-content"> <div id="vector-page-titlebar-toc-unpinned-container" class="vector-unpinned-container"> </div> </div> </div> </nav> <h1 id="firstHeading" class="firstHeading mw-first-heading"><span class="mw-page-title-main">Anisotropic filtering</span></h1> <div id="p-lang-btn" class="vector-dropdown mw-portlet mw-portlet-lang" > <input type="checkbox" id="p-lang-btn-checkbox" role="button" aria-haspopup="true" data-event-name="ui.dropdown-p-lang-btn" class="vector-dropdown-checkbox mw-interlanguage-selector" aria-label="Go to an article in another language. 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href="https://de.wikipedia.org/wiki/Anisotrope_Filterung" title="Anisotrope Filterung – German" lang="de" hreflang="de" data-title="Anisotrope Filterung" data-language-autonym="Deutsch" data-language-local-name="German" class="interlanguage-link-target"><span>Deutsch</span></a></li><li class="interlanguage-link interwiki-et mw-list-item"><a href="https://et.wikipedia.org/wiki/Anisotroopne_filtreerimine" title="Anisotroopne filtreerimine – Estonian" lang="et" hreflang="et" data-title="Anisotroopne filtreerimine" data-language-autonym="Eesti" data-language-local-name="Estonian" class="interlanguage-link-target"><span>Eesti</span></a></li><li class="interlanguage-link interwiki-es mw-list-item"><a href="https://es.wikipedia.org/wiki/Filtrado_anisotr%C3%B3pico" title="Filtrado anisotrópico – Spanish" lang="es" hreflang="es" data-title="Filtrado anisotrópico" data-language-autonym="Español" data-language-local-name="Spanish" class="interlanguage-link-target"><span>Español</span></a></li><li class="interlanguage-link interwiki-fr mw-list-item"><a href="https://fr.wikipedia.org/wiki/Filtrage_anisotrope" title="Filtrage anisotrope – French" lang="fr" hreflang="fr" data-title="Filtrage anisotrope" data-language-autonym="Français" data-language-local-name="French" class="interlanguage-link-target"><span>Français</span></a></li><li class="interlanguage-link interwiki-ko mw-list-item"><a href="https://ko.wikipedia.org/wiki/%EB%B9%84%EB%93%B1%EB%B0%A9%EC%84%B1_%ED%95%84%ED%84%B0%EB%A7%81" title="비등방성 필터링 – Korean" lang="ko" hreflang="ko" data-title="비등방성 필터링" data-language-autonym="한국어" data-language-local-name="Korean" class="interlanguage-link-target"><span>한국어</span></a></li><li class="interlanguage-link interwiki-hr mw-list-item"><a href="https://hr.wikipedia.org/wiki/Anizotropno_filtriranje" title="Anizotropno filtriranje – Croatian" lang="hr" hreflang="hr" data-title="Anizotropno filtriranje" data-language-autonym="Hrvatski" data-language-local-name="Croatian" class="interlanguage-link-target"><span>Hrvatski</span></a></li><li class="interlanguage-link interwiki-it mw-list-item"><a href="https://it.wikipedia.org/wiki/Filtro_anisotropico" title="Filtro anisotropico – Italian" lang="it" hreflang="it" data-title="Filtro anisotropico" data-language-autonym="Italiano" data-language-local-name="Italian" class="interlanguage-link-target"><span>Italiano</span></a></li><li class="interlanguage-link interwiki-ja mw-list-item"><a href="https://ja.wikipedia.org/wiki/%E7%95%B0%E6%96%B9%E6%80%A7%E3%83%95%E3%82%A3%E3%83%AB%E3%82%BF%E3%83%AA%E3%83%B3%E3%82%B0" title="異方性フィルタリング – Japanese" lang="ja" hreflang="ja" data-title="異方性フィルタリング" data-language-autonym="日本語" data-language-local-name="Japanese" class="interlanguage-link-target"><span>日本語</span></a></li><li class="interlanguage-link interwiki-pl mw-list-item"><a href="https://pl.wikipedia.org/wiki/Filtrowanie_anizotropowe" title="Filtrowanie anizotropowe – Polish" lang="pl" hreflang="pl" data-title="Filtrowanie anizotropowe" data-language-autonym="Polski" data-language-local-name="Polish" class="interlanguage-link-target"><span>Polski</span></a></li><li class="interlanguage-link interwiki-ru mw-list-item"><a href="https://ru.wikipedia.org/wiki/%D0%90%D0%BD%D0%B8%D0%B7%D0%BE%D1%82%D1%80%D0%BE%D0%BF%D0%BD%D0%B0%D1%8F_%D1%84%D0%B8%D0%BB%D1%8C%D1%82%D1%80%D0%B0%D1%86%D0%B8%D1%8F" title="Анизотропная фильтрация – Russian" lang="ru" hreflang="ru" data-title="Анизотропная фильтрация" data-language-autonym="Русский" data-language-local-name="Russian" class="interlanguage-link-target"><span>Русский</span></a></li><li class="interlanguage-link interwiki-fi mw-list-item"><a href="https://fi.wikipedia.org/wiki/Anisotrooppinen_suodatus" title="Anisotrooppinen suodatus – Finnish" lang="fi" hreflang="fi" data-title="Anisotrooppinen suodatus" data-language-autonym="Suomi" data-language-local-name="Finnish" class="interlanguage-link-target"><span>Suomi</span></a></li><li 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The <a href="/wiki/Talk:Anisotropic_filtering" title="Talk:Anisotropic filtering">talk page</a> may contain suggestions.</span> <span class="date-container"><i>(<span class="date">April 2019</span>)</i></span></div></td></tr></tbody></table><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1251242444"><table class="box-Technical plainlinks metadata ambox ambox-style ambox-technical" role="presentation"><tbody><tr><td class="mbox-image"><div class="mbox-image-div"><span typeof="mw:File"><span><img alt="" src="//upload.wikimedia.org/wikipedia/en/thumb/f/f2/Edit-clear.svg/40px-Edit-clear.svg.png" decoding="async" width="40" height="40" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/en/thumb/f/f2/Edit-clear.svg/60px-Edit-clear.svg.png 1.5x, //upload.wikimedia.org/wikipedia/en/thumb/f/f2/Edit-clear.svg/80px-Edit-clear.svg.png 2x" data-file-width="48" data-file-height="48" /></span></span></div></td><td class="mbox-text"><div class="mbox-text-span">This article <b>may be too technical for most readers to understand</b>.<span class="hide-when-compact"> Please <a class="external text" href="https://en.wikipedia.org/w/index.php?title=Anisotropic_filtering&action=edit">help improve it</a> to <a href="/wiki/Wikipedia:Make_technical_articles_understandable" title="Wikipedia:Make technical articles understandable">make it understandable to non-experts</a>, without removing the technical details.</span> <span class="date-container"><i>(<span class="date">August 2019</span>)</i></span><span class="hide-when-compact"><i> (<small><a href="/wiki/Help:Maintenance_template_removal" title="Help:Maintenance template removal">Learn how and when to remove this message</a></small>)</i></span></div></td></tr></tbody></table> </div> </div><span class="hide-when-compact"><i> (<small><a href="/wiki/Help:Maintenance_template_removal" title="Help:Maintenance template removal">Learn how and when to remove this message</a></small>)</i></span></div></td></tr></tbody></table> <figure class="mw-halign-right" typeof="mw:File/Thumb"><a href="/wiki/File:Anisotropic_filtering_en.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/8/80/Anisotropic_filtering_en.png/300px-Anisotropic_filtering_en.png" decoding="async" width="300" height="142" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/8/80/Anisotropic_filtering_en.png/450px-Anisotropic_filtering_en.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/8/80/Anisotropic_filtering_en.png/600px-Anisotropic_filtering_en.png 2x" data-file-width="1300" data-file-height="615" /></a><figcaption>An illustration of texture filtering methods showing a texture with trilinear mipmapping (left) and anisotropic texture filtering</figcaption></figure> <p>In <a href="/wiki/3D_computer_graphics" title="3D computer graphics">3D computer graphics</a>, <b>anisotropic filtering</b> (abbreviated <b>AF</b>)<sup id="cite_ref-urlWhat_is_Anisotropic_Filtering?_-_Technipages_1-0" class="reference"><a href="#cite_note-urlWhat_is_Anisotropic_Filtering?_-_Technipages-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> is a method of enhancing the image quality of <a href="/wiki/Texture_filtering" title="Texture filtering">textures</a>. It only applies on surfaces at oblique <a href="/wiki/Angle_of_view" class="mw-redirect" title="Angle of view">viewing angles</a> to the camera and where the projection of the texture (not the polygon or other <a href="/wiki/Geometric_primitive" title="Geometric primitive">primitive</a> on which it is rendered) appears to be non-<a href="/wiki/Orthogonality" title="Orthogonality">orthogonal</a>. As per its <a href="https://en.wiktionary.org/wiki/anisotropic" class="extiw" title="wiktionary:anisotropic">etymology</a>, anisotropic filtering does not filter the same in every direction. </p><p>Like <a href="/wiki/Bilinear_filtering" class="mw-redirect" title="Bilinear filtering">bilinear</a> and <a href="/wiki/Trilinear_filtering" title="Trilinear filtering">trilinear filtering</a>, anisotropic filtering eliminates <a href="/wiki/Aliasing" title="Aliasing">aliasing</a> effects,<sup id="cite_ref-3" class="reference"><a href="#cite_note-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> but improves on these other techniques by reducing blur and preserving detail at extreme viewing angles. </p><p>Primarily due to <a href="/wiki/Memory_bandwidth" title="Memory bandwidth">memory bandwidth</a> constraints<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (September 2024)">citation needed</span></a></i>]</sup>, anisotropic filtering is a relatively intensive process and only became a standard feature of consumer-level <a href="/wiki/Graphics_card" title="Graphics card">graphics cards</a> in the late 1990s.<sup id="cite_ref-5" class="reference"><a href="#cite_note-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> Anisotropic filtering is now common in modern graphics hardware (and video driver software) and is enabled either by users through driver settings or by graphics applications and video games through programming interfaces. </p> <meta property="mw:PageProp/toc" /> <div class="mw-heading mw-heading2"><h2 id="Comparison_to_isotropic_algorithms">Comparison to isotropic algorithms</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Anisotropic_filtering&action=edit&section=1" title="Edit section: Comparison to isotropic algorithms"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <figure typeof="mw:File/Thumb"><a href="/wiki/File:MipMap_Example_STS101_Anisotropic.png" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/d/dc/MipMap_Example_STS101_Anisotropic.png/256px-MipMap_Example_STS101_Anisotropic.png" decoding="async" width="256" height="256" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/d/dc/MipMap_Example_STS101_Anisotropic.png/384px-MipMap_Example_STS101_Anisotropic.png 1.5x, //upload.wikimedia.org/wikipedia/commons/d/dc/MipMap_Example_STS101_Anisotropic.png 2x" data-file-width="511" data-file-height="511" /></a><figcaption>An example of anisotropic mipmap image storage: the principal image on the top left is accompanied by filtered, <a href="/wiki/Linear_map" title="Linear map">linearly transformed</a> copies of reduced size.</figcaption></figure> <figure typeof="mw:File/Thumb"><a href="/wiki/File:MipMap_Example_STS101.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/5/5c/MipMap_Example_STS101.jpg/256px-MipMap_Example_STS101.jpg" decoding="async" width="256" height="171" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/5/5c/MipMap_Example_STS101.jpg 1.5x" data-file-width="384" data-file-height="256" /></a><figcaption>Isotropic mipmap of the same image</figcaption></figure> <p>Anisotropic filtering retains the "sharpness" of a texture normally lost by a <a href="/wiki/Mipmap" title="Mipmap">mipmap</a> texture's attempts to avoid aliasing. Anisotropic filtering can therefore be said to maintain crisp texture detail at all viewing orientations while providing fast anti-aliased <a href="/wiki/Texture_filtering" title="Texture filtering">texture filtering</a>. </p><p>In traditional <a href="/wiki/Isotropy" title="Isotropy">isotropic</a> mipmapping, downsizing at each level halves the resolution on each axis simultaneously. As a result, when rendering a horizontal plane at an oblique angle to the camera, the minification would provide an insufficient horizontal resolution due to the reduction of image frequency in the vertical axis. That is, when sampling to avoid aliasing on a high-frequency axis, the other texture axes will be similarly downsampled and therefore potentially blurred. </p><p>With mipmap anisotropic filtering, a texture of resolution 256px × 256px would not only be downsampled to 128px × 128px, but also to other non-square resolutions, such as 256px × 128px and 32px × 128px. These <i>anisotropically downsampled</i> images can be probed when the texture-mapped image frequency is different for each texture axis. Then, one axis is not blurred due to the screen frequency of another axis, and aliasing is still avoided. </p><p>Mipmapping and its associated axis-alignment constraints mean it is suboptimal for true anisotropic filtering and is used here for illustrative purposes only. More general anisotropic filtering methods support anisotropic probes that are not necessarily axis-aligned in <a href="/wiki/Texture_space" class="mw-redirect" title="Texture space">texture space</a>, allowing for diagonal anisotropy. </p> <div class="mw-heading mw-heading2"><h2 id="Degree_of_anisotropy">Degree of anisotropy</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Anisotropic_filtering&action=edit&section=2" title="Edit section: Degree of anisotropy"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Different degrees or ratios of anisotropic filtering can be applied during rendering. This degree refers to the maximum ratio of anisotropy supported by the filtering process. For example, 4:1 (pronounced “4-to-1”) anisotropic filtering will continue to sharpen more oblique textures beyond the range sharpened by 2:1.<sup id="cite_ref-techreport_6-0" class="reference"><a href="#cite_note-techreport-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> </p><p>In practice, this means that in highly oblique texturing situations, a 4:1 filter will be twice as sharp as a 2:1 filter (it will display frequencies double that of the 2:1 filter). However, most of the scene will not require the 4:1 filter; only the more oblique and usually more distant pixels will require the sharper filtering. This means that as the degree of anisotropic filtering continues to double there are diminishing returns in terms of visible quality with fewer and fewer rendered pixels affected, and the results become less obvious to the viewer; only a relatively few highly oblique pixels, mostly on more distant geometry, will display visibly sharper textures in the scene with the higher degree of anisotropic filtering. The performance penalty also diminishes because fewer pixels require the data fetches of greater anisotropy. </p><p>Current hardware rendering implementations set an upper bound on this ratio due to the additional hardware complexity and the aforementioned diminishing returns.<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> Applications and users are able to adjust the ratio through driver and software settings up to the threshold. </p> <div class="mw-heading mw-heading2"><h2 id="Implementation">Implementation</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Anisotropic_filtering&action=edit&section=3" title="Edit section: Implementation"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>True anisotropic filtering probes the texture anisotropically on the fly on a per-pixel basis for any orientation of anisotropy. </p><p>In graphics hardware, typically when the texture is sampled anisotropically, several probes (<a href="/wiki/Texel_(graphics)" title="Texel (graphics)">texel</a> samples) of the texture around the center point are taken on a sample pattern mapped according to the projected shape of the texture at that pixel.<sup id="cite_ref-8" class="reference"><a href="#cite_note-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> Earlier software methods have used <a href="/wiki/Summed-area_table" title="Summed-area table">summed-area tables</a>.<sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> </p><p>Each anisotropic filtering probe is often in itself a filtered mipmap sample, which adds more sampling to the process. Sixteen trilinear anisotropic samples might require 128 samples from the stored texture, as trilinear mipmap filtering needs to take four samples for each of the two mipmaps and then anisotropic sampling (at 16-tap) needs to take sixteen of these trilinear filtered probes. </p><p>However, this level of filtering complexity is not required all the time. There are commonly available methods to reduce the amount of work the video rendering hardware must do.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (September 2024)">citation needed</span></a></i>]</sup> </p><p>The anisotropic filtering method most commonly implemented on graphics hardware is the composition of the filtered pixel values from only one line of mipmap samples. In general, the method of building a texture filter result from multiple probes filling a projected pixel sampling into texture space is referred to as "footprint assembly", even where implementation details vary.<sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-11" class="reference"><a href="#cite_note-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-12" class="reference"><a href="#cite_note-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="Performance_and_optimization">Performance and optimization</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Anisotropic_filtering&action=edit&section=4" title="Edit section: Performance and optimization"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>The sample count required can make anisotropic filtering extremely <a href="/wiki/Memory_bandwidth" title="Memory bandwidth">bandwidth</a>-intensive. Multiple textures are common; each texture sample could be four bytes or more, so each anisotropic pixel could require 512 bytes from texture memory, although <a href="/wiki/Texture_compression" title="Texture compression">texture compression</a> is commonly used to reduce this. </p><p>A video display device can easily contain over two million pixels, and desired application framerates are often upwards of 60 frames per second. As a result, the required texture memory bandwidth may grow to large values. Ranges of hundreds of gigabytes per second of pipeline bandwidth for texture rendering operations is not unusual where anisotropic filtering operations are involved.<sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup> </p><p>Fortunately, several factors mitigate in favor of better performance: </p> <ul><li>The probes themselves share <a href="/wiki/Cache_(computing)" title="Cache (computing)">cached</a> texture samples, both inter-pixel and intra-pixel.<sup id="cite_ref-14" class="reference"><a href="#cite_note-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup></li> <li>Even with 16-tap anisotropic filtering, not all 16 taps are always needed because only distant <i>highly oblique</i> pixel fills tend to be highly anisotropic.<sup id="cite_ref-techreport_6-1" class="reference"><a href="#cite_note-techreport-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup></li> <li>Highly anisotropic pixel fill tends to cover small regions of the screen (i.e. generally under 10%)<sup id="cite_ref-techreport_6-2" class="reference"><a href="#cite_note-techreport-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup></li> <li>Texture magnification filters (as a general rule) require no anisotropic filtering.</li></ul> <div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Anisotropic_filtering&action=edit&section=5" title="Edit section: See also"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <ul><li><a href="/wiki/Anti-aliasing_filter" title="Anti-aliasing filter">Anti-aliasing filter</a></li> <li><a href="/wiki/Digital_artifact" title="Digital artifact">Digital artifact</a></li> <li><a href="/wiki/Distance_fog" title="Distance fog">Distance fog</a></li> <li><a href="/wiki/Draw_distance" title="Draw distance">Draw distance</a></li> <li><a href="/wiki/Level_of_detail_(computer_graphics)" title="Level of detail (computer graphics)">Level of detail (LOD)</a></li> <li><a href="/wiki/Mipmap" title="Mipmap">Mipmap</a></li></ul> <div class="mw-heading mw-heading2"><h2 id="References">References</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Anisotropic_filtering&action=edit&section=6" title="Edit section: References"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <style data-mw-deduplicate="TemplateStyles:r1239543626">.mw-parser-output .reflist{margin-bottom:0.5em;list-style-type:decimal}@media screen{.mw-parser-output .reflist{font-size:90%}}.mw-parser-output .reflist .references{font-size:100%;margin-bottom:0;list-style-type:inherit}.mw-parser-output .reflist-columns-2{column-width:30em}.mw-parser-output .reflist-columns-3{column-width:25em}.mw-parser-output .reflist-columns{margin-top:0.3em}.mw-parser-output .reflist-columns ol{margin-top:0}.mw-parser-output .reflist-columns li{page-break-inside:avoid;break-inside:avoid-column}.mw-parser-output .reflist-upper-alpha{list-style-type:upper-alpha}.mw-parser-output .reflist-upper-roman{list-style-type:upper-roman}.mw-parser-output .reflist-lower-alpha{list-style-type:lower-alpha}.mw-parser-output .reflist-lower-greek{list-style-type:lower-greek}.mw-parser-output .reflist-lower-roman{list-style-type:lower-roman}</style><div class="reflist"> <div class="mw-references-wrap mw-references-columns"><ol class="references"> <li id="cite_note-urlWhat_is_Anisotropic_Filtering?_-_Technipages-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-urlWhat_is_Anisotropic_Filtering?_-_Technipages_1-0">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">.mw-parser-output cite.citation{font-style:inherit;word-wrap:break-word}.mw-parser-output .citation q{quotes:"\"""\"""'""'"}.mw-parser-output .citation:target{background-color:rgba(0,127,255,0.133)}.mw-parser-output .id-lock-free.id-lock-free a{background:url("//upload.wikimedia.org/wikipedia/commons/6/65/Lock-green.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-limited.id-lock-limited a,.mw-parser-output .id-lock-registration.id-lock-registration a{background:url("//upload.wikimedia.org/wikipedia/commons/d/d6/Lock-gray-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-subscription.id-lock-subscription a{background:url("//upload.wikimedia.org/wikipedia/commons/a/aa/Lock-red-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .cs1-ws-icon a{background:url("//upload.wikimedia.org/wikipedia/commons/4/4c/Wikisource-logo.svg")right 0.1em center/12px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-free a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-limited a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-registration a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-subscription a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .cs1-ws-icon a{background-size:contain;padding:0 1em 0 0}.mw-parser-output .cs1-code{color:inherit;background:inherit;border:none;padding:inherit}.mw-parser-output .cs1-hidden-error{display:none;color:var(--color-error,#d33)}.mw-parser-output .cs1-visible-error{color:var(--color-error,#d33)}.mw-parser-output .cs1-maint{display:none;color:#085;margin-left:0.3em}.mw-parser-output .cs1-kern-left{padding-left:0.2em}.mw-parser-output .cs1-kern-right{padding-right:0.2em}.mw-parser-output .citation .mw-selflink{font-weight:inherit}@media screen{.mw-parser-output .cs1-format{font-size:95%}html.skin-theme-clientpref-night .mw-parser-output .cs1-maint{color:#18911f}}@media screen and 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