[ 1, [ "02delMVqdBD70a/HSD99FK", "28dPjdQWxEQIG3VVl1Qm6T", "6dkeWRTOBGXICfYQ7JUBnG", "14TDKXr2NJ6LjvHPops74o", "2afAA24LNP4YmYiaVLiivs", "30aC+Hnw1PF4pEcoY3kUYb", "c0BAyVxX9JzZy8EjFrc9DU", "f1h0LXVtJOta5JLZ1xCzfI" ], [ "_effectAsset", "diffuseTexture", "mainTexture" ], [ "cc.Texture2D", [ "cc.EffectAsset", [ "_name", "shaders", "techniques" ], 0 ], [ "cc.Material", [ "_name", "_techniqueData" ], 2, 11 ], [ "cc.Material", [ "_name", "_techniqueData" ], 1 ] ], [ [ 1, 0, 1, 2, 4 ], [ 3, 0, 1, 3 ], [ 2, 0, 1, 2 ] ], [ [ [ "0,9729,9729,33071,33071,0,0,1", -1 ], [ 0 ], 0, [], [], [] ], [ [ [ 0, "builtin-2d-gray-sprite", [ { "hash": 4278481454, "record": null, "name": "builtin-2d-gray-sprite|vs|fs", "glsl3": { "vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nin vec3 a_position;\nin mediump vec2 a_uv0;\nout mediump vec2 v_uv0;\nin vec4 a_color;\nout vec4 v_color;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n v_uv0 = a_uv0;\n v_color = a_color;\n}", "frag": "\nprecision highp float;\nuniform sampler2D texture;\nin mediump vec2 v_uv0;\nin vec4 v_color;\nvoid main () {\n vec4 color = v_color;\n vec4 texture_tmp = texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n color.a *= texture_tmp.a;\n #else\n color *= texture_tmp;\n #endif\n float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;\n gl_FragColor = vec4(gray, gray, gray, color.a);\n}" }, "glsl1": { "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nattribute vec3 a_position;\nattribute mediump vec2 a_uv0;\nvarying mediump vec2 v_uv0;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n v_uv0 = a_uv0;\n v_color = a_color;\n}", "frag": "\nprecision highp float;\nuniform sampler2D texture;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\nvoid main () {\n vec4 color = v_color;\n vec4 texture_tmp = texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n color.a *= texture_tmp.a;\n #else\n color *= texture_tmp;\n #endif\n float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;\n gl_FragColor = vec4(gray, gray, gray, color.a);\n}" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] } ], "samplers": [] }, "locals": { "blocks": [], "samplers": [] } }, "defines": [ { "name": "CC_USE_ALPHA_ATLAS_texture", "type": "boolean", "defines": [] }, { "name": "INPUT_IS_GAMMA", "type": "boolean", "defines": [] } ], "blocks": [], "samplers": [ { "name": "texture", "type": 29, "count": 1, "binding": 30, "defines": [] } ] } ], [ { "passes": [ { "program": "builtin-2d-gray-sprite|vs|fs", "blendState": { "targets": [ { "blend": true } ] }, "rasterizerState": { "cullMode": 0 }, "properties": { "texture": { "value": "white", "type": 29 } } } ] } ] ] ], 0, 0, [], [], [] ], [ [ [ 0, "builtin-2d-sprite", [ { "hash": 2440430725, "record": null, "name": "builtin-2d-sprite|vs|fs", "glsl3": { "vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}", "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n vec4 texture_tmp = texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_BGRA\n gl_FragColor = o.bgra;\n #else\n gl_FragColor = o.rgba;\n #endif\n}" }, "glsl1": { "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}", "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n vec4 texture_tmp = texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_BGRA\n gl_FragColor = o.bgra;\n #else\n gl_FragColor = o.rgba;\n #endif\n}" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] } ], "samplers": [] }, "locals": { "blocks": [ { "name": "CCLocal", "defines": [] } ], "samplers": [] } }, "defines": [ { "name": "USE_TEXTURE", "type": "boolean", "defines": [] }, { "name": "CC_USE_MODEL", "type": "boolean", "defines": [] }, { "name": "USE_ALPHA_TEST", "type": "boolean", "defines": [] }, { "name": "CC_USE_ALPHA_ATLAS_texture", "type": "boolean", "defines": [ "USE_TEXTURE" ] }, { "name": "INPUT_IS_GAMMA", "type": "boolean", "defines": [ "USE_TEXTURE" ] }, { "name": "USE_BGRA", "type": "boolean", "defines": [] } ], "blocks": [ { "name": "ALPHA_TEST", "binding": 0, "members": [ { "name": "alphaThreshold", "type": 13, "count": 1 } ], "defines": [ "USE_ALPHA_TEST" ] } ], "samplers": [ { "name": "texture", "type": 29, "count": 1, "binding": 30, "defines": [ "USE_TEXTURE" ] } ] } ], [ { "passes": [ { "program": "builtin-2d-sprite|vs|fs", "blendState": { "targets": [ { "blend": true } ] }, "rasterizerState": { "cullMode": 0 }, "properties": { "texture": { "value": "white", "type": 29 }, "alphaThreshold": { "type": 13, "value": [ 0.5 ] } } } ] } ] ] ], 0, 0, [], [], [] ], [ [ [ 2, "builtin-unlit", [ {}, "0", 11, [ { "defines": { "USE_DIFFUSE_TEXTURE": true } }, "props", 11, [ {}, "diffuseTexture", 6, 0 ] ] ] ] ], 0, 0, [ 0, 0 ], [ 1, 0 ], [ 0, 2 ] ], [ [ [ 0, "builtin-3d-trail", [ { "hash": 2929688198, "record": null, "name": "builtin-3d-trail|particle-trail:vs_main|tinted-fs:add", "glsl3": { "vert": "\nprecision mediump float;\nuniform Constants{\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n};\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n#endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }", "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\n#if CC_DRAW_WIRE_FRAME\n in vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform FragConstants {\n vec4 tintColor;\n};\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n #if CC_DRAW_WIRE_FRAME\n if (any(lessThan(vBarycentric, vec3(0.02)))) {\n col = vec4(0., 1., 1., 1.);\n }\n #endif\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }" }, "glsl1": { "vert": "\nprecision mediump float;\nuniform vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n#endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }", "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\n#if CC_DRAW_WIRE_FRAME\n varying vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n #if CC_DRAW_WIRE_FRAME\n if (any(lessThan(vBarycentric, vec3(0.02)))) {\n col = vec4(0., 1., 1., 1.);\n }\n #endif\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); }" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] } ], "samplers": [] }, "locals": { "blocks": [ { "name": "CCLocal", "defines": [] } ], "samplers": [] } }, "defines": [ { "name": "CC_DRAW_WIRE_FRAME", "type": "boolean", "defines": [] }, { "name": "CC_USE_WORLD_SPACE", "type": "boolean", "defines": [] }, { "name": "OUTPUT_TO_GAMMA", "type": "boolean", "defines": [] } ], "blocks": [ { "name": "Constants", "binding": 0, "members": [ { "name": "mainTiling_Offset", "type": 16, "count": 1 }, { "name": "frameTile_velLenScale", "type": 16, "count": 1 }, { "name": "scale", "type": 16, "count": 1 } ], "defines": [] }, { "name": "FragConstants", "binding": 1, "members": [ { "name": "tintColor", "type": 16, "count": 1 } ], "defines": [] } ], "samplers": [ { "name": "mainTexture", "type": 29, "count": 1, "binding": 30, "defines": [] } ] }, { "hash": 4224037318, "record": null, "name": "builtin-3d-trail|particle-trail:vs_main|tinted-fs:multiply", "glsl3": { "vert": "\nprecision mediump float;\nuniform Constants{\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n};\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n#endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }", "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\n#if CC_DRAW_WIRE_FRAME\n in vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform FragConstants {\n vec4 tintColor;\n};\nvec4 multiply () {\n vec4 col;\n vec4 texColor = texture(mainTexture, uv);\n col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n #if CC_DRAW_WIRE_FRAME\n if (any(lessThan(vBarycentric, vec3(0.02)))) {\n col = vec4(0., 1., 1., col.a);\n }\n #endif\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }" }, "glsl1": { "vert": "\nprecision mediump float;\nuniform vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n#endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }", "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\n#if CC_DRAW_WIRE_FRAME\n varying vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 multiply () {\n vec4 col;\n vec4 texColor = texture2D(mainTexture, uv);\n col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n #if CC_DRAW_WIRE_FRAME\n if (any(lessThan(vBarycentric, vec3(0.02)))) {\n col = vec4(0., 1., 1., col.a);\n }\n #endif\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = multiply(); }" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] } ], "samplers": [] }, "locals": { "blocks": [ { "name": "CCLocal", "defines": [] } ], "samplers": [] } }, "defines": [ { "name": "CC_DRAW_WIRE_FRAME", "type": "boolean", "defines": [] }, { "name": "CC_USE_WORLD_SPACE", "type": "boolean", "defines": [] }, { "name": "OUTPUT_TO_GAMMA", "type": "boolean", "defines": [] } ], "blocks": [ { "name": "Constants", "binding": 0, "members": [ { "name": "mainTiling_Offset", "type": 16, "count": 1 }, { "name": "frameTile_velLenScale", "type": 16, "count": 1 }, { "name": "scale", "type": 16, "count": 1 } ], "defines": [] }, { "name": "FragConstants", "binding": 1, "members": [ { "name": "tintColor", "type": 16, "count": 1 } ], "defines": [] } ], "samplers": [ { "name": "mainTexture", "type": 29, "count": 1, "binding": 30, "defines": [] } ] }, { "hash": 1704877102, "record": null, "name": "builtin-3d-trail|particle-trail:vs_main|no-tint-fs:addSmooth", "glsl3": { "vert": "\nprecision mediump float;\nuniform Constants{\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n};\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n#endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }", "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n vec4 col = color * texture(mainTexture, uv);\n col.rgb *= col.a;\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }" }, "glsl1": { "vert": "\nprecision mediump float;\nuniform vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n#endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }", "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n vec4 col = color * texture2D(mainTexture, uv);\n col.rgb *= col.a;\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] } ], "samplers": [] }, "locals": { "blocks": [ { "name": "CCLocal", "defines": [] } ], "samplers": [] } }, "defines": [ { "name": "CC_DRAW_WIRE_FRAME", "type": "boolean", "defines": [] }, { "name": "CC_USE_WORLD_SPACE", "type": "boolean", "defines": [] }, { "name": "OUTPUT_TO_GAMMA", "type": "boolean", "defines": [] } ], "blocks": [ { "name": "Constants", "binding": 0, "members": [ { "name": "mainTiling_Offset", "type": 16, "count": 1 }, { "name": "frameTile_velLenScale", "type": 16, "count": 1 }, { "name": "scale", "type": 16, "count": 1 } ], "defines": [] } ], "samplers": [ { "name": "mainTexture", "type": 29, "count": 1, "binding": 30, "defines": [] } ] }, { "hash": 2717357054, "record": null, "name": "builtin-3d-trail|particle-trail:vs_main|no-tint-fs:premultiplied", "glsl3": { "vert": "\nprecision mediump float;\nuniform Constants{\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n};\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n#endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }", "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n vec4 col = color * texture(mainTexture, uv) * color.a;\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }" }, "glsl1": { "vert": "\nprecision mediump float;\nuniform vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n#endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }", "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n vec4 col = color * texture2D(mainTexture, uv) * color.a;\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] } ], "samplers": [] }, "locals": { "blocks": [ { "name": "CCLocal", "defines": [] } ], "samplers": [] } }, "defines": [ { "name": "CC_DRAW_WIRE_FRAME", "type": "boolean", "defines": [] }, { "name": "CC_USE_WORLD_SPACE", "type": "boolean", "defines": [] }, { "name": "OUTPUT_TO_GAMMA", "type": "boolean", "defines": [] } ], "blocks": [ { "name": "Constants", "binding": 0, "members": [ { "name": "mainTiling_Offset", "type": 16, "count": 1 }, { "name": "frameTile_velLenScale", "type": 16, "count": 1 }, { "name": "scale", "type": 16, "count": 1 } ], "defines": [] } ], "samplers": [ { "name": "mainTexture", "type": 29, "count": 1, "binding": 30, "defines": [] } ] } ], [ { "name": "add", "passes": [ { "program": 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"mainTiling_Offset": { "type": 16, "value": [ 1, 1, 0, 0 ] }, "frameTile_velLenScale": { "type": 16, "value": [ 1, 1, 0, 0 ] }, "tintColor": { "type": 16, "value": [ 0.5, 0.5, 0.5, 0.5 ], "inspector": { "type": "color" } } } } ] }, { "name": "add-multiply", "passes": [ { "program": "builtin-3d-trail|particle-trail:vs_main|tinted-fs:multiply", "rasterizerState": { "cullMode": 0 }, "blendState": { "targets": [ { "blend": true, "blendSrc": 1, "blendDst": 771, "blendSrcAlpha": 1, "blendDstAlpha": 771 } ] }, "depthStencilState": { "depthTest": true, "depthWrite": false }, "properties": { "mainTexture": { "value": "grey", "type": 29 }, "mainTiling_Offset": { "type": 16, "value": [ 1, 1, 0, 0 ] }, "frameTile_velLenScale": { "type": 16, "value": [ 1, 1, 0, 0 ] }, "tintColor": { "type": 16, "value": [ 0.5, 0.5, 0.5, 0.5 ], "inspector": { "type": "color" } } } } ] }, { "name": "add-smooth", "passes": [ { "program": "builtin-3d-trail|particle-trail:vs_main|no-tint-fs:addSmooth", "rasterizerState": { "cullMode": 0 }, "blendState": { "targets": [ { "blend": true, "blendSrc": 1, "blendDst": 771, "blendSrcAlpha": 1, "blendDstAlpha": 771 } ] }, "depthStencilState": { "depthTest": true, "depthWrite": false }, "properties": { "mainTexture": { "value": "grey", "type": 29 }, "mainTiling_Offset": { "type": 16, "value": [ 1, 1, 0, 0 ] }, "frameTile_velLenScale": { "type": 16, "value": [ 1, 1, 0, 0 ] } } } ] }, { "name": "premultiply-blend", "passes": [ { "program": "builtin-3d-trail|particle-trail:vs_main|no-tint-fs:premultiplied", "rasterizerState": { "cullMode": 0 }, "blendState": { "targets": [ { "blend": true, "blendSrc": 1, "blendDst": 771, "blendSrcAlpha": 1, "blendDstAlpha": 771 } ] }, "depthStencilState": { "depthTest": true, "depthWrite": false }, "properties": { "mainTexture": { "value": "grey", "type": 29 }, "mainTiling_Offset": { "type": 16, "value": [ 1, 1, 0, 0 ] }, "frameTile_velLenScale": { "type": 16, "value": [ 1, 1, 0, 0 ] } } } ] } ] ] ], 0, 0, [], [], [] ], [ [ [ 0, "builtin-2d-graphics", [ { "hash": 550349795, "record": null, "name": "builtin-2d-graphics|vs|fs", "glsl3": { "vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\nin float a_dist;\nout float v_dist;\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n pos = cc_matViewProj * cc_matWorld * pos;\n v_color = a_color;\n v_dist = a_dist;\n gl_Position = pos;\n}", "frag": "\n#if CC_SUPPORT_standard_derivatives\n #extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\nin float v_dist;\nvoid main () {\n vec4 o = v_color;\n ALPHA_TEST(o);\n #if CC_SUPPORT_standard_derivatives\n float aa = fwidth(v_dist);\n #else\n float aa = 0.05;\n #endif\n float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);\n o.rgb *= o.a;\n o *= alpha;\n gl_FragColor = o;\n}" }, "glsl1": { "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\nattribute float a_dist;\nvarying float v_dist;\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n pos = cc_matViewProj * cc_matWorld * pos;\n v_color = a_color;\n v_dist = a_dist;\n gl_Position = pos;\n}", "frag": "\n#if CC_SUPPORT_standard_derivatives\n #extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\nvarying float v_dist;\nvoid main () {\n vec4 o = v_color;\n ALPHA_TEST(o);\n #if CC_SUPPORT_standard_derivatives\n float aa = fwidth(v_dist);\n #else\n float aa = 0.05;\n #endif\n float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);\n o.rgb *= o.a;\n o *= alpha;\n gl_FragColor = o;\n}" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] } ], "samplers": [] }, "locals": { "blocks": [ { "name": "CCLocal", "defines": [] } ], "samplers": [] } }, "defines": [ { "name": "CC_SUPPORT_standard_derivatives", "type": "boolean", "defines": [] }, { "name": "USE_ALPHA_TEST", "type": "boolean", "defines": [] } ], "blocks": [ { "name": "ALPHA_TEST", "binding": 0, "members": [ { "name": "alphaThreshold", "type": 13, "count": 1 } ], "defines": [ "USE_ALPHA_TEST" ] } ], "samplers": [] } ], [ { "passes": [ { "program": "builtin-2d-graphics|vs|fs", "blendState": { "targets": [ { "blend": true, "blendSrc": 1, "blendDst": 771, "blendSrcAlpha": 1, "blendDstAlpha": 771 } ] }, "rasterizerState": { "cullMode": 0 }, "properties": { "alphaThreshold": { "type": 13, "value": [ 0.5 ] } } } ] } ] ] ], 0, 0, [], [], [] ], [ [ [ 1, "builtin-2d-gray-sprite", {} ] ], 0, 0, [ 0 ], [ 0 ], [ 3 ] ], [ [ [ 2, "builtin-3d-trail", [ {}, "0", 11, [ {}, "props", 11, [ {}, "mainTexture", 6, 0 ] ] ] ] ], 0, 0, [ 0, 0 ], [ 2, 0 ], [ 0, 4 ] ], [ [ [ 0, "builtin-unlit", [ { "hash": 922858114, "record": null, "name": "builtin-unlit|unlit-vs|unlit-fs", "glsl3": { "vert": "\nprecision highp float;\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\n#if CC_USE_SKINNING\n in vec4 a_weights;\n in vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform SKINNING {\n vec2 jointsTextureSize;\n };\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);\n return mat4(v1, v2, v3, v4);\n }\n #endif\n #else\n uniform JOINT_MATRIX {\n mat4 jointMatrices[50];\n };\n mat4 getBoneMatrix(const in float i) {\n return jointMatrices[int(i)];\n }\n #endif\n mat4 skinMatrix() {\n return\n getBoneMatrix(a_joints.x) * a_weights.x +\n getBoneMatrix(a_joints.y) * a_weights.y +\n getBoneMatrix(a_joints.z) * a_weights.z +\n getBoneMatrix(a_joints.w) * a_weights.w\n ;\n }\n#endif\nstruct StandardVertInput {\n vec2 uv;\n vec4 position;\n vec3 normal;\n vec4 tangent;\n vec4 color;\n};\nin vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nin vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nin vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nin vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nin vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n In.position = vec4(a_position, 1.0);\n #if CC_USE_ATTRIBUTE_UV0\n In.uv = a_uv0;\n #else\n In.uv = vec2(0.0);\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n In.color = a_color;\n #else\n In.color = vec4(1.0);\n #endif\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = a_normal;\n #else\n In.normal = vec3(0.0, 1.0, 0.0);\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = a_tangent;\n #else\n In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n CCAttribute(In);\n #if CC_USE_SKINNING\n mat4 m = skinMatrix();\n In.position = m * In.position;\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = (m * vec4(In.normal, 0)).xyz;\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = m * In.tangent;\n #endif\n #endif\n}\nuniform MAIN_TILING {\n vec2 mainTiling;\n vec2 mainOffset;\n};\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n out mediump vec2 v_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n out lowp vec4 v_color;\n#endif\nvoid main () {\n StandardVertInput In;\n CCVertInput(In);\n #if CC_USE_ATTRIBUTE_COLOR\n v_color = In.color;\n #endif\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n v_uv0 = In.uv * mainTiling + mainOffset;\n #endif\n gl_Position = cc_matViewProj * cc_matWorld * In.position;\n}", "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nuniform UNLIT {\n lowp vec4 diffuseColor;\n};\n#if USE_DIFFUSE_TEXTURE\n uniform sampler2D diffuseTexture;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n in lowp vec4 v_color;\n#endif\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n in mediump vec2 v_uv0;\n#endif\nvoid main () {\n vec4 color = diffuseColor;\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n vec4 diffuseTexture_tmp = texture(diffuseTexture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_diffuseTexture\n diffuseTexture_tmp.a *= texture(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);\n color.a *= diffuseTexture_tmp.a;\n #else\n color *= diffuseTexture_tmp;\n #endif\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n color *= v_color;\n #endif\n ALPHA_TEST(color);\n gl_FragColor = CCFragOutput(color);\n}" }, "glsl1": { "vert": "\nprecision highp float;\nuniform mat4 cc_matWorld;\nuniform mat4 cc_matViewProj;\n#if CC_USE_SKINNING\n attribute vec4 a_weights;\n attribute vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform vec2 jointsTextureSize;\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture2D(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture2D(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture2D(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture2D(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture2D(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);\n return mat4(v1, v2, v3, v4);\n }\n #endif\n #else\n uniform mat4 jointMatrices[50];\n mat4 getBoneMatrix(const in float i) {\n return jointMatrices[int(i)];\n }\n #endif\n mat4 skinMatrix() {\n return\n getBoneMatrix(a_joints.x) * a_weights.x +\n getBoneMatrix(a_joints.y) * a_weights.y +\n getBoneMatrix(a_joints.z) * a_weights.z +\n getBoneMatrix(a_joints.w) * a_weights.w\n ;\n }\n#endif\nstruct StandardVertInput {\n vec2 uv;\n vec4 position;\n vec3 normal;\n vec4 tangent;\n vec4 color;\n};\nattribute vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nattribute vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nattribute vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nattribute vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nattribute vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n In.position = vec4(a_position, 1.0);\n #if CC_USE_ATTRIBUTE_UV0\n In.uv = a_uv0;\n #else\n In.uv = vec2(0.0);\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n In.color = a_color;\n #else\n In.color = vec4(1.0);\n #endif\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = a_normal;\n #else\n In.normal = vec3(0.0, 1.0, 0.0);\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = a_tangent;\n #else\n In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n CCAttribute(In);\n #if CC_USE_SKINNING\n mat4 m = skinMatrix();\n In.position = m * In.position;\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = (m * vec4(In.normal, 0)).xyz;\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = m * In.tangent;\n #endif\n #endif\n}\nuniform vec2 mainTiling;\nuniform vec2 mainOffset;\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n varying mediump vec2 v_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n varying lowp vec4 v_color;\n#endif\nvoid main () {\n StandardVertInput In;\n CCVertInput(In);\n #if CC_USE_ATTRIBUTE_COLOR\n v_color = In.color;\n #endif\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n v_uv0 = In.uv * mainTiling + mainOffset;\n #endif\n gl_Position = cc_matViewProj * cc_matWorld * In.position;\n}", "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nuniform lowp vec4 diffuseColor;\n#if USE_DIFFUSE_TEXTURE\n uniform sampler2D diffuseTexture;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n varying lowp vec4 v_color;\n#endif\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n varying mediump vec2 v_uv0;\n#endif\nvoid main () {\n vec4 color = diffuseColor;\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n vec4 diffuseTexture_tmp = texture2D(diffuseTexture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_diffuseTexture\n diffuseTexture_tmp.a *= texture2D(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);\n color.a *= diffuseTexture_tmp.a;\n #else\n color *= diffuseTexture_tmp;\n #endif\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n color *= v_color;\n #endif\n ALPHA_TEST(color);\n gl_FragColor = CCFragOutput(color);\n}" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] } ], "samplers": [] }, "locals": { "blocks": [ { "name": 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mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}", "frag": "\n#if CC_SUPPORT_standard_derivatives\n #extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_SDF\nuniform Outline {\n vec4 outlineColor;\n float outlineSize;\n};\n#endif\nvoid main () {\n#if USE_SDF\n #if USE_TEXTURE_ALPHAONLY\n float dist = texture(texture, v_uv0).a;\n #else\n float dist = texture(texture, v_uv0).r;\n #endif\n #if USE_SDF_EXTEND\n const float EDGE_VALUE = 0.45;\n #else\n const float EDGE_VALUE = 0.5;\n #endif\n #if CC_SUPPORT_standard_derivatives\n float smoothing = fwidth(dist);\n #else\n float smoothing = 0.05;\n #endif\n float outEdge = EDGE_VALUE - outlineSize;\n float bg = smoothstep(outEdge - smoothing, outEdge, dist);\n float fg = smoothstep(EDGE_VALUE - smoothing, EDGE_VALUE, dist);\n vec4 fgColor = outlineColor * (1.0 - fg) + v_color * fg;\n gl_FragColor = vec4(fgColor.rgb, fgColor.a * bg);\n#else\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n #if USE_TEXTURE_ALPHAONLY\n o.a *= texture(texture, v_uv0).a;\n #else\n o *= texture(texture, v_uv0);\n #endif\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n#endif\n}" }, "glsl1": { "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}", "frag": "\n#if CC_SUPPORT_standard_derivatives\n #extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_SDF\nuniform vec4 outlineColor;\nuniform float outlineSize;\n#endif\nvoid main () {\n#if USE_SDF\n #if USE_TEXTURE_ALPHAONLY\n float dist = texture2D(texture, v_uv0).a;\n #else\n float dist = texture2D(texture, v_uv0).r;\n #endif\n #if USE_SDF_EXTEND\n const float EDGE_VALUE = 0.45;\n #else\n const float EDGE_VALUE = 0.5;\n #endif\n #if CC_SUPPORT_standard_derivatives\n float smoothing = fwidth(dist);\n #else\n float smoothing = 0.05;\n #endif\n float outEdge = EDGE_VALUE - outlineSize;\n float bg = smoothstep(outEdge - smoothing, outEdge, dist);\n float fg = smoothstep(EDGE_VALUE - smoothing, EDGE_VALUE, dist);\n vec4 fgColor = outlineColor * (1.0 - fg) + v_color * fg;\n gl_FragColor = vec4(fgColor.rgb, fgColor.a * bg);\n#else\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n #if USE_TEXTURE_ALPHAONLY\n o.a *= texture2D(texture, v_uv0).a;\n #else\n o *= texture2D(texture, v_uv0);\n #endif\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n 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