397 lines
51 KiB
JSON
397 lines
51 KiB
JSON
![]() |
{
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"__type__": "cc.EffectAsset",
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"_name": "pipeline/fxaa-hq",
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"_objFlags": 0,
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"_native": "",
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"techniques": [
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{
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"name": "fxaa",
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"passes": [
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{
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"pass": "fxaa",
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"rasterizerState": {
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"cullMode": 0
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},
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"program": "pipeline/fxaa-hq|fxaa-vs:vert|fxaa-edge-fs:frag",
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"depthStencilState": {
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"depthWrite": false
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}
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}
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]
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],
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"shaders": [
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{
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"blocks": [
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{
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"name": "fxaaUBO",
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"members": [
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{
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"name": "texSize",
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"name": "sceneColorMap",
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"attributes": [
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{
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"name": "a_position",
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"format": 21,
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"location": 0
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},
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{
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"name": "a_texCoord",
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"format": 21,
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"location": 1
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}
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],
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"varyings": [
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{
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"name": "v_uv",
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"stageFlags": 17,
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"location": 0
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}
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],
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"fragColors": [
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{
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"name": "cc_FragColor",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"defines": [],
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"stageFlags": 16,
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"location": 0
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],
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"rate": 0,
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"blocks": [],
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"buffers": [],
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"images": [],
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"subpassInputs": []
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},
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{
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"rate": 1,
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"blocks": [
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{
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"name": "fxaaUBO",
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"members": [
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{
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"name": "texSize",
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"type": 16,
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],
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"stageFlags": 16,
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"binding": 0
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}
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],
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"samplerTextures": [],
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"samplers": [],
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"textures": [],
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"buffers": [],
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"images": [],
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},
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{
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"rate": 2,
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"blocks": [],
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"textures": [],
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"images": [],
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"subpassInputs": []
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{
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"rate": 3,
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"blocks": [
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{
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"tags": {
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"builtin": "global"
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},
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"name": "CCGlobal",
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"members": [
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{
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"name": "cc_time",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_screenSize",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_nativeSize",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_probeInfo",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_debug_view_mode",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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}
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],
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"defines": [],
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"stageFlags": 17
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},
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{
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"tags": {
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"builtin": "global"
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},
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"name": "CCCamera",
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"members": [
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{
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"name": "cc_matView",
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"typename": "mat4",
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"type": 25,
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_matViewInv",
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"typename": "mat4",
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"type": 25,
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_matProj",
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"typename": "mat4",
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"type": 25,
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_matProjInv",
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"typename": "mat4",
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"type": 25,
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_matViewProj",
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"typename": "mat4",
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"type": 25,
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_matViewProjInv",
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"typename": "mat4",
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"type": 25,
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_cameraPos",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_surfaceTransform",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_screenScale",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_exposure",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_mainLitDir",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_mainLitColor",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_ambientSky",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_ambientGround",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_fogColor",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_fogBase",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_fogAdd",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_nearFar",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_viewPort",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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],
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"defines": [],
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"stageFlags": 17
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],
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"samplerTextures": [
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{
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"name": "sceneColorMap",
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"type": 28,
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"count": 1,
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"defines": [],
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"stageFlags": 16,
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"binding": 1
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}
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],
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"samplers": [],
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"textures": [],
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"images": [],
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"subpassInputs": []
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}
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],
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"hash": 44863304,
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"glsl4": {
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"vert": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 0) out vec2 v_uv;\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183f\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_POINT 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_SPHERE 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\nvec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n return textureGrad(tex, P, dPdx, dPdy);\n}\nvec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n return textureGrad(tex, P, dPdx, dPdy);\n}\n#define FxaaTex sampler2D\n#define int2 vec2\n#define float2 vec2\n#define float3 vec3\n#define float4 vec4\n#define FxaaBool3 bvec3\n#define FxaaInt2 vec2\n#define FxaaFloat2 vec2\n#define FxaaFloat3 vec3\n#define FxaaFloat4 vec4\n#define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n#define FxaaPow3(x, y) pow(x, y)\n#define FxaaSel3(f, t, b) mix((f), (t), (b))\n#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\nfloat4 FxaaTexLod0(FxaaTex tex, float2 pos) {\n return texture(tex, pos.xy);\n}\nfloat4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) {\n return fragTextureGrad(tex, pos.xy, grad, grad);\n}\nfloat4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) {\n return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n}\n#define FXAA_SRGB_ROP 0\n#ifndef FXAA_PRESET\n #define FXAA_PRESET 3\n#endif\n#if (FXAA_PRESET == 0)\n #define FXAA_EDGE_THRESHOLD (1.0/4.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)\n #define FXAA_SEARCH_STEPS 2\n #define FXAA_SEARCH_ACCELERATION 4\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 1\n #define FXAA_SUBPIX_CAP
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},
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"glsl3": {
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"vert": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nin vec2 a_position;\nin vec2 a_texCoord;\nout vec2 v_uv;\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183f\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_POINT 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_SPHERE 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\nvec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n return textureGrad(tex, P, dPdx, dPdy);\n}\nvec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n return textureGrad(tex, P, dPdx, dPdy);\n}\n#define FxaaTex sampler2D\n#define int2 vec2\n#define float2 vec2\n#define float3 vec3\n#define float4 vec4\n#define FxaaBool3 bvec3\n#define FxaaInt2 vec2\n#define FxaaFloat2 vec2\n#define FxaaFloat3 vec3\n#define FxaaFloat4 vec4\n#define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n#define FxaaPow3(x, y) pow(x, y)\n#define FxaaSel3(f, t, b) mix((f), (t), (b))\n#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\nfloat4 FxaaTexLod0(FxaaTex tex, float2 pos) {\n return texture(tex, pos.xy);\n}\nfloat4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) {\n return fragTextureGrad(tex, pos.xy, grad, grad);\n}\nfloat4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) {\n return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n}\n#define FXAA_SRGB_ROP 0\n#ifndef FXAA_PRESET\n #define FXAA_PRESET 3\n#endif\n#if (FXAA_PRESET == 0)\n #define FXAA_EDGE_THRESHOLD (1.0/4.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)\n #define FXAA_SEARCH_STEPS 2\n #define FXAA_SEARCH_ACCELERATION 4\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 1\n #define FXAA_SUBPIX_CAP (2.0/3.0)\n #define F
|
||
|
},
|
||
|
"glsl1": {
|
||
|
"vert": "\nprecision highp float;\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nvarying vec2 v_uv;\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
|
||
|
"frag": "\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183f\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_POINT 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_SPHERE 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\nvec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n #ifdef GL_EXT_shader_texture_lod\n return texture2DGradEXT(tex, P, dPdx, dPdy);\n #else\n return texture2D(tex, P);\n #endif\n}\nvec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n #ifdef GL_EXT_shader_texture_lod\n return textureCubeGradEXT(tex, P, dPdx, dPdy);\n #else\n return textureCube(tex, P);\n #endif\n}\n#define FxaaTex sampler2D\n#define int2 vec2\n#define float2 vec2\n#define float3 vec3\n#define float4 vec4\n#define FxaaBool3 bvec3\n#define FxaaInt2 vec2\n#define FxaaFloat2 vec2\n#define FxaaFloat3 vec3\n#define FxaaFloat4 vec4\n#define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n#define FxaaPow3(x, y) pow(x, y)\n#define FxaaSel3(f, t, b) mix((f), (t), (b))\n#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\nfloat4 FxaaTexLod0(FxaaTex tex, float2 pos) {\n return texture2D(tex, pos.xy);\n}\nfloat4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) {\n return fragTextureGrad(tex, pos.xy, grad, grad);\n}\nfloat4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) {\n return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n}\n#define FXAA_SRGB_ROP 0\n#ifndef FXAA_PRESET\n #define FXAA_PRESET 3\n#endif\n#if (FXAA_PRESET == 0)\n #define FXAA_EDGE_THRESHOLD (1.0/4.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)\n #define FXAA_SEARCH_STEPS 2\n #define FXAA_SEARCH_ACCELERATION 4\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 1\n #define FXAA_SUBPIX_CAP (2.0/3.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 1)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)\n #define FXAA_SEARCH_STEPS 4\n #define FXAA_SEARCH_ACCELERATION 3\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 2)\n #define FXAA_E
|
||
|
},
|
||
|
"builtins": {
|
||
|
"globals": {
|
||
|
"blocks": [
|
||
|
{
|
||
|
"name": "CCGlobal",
|
||
|
"defines": []
|
||
|
},
|
||
|
{
|
||
|
"name": "CCCamera",
|
||
|
"defines": []
|
||
|
}
|
||
|
],
|
||
|
"samplerTextures": [],
|
||
|
"buffers": [],
|
||
|
"images": []
|
||
|
},
|
||
|
"locals": {
|
||
|
"blocks": [],
|
||
|
"samplerTextures": [],
|
||
|
"buffers": [],
|
||
|
"images": []
|
||
|
},
|
||
|
"statistics": {
|
||
|
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
|
||
|
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 43
|
||
|
}
|
||
|
},
|
||
|
"defines": [
|
||
|
{
|
||
|
"name": "FXAA_DEBUG",
|
||
|
"type": "boolean",
|
||
|
"defines": []
|
||
|
}
|
||
|
],
|
||
|
"name": "pipeline/fxaa-hq|fxaa-vs:vert|fxaa-edge-fs:frag"
|
||
|
}
|
||
|
],
|
||
|
"combinations": [],
|
||
|
"hideInEditor": false
|
||
|
}
|