GamesData/GameUploadDocuments/3.GoalRush/Build/SDK_COCOS/GoalRushPro/library/5d/5d45aa00-e064-4938-b314-4265f0c2258c.json

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"vert": "\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\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 12) in vec4 a_sh_linear_const_r;\n layout(location = 13) in vec4 a_sh_linear_const_g;\n layout(location = 14) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\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) out vec2 v_uv;\nvoid main () {\n vec4 position;\n position = vec4(a_position, 1.0);\n position.xy = cc_cameraPos.w == 0.0 ? vec2(position.xy.x, -position.xy.y) : position.xy;\n gl_Position = vec4(position.x, position.y, 1.0, 1.0);\n v_uv = a_texCoord;\n}",
"frag": "\n precision highp float;\n layout(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 };\n layout(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\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n #define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n #define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n #define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n #define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n #define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n #define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n #define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_D
},
"glsl3": {
"vert": "\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\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\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};\nout vec2 v_uv;\nvoid main () {\n vec4 position;\n position = vec4(a_position, 1.0);\n position.xy = cc_cameraPos.w == 0.0 ? vec2(position.xy.x, -position.xy.y) : position.xy;\n gl_Position = vec4(position.x, position.y, 1.0, 1.0);\n v_uv = a_texCoord;\n}",
"frag": "\n precision highp float;\n layout(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 };\n layout(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\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n #define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n #define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n #define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n #define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n #define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n #define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n #define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n
},
"glsl1": {
"vert": "\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\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n attribute vec4 a_joints;\n attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n attribute highp vec4 a_jointAnimInfo;\n #endif\n attribute vec4 a_matWorld0;\n attribute vec4 a_matWorld1;\n attribute vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n attribute vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\nuniform highp vec4 cc_cameraPos;\nvarying vec2 v_uv;\nvoid main () {\n vec4 position;\n position = vec4(a_position, 1.0);\n position.xy = cc_cameraPos.w == 0.0 ? vec2(position.xy.x, -position.xy.y) : position.xy;\n gl_Position = vec4(position.x, position.y, 1.0, 1.0);\n v_uv = a_texCoord;\n}",
"frag": "\n#ifdef GL_OES_standard_derivatives\n#extension GL_OES_standard_derivatives: enable\n#endif\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\n precision highp float;\n uniform mediump vec4 cc_probeInfo;\n uniform mediump vec4 cc_debug_view_mode;\n uniform highp mat4 cc_matView;\n uniform highp mat4 cc_matProj;\n uniform highp mat4 cc_matViewProj;\n uniform highp mat4 cc_matViewProjInv;\n uniform highp vec4 cc_cameraPos;\n uniform mediump vec4 cc_surfaceTransform;\n uniform mediump vec4 cc_exposure;\n uniform mediump vec4 cc_mainLitDir;\n uniform mediump vec4 cc_mainLitColor;\n uniform mediump vec4 cc_ambientSky;\n uniform mediump vec4 cc_ambientGround;\n uniform mediump vec4 cc_fogColor;\n uniform mediump vec4 cc_fogBase;\n uniform mediump vec4 cc_fogAdd;\n uniform mediump vec4 cc_nearFar;\n uniform mediump vec4 cc_viewPort;\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\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n #define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n #define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n #define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n #define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n #define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n #define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n #define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n #
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
},
{
"name": "CCCamera",
"defines": []
},
{
"name": "CCShadow",
"defines": []
},
{
"name": "CCCSM",
"defines": [
"CC_SUPPORT_CASCADED_SHADOW_MAP"
]
}
],
"samplerTextures": [
{
"name": "cc_shadowMap",
"defines": [
"CC_RECEIVE_SHADOW"
]
},
{
"name": "cc_spotShadowMap",
"defines": [
"CC_RECEIVE_SHADOW"
]
},
{
"name": "cc_environment",
"defines": []
},
{
"name": "cc_diffuseMap",
"defines": [
"CC_USE_IBL",
"CC_USE_DIFFUSEMAP"
]
}
],
"buffers": [],
"images": []
},
"locals": {
"blocks": [
{
"name": "CCLocal",
"defines": [
"CC_USE_REFLECTION_PROBE"
]
},
{
"name": "CCSH",
"defines": [
"CC_USE_LIGHT_PROBE",
"!USE_INSTANCING"
]
},
{
"name": "CCForwardLight",
"defines": [
"CC_ENABLE_CLUSTERED_LIGHT_CULLING"
]
}
],
"samplerTextures": [
{
"name": "cc_reflectionProbeCubemap",
"defines": [
"CC_USE_REFLECTION_PROBE"
]
},
{
"name": "cc_reflectionProbePlanarMap",
"defines": [
"CC_USE_REFLECTION_PROBE"
]
},
{
"name": "cc_reflectionProbeDataMap",
"defines": [
"CC_USE_REFLECTION_PROBE"
]
}
],
"buffers": [],
"images": []
},
"statistics": {
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 118
}
},
"defines": [
{
"name": "USE_INSTANCING",
"type": "boolean",
"defines": [],
"editor": {
"elevated": true
}
},
{
"name": "CC_USE_SKINNING",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_BAKED_ANIMATION",
"type": "boolean",
"defines": [
"USE_INSTANCING"
]
},
{
"name": "CC_USE_LIGHTMAP",
"type": "number",
"defines": [],
"range": [
0,
3
]
},
{
"name": "CC_USE_REFLECTION_PROBE",
"type": "number",
"defines": [],
"range": [
0,
3
]
},
{
"name": "CC_RECEIVE_SHADOW",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_LIGHT_PROBE",
"type": "boolean",
"defines": [],
"default": 0
},
{
"name": "CC_USE_MORPH",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_DEBUG_VIEW",
"type": "number",
"defines": [],
"range": [
0,
3
]
},
{
"name": "CC_SURFACES_ENABLE_DEBUG_VIEW",
"type": "boolean",
"defines": [
"CC_USE_DEBUG_VIEW",
"CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC"
]
},
{
"name": "CC_SUPPORT_CASCADED_SHADOW_MAP",
"type": "boolean",
"defines": []
},
{
"name": "CC_SHADOWMAP_FORMAT",
"type": "number",
"defines": [
"CC_RECEIVE_SHADOW"
],
"range": [
0,
3
]
},
{
"name": "CC_SHADOWMAP_USE_LINEAR_DEPTH",
"type": "boolean",
"defines": [
"CC_RECEIVE_SHADOW"
]
},
{
"name": "CC_DIR_SHADOW_PCF_TYPE",
"type": "number",
"defines": [
"CC_RECEIVE_SHADOW"
],
"range": [
0,
3
]
},
{
"name": "CC_CASCADED_LAYERS_TRANSITION",
"type": "boolean",
"defines": [
"CC_RECEIVE_SHADOW",
"CC_SUPPORT_CASCADED_SHADOW_MAP"
]
},
{
"name": "CC_USE_IBL",
"type": "number",
"defines": [],
"range": [
0,
2
]
},
{
"name": "CC_USE_DIFFUSEMAP",
"type": "number",
"defines": [
"CC_USE_IBL"
],
"range": [
0,
2
]
},
{
"name": "CC_USE_HDR",
"type": "boolean",
"defines": [
"CC_USE_LIGHTMAP",
"!CC_FORWARD_ADD"
]
},
{
"name": "USE_REFLECTION_DENOISE",
"type": "boolean",
"defines": []
},
{
"name": "CC_SHADOW_TYPE",
"type": "number",
"defines": [
"CC_RECEIVE_SHADOW"
],
"range": [
0,
3
]
},
{
"name": "CC_DIR_LIGHT_SHADOW_TYPE",
"type": "number",
"defines": [
"CC_RECEIVE_SHADOW",
"CC_SHADOW_TYPE"
],
"range": [
0,
3
]
},
{
"name": "CC_FORWARD_ADD",
"type": "boolean",
"defines": [
"CC_USE_LIGHTMAP"
]
},
{
"name": "CC_DISABLE_DIRECTIONAL_LIGHT",
"type": "boolean",
"defines": []
},
{
"name": "CC_IBL_CONVOLUTED",
"type": "boolean",
"defines": [
"USE_REFLECTION_DENOISE",
"CC_USE_IBL",
"!CC_USE_REFLECTION_PROBE"
]
},
{
"name": "CC_PIPELINE_TYPE",
"type": "number",
"defines": [],
"range": [
0,
1
]
},
{
"name": "CC_FORCE_FORWARD_SHADING",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_RGBE_OUTPUT",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_FLOAT_OUTPUT",
"type": "boolean",
"defines": [
"!CC_USE_RGBE_OUTPUT"
]
},
{
"name": "CC_TONE_MAPPING_TYPE",
"type": "number",
"defines": [
"CC_USE_HDR",
"!CC_USE_RGBE_OUTPUT",
"!CC_USE_FLOAT_OUTPUT"
],
"range": [
0,
3
]
},
{
"name": "HDR_TONE_MAPPING_ACES",
"type": "boolean",
"defines": [
"CC_USE_HDR",
"CC_TONE_MAPPING_TYPE",
"!CC_USE_RGBE_OUTPUT",
"!CC_USE_FLOAT_OUTPUT"
]
},
{
"name": "CC_USE_FOG",
"type": "number",
"defines": [],
"range": [
0,
4
]
}
],
"name": "pipeline/deferred-lighting|lighting-vs|lighting-fs"
}
],
"combinations": [],
"hideInEditor": false
}