GamesData/GameUploadDocuments/3.GoalRush/Build/SDK_COCOS/GoalRushPro/library/4b/4bb480dd-8384-4bc9-987f-de67cc53052a.json
2025-07-03 12:53:49 +04:00

2182 lines
199 KiB
JSON

{
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"glsl4": {
"vert": "\nprecision mediump 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 highp vec3 a_position;\nlayout(location = 1) in vec4 a_color;\nlayout(location = 0) out vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump 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 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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nlayout(location = 0) in vec4 v_color;\nvec4 front() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = front(); }"
},
"glsl3": {
"vert": "\nprecision mediump 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 highp vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump 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 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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin vec4 v_color;\nvec4 front() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = front(); }"
},
"glsl1": {
"vert": "\nprecision mediump float;\nuniform highp mat4 cc_matViewProj;\nattribute highp vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\nuniform mediump vec4 cc_surfaceTransform;\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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec4 v_color;\nvec4 front() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nvoid main() { gl_FragColor = front(); }"
},
"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": 42
}
},
"defines": [
{
"name": "USE_FORWARD_PIPELINE",
"type": "boolean",
"defines": []
}
],
"name": "internal/builtin-geometry-renderer|line-vs:vert|line-fs:front"
},
{
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": [],
"attributes": [
{
"name": "a_position",
"defines": [],
"format": 32,
"location": 0
},
{
"name": "a_color",
"defines": [],
"format": 44,
"location": 1
}
],
"varyings": [
{
"name": "v_color",
"type": 16,
"count": 1,
"defines": [],
"stageFlags": 17,
"location": 0
}
],
"fragColors": [
{
"name": "cc_FragColor",
"typename": "vec4",
"type": 16,
"count": 1,
"defines": [],
"stageFlags": 16,
"location": 0
}
],
"descriptors": [
{
"rate": 0,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 1,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 2,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 3,
"blocks": [
{
"tags": {
"builtin": "global"
},
"name": "CCGlobal",
"members": [
{
"name": "cc_time",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_screenSize",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_nativeSize",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_probeInfo",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_debug_view_mode",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
}
],
"defines": [],
"stageFlags": 17
},
{
"tags": {
"builtin": "global"
},
"name": "CCCamera",
"members": [
{
"name": "cc_matView",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matViewInv",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matProj",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matProjInv",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matViewProj",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matViewProjInv",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_cameraPos",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_surfaceTransform",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_screenScale",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_exposure",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_mainLitDir",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_mainLitColor",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_ambientSky",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_ambientGround",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_fogColor",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_fogBase",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_fogAdd",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_nearFar",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_viewPort",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
}
],
"defines": [],
"stageFlags": 17
}
],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
}
],
"hash": 733641574,
"glsl4": {
"vert": "\nprecision mediump 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 highp vec3 a_position;\nlayout(location = 1) in vec4 a_color;\nlayout(location = 0) out vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump 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 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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nlayout(location = 0) in vec4 v_color;\nvec4 back() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(vec4(v_color.rgb, v_color.a * 0.2));\n #else\n return vec4(v_color.rgb, v_color.a * 0.2);\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = back(); }"
},
"glsl3": {
"vert": "\nprecision mediump 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 highp vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump 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 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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin vec4 v_color;\nvec4 back() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(vec4(v_color.rgb, v_color.a * 0.2));\n #else\n return vec4(v_color.rgb, v_color.a * 0.2);\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = back(); }"
},
"glsl1": {
"vert": "\nprecision mediump float;\nuniform highp mat4 cc_matViewProj;\nattribute highp vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\nuniform mediump vec4 cc_surfaceTransform;\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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec4 v_color;\nvec4 back() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(vec4(v_color.rgb, v_color.a * 0.2));\n #else\n return vec4(v_color.rgb, v_color.a * 0.2);\n #endif\n}\nvoid main() { gl_FragColor = back(); }"
},
"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": 42
}
},
"defines": [
{
"name": "USE_FORWARD_PIPELINE",
"type": "boolean",
"defines": []
}
],
"name": "internal/builtin-geometry-renderer|line-vs:vert|line-fs:back"
},
{
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
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"images": [],
"subpassInputs": [],
"attributes": [
{
"name": "a_position",
"defines": [],
"format": 32,
"location": 0
},
{
"name": "a_color",
"defines": [],
"format": 44,
"location": 1
}
],
"varyings": [
{
"name": "v_color",
"type": 16,
"count": 1,
"defines": [],
"stageFlags": 17,
"location": 0
},
{
"name": "v_distance",
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"count": 1,
"defines": [],
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}
],
"fragColors": [
{
"name": "cc_FragColor",
"typename": "vec4",
"type": 16,
"count": 1,
"defines": [],
"stageFlags": 16,
"location": 0
}
],
"descriptors": [
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"rate": 0,
"blocks": [],
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},
{
"rate": 1,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
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},
{
"rate": 2,
"blocks": [],
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"subpassInputs": []
},
{
"rate": 3,
"blocks": [
{
"tags": {
"builtin": "global"
},
"name": "CCGlobal",
"members": [
{
"name": "cc_time",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_screenSize",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_nativeSize",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_probeInfo",
"typename": "vec4",
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"count": 1,
"precision": "mediump "
},
{
"name": "cc_debug_view_mode",
"typename": "vec4",
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"precision": "mediump "
}
],
"defines": [],
"stageFlags": 17
},
{
"tags": {
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},
"name": "CCCamera",
"members": [
{
"name": "cc_matView",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matViewInv",
"typename": "mat4",
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},
{
"name": "cc_matProj",
"typename": "mat4",
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{
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{
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},
{
"name": "cc_matViewProjInv",
"typename": "mat4",
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},
{
"name": "cc_cameraPos",
"typename": "vec4",
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},
{
"name": "cc_surfaceTransform",
"typename": "vec4",
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{
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},
{
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},
{
"name": "cc_mainLitDir",
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},
{
"name": "cc_mainLitColor",
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},
{
"name": "cc_ambientSky",
"typename": "vec4",
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},
{
"name": "cc_ambientGround",
"typename": "vec4",
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"precision": "mediump "
},
{
"name": "cc_fogColor",
"typename": "vec4",
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},
{
"name": "cc_fogBase",
"typename": "vec4",
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},
{
"name": "cc_fogAdd",
"typename": "vec4",
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},
{
"name": "cc_nearFar",
"typename": "vec4",
"type": 16,
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"precision": "mediump "
},
{
"name": "cc_viewPort",
"typename": "vec4",
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}
],
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}
],
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}
],
"hash": 1898626887,
"glsl4": {
"vert": "\nprecision mediump 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 highp vec3 a_position;\nlayout(location = 1) in vec4 a_color;\nlayout(location = 0) out vec4 v_color;\nlayout(location = 1) out float v_distance;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n v_distance = dot(a_position, vec3(1.0, 1.0, 1.0));\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump 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 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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nlayout(location = 0) in vec4 v_color;\nlayout(location = 1) in float v_distance;\nvec4 front() {\n if (fract(v_distance) > 0.5) {\n discard;\n }\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = front(); }"
},
"glsl3": {
"vert": "\nprecision mediump 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 highp vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\nout float v_distance;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n v_distance = dot(a_position, vec3(1.0, 1.0, 1.0));\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump 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 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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin vec4 v_color;\nin float v_distance;\nvec4 front() {\n if (fract(v_distance) > 0.5) {\n discard;\n }\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = front(); }"
},
"glsl1": {
"vert": "\nprecision mediump float;\nuniform highp mat4 cc_matViewProj;\nattribute highp vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvarying float v_distance;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n v_distance = dot(a_position, vec3(1.0, 1.0, 1.0));\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\nuniform mediump vec4 cc_surfaceTransform;\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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec4 v_color;\nvarying float v_distance;\nvec4 front() {\n if (fract(v_distance) > 0.5) {\n discard;\n }\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nvoid main() { gl_FragColor = front(); }"
},
"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": 42
}
},
"defines": [
{
"name": "USE_FORWARD_PIPELINE",
"type": "boolean",
"defines": []
}
],
"name": "internal/builtin-geometry-renderer|dashed-line-vs:vert|dashed-line-fs:front"
},
{
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": [],
"attributes": [
{
"name": "a_position",
"defines": [],
"format": 32,
"location": 0
},
{
"name": "a_color",
"defines": [],
"format": 44,
"location": 1
}
],
"varyings": [
{
"name": "v_color",
"type": 16,
"count": 1,
"defines": [],
"stageFlags": 17,
"location": 0
},
{
"name": "v_distance",
"type": 13,
"count": 1,
"defines": [],
"stageFlags": 17,
"location": 1
}
],
"fragColors": [
{
"name": "cc_FragColor",
"typename": "vec4",
"type": 16,
"count": 1,
"defines": [],
"stageFlags": 16,
"location": 0
}
],
"descriptors": [
{
"rate": 0,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 1,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 2,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 3,
"blocks": [
{
"tags": {
"builtin": "global"
},
"name": "CCGlobal",
"members": [
{
"name": "cc_time",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_screenSize",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_nativeSize",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_probeInfo",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_debug_view_mode",
"typename": "vec4",
"type": 16,
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"precision": "mediump "
}
],
"defines": [],
"stageFlags": 17
},
{
"tags": {
"builtin": "global"
},
"name": "CCCamera",
"members": [
{
"name": "cc_matView",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matViewInv",
"typename": "mat4",
"type": 25,
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},
{
"name": "cc_matProj",
"typename": "mat4",
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},
{
"name": "cc_matProjInv",
"typename": "mat4",
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},
{
"name": "cc_matViewProj",
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"precision": "highp "
},
{
"name": "cc_matViewProjInv",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_cameraPos",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_surfaceTransform",
"typename": "vec4",
"type": 16,
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"precision": "mediump "
},
{
"name": "cc_screenScale",
"typename": "vec4",
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"precision": "mediump "
},
{
"name": "cc_exposure",
"typename": "vec4",
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"precision": "mediump "
},
{
"name": "cc_mainLitDir",
"typename": "vec4",
"type": 16,
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"precision": "mediump "
},
{
"name": "cc_mainLitColor",
"typename": "vec4",
"type": 16,
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},
{
"name": "cc_ambientSky",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_ambientGround",
"typename": "vec4",
"type": 16,
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"precision": "mediump "
},
{
"name": "cc_fogColor",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_fogBase",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_fogAdd",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_nearFar",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_viewPort",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
}
],
"defines": [],
"stageFlags": 17
}
],
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"subpassInputs": []
}
],
"hash": 374213573,
"glsl4": {
"vert": "\nprecision mediump 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 highp vec3 a_position;\nlayout(location = 1) in vec4 a_color;\nlayout(location = 0) out vec4 v_color;\nlayout(location = 1) out float v_distance;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n v_distance = dot(a_position, vec3(1.0, 1.0, 1.0));\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump 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 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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nlayout(location = 0) in vec4 v_color;\nlayout(location = 1) in float v_distance;\nvec4 back() {\n if (fract(v_distance) > 0.5) {\n discard;\n }\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(vec4(v_color.rgb, v_color.a * 0.2));\n #else\n return vec4(v_color.rgb, v_color.a * 0.2);\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = back(); }"
},
"glsl3": {
"vert": "\nprecision mediump 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 highp vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\nout float v_distance;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n v_distance = dot(a_position, vec3(1.0, 1.0, 1.0));\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump 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 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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin vec4 v_color;\nin float v_distance;\nvec4 back() {\n if (fract(v_distance) > 0.5) {\n discard;\n }\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(vec4(v_color.rgb, v_color.a * 0.2));\n #else\n return vec4(v_color.rgb, v_color.a * 0.2);\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = back(); }"
},
"glsl1": {
"vert": "\nprecision mediump float;\nuniform highp mat4 cc_matViewProj;\nattribute highp vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvarying float v_distance;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n v_distance = dot(a_position, vec3(1.0, 1.0, 1.0));\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\nuniform mediump vec4 cc_surfaceTransform;\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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec4 v_color;\nvarying float v_distance;\nvec4 back() {\n if (fract(v_distance) > 0.5) {\n discard;\n }\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(vec4(v_color.rgb, v_color.a * 0.2));\n #else\n return vec4(v_color.rgb, v_color.a * 0.2);\n #endif\n}\nvoid main() { gl_FragColor = back(); }"
},
"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": 42
}
},
"defines": [
{
"name": "USE_FORWARD_PIPELINE",
"type": "boolean",
"defines": []
}
],
"name": "internal/builtin-geometry-renderer|dashed-line-vs:vert|dashed-line-fs:back"
},
{
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": [],
"attributes": [
{
"name": "a_position",
"defines": [],
"format": 32,
"location": 0
},
{
"name": "a_normal",
"defines": [],
"format": 44,
"location": 1
},
{
"name": "a_color",
"defines": [],
"format": 44,
"location": 2
}
],
"varyings": [
{
"name": "v_color",
"type": 16,
"count": 1,
"defines": [],
"stageFlags": 17,
"location": 0
}
],
"fragColors": [
{
"name": "cc_FragColor",
"typename": "vec4",
"type": 16,
"count": 1,
"defines": [],
"stageFlags": 16,
"location": 0
}
],
"descriptors": [
{
"rate": 0,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 1,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 2,
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 3,
"blocks": [
{
"tags": {
"builtin": "global"
},
"name": "CCGlobal",
"members": [
{
"name": "cc_time",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_screenSize",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_nativeSize",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_probeInfo",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_debug_view_mode",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
}
],
"defines": [],
"stageFlags": 17
},
{
"tags": {
"builtin": "global"
},
"name": "CCCamera",
"members": [
{
"name": "cc_matView",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matViewInv",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matProj",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matProjInv",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matViewProj",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matViewProjInv",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_cameraPos",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_surfaceTransform",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_screenScale",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_exposure",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_mainLitDir",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_mainLitColor",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_ambientSky",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_ambientGround",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_fogColor",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_fogBase",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_fogAdd",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_nearFar",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_viewPort",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
}
],
"defines": [],
"stageFlags": 17
}
],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
}
],
"hash": 358371323,
"glsl4": {
"vert": "\nprecision mediump 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 highp vec3 a_position;\nlayout(location = 1) in vec4 a_normal;\nlayout(location = 2) in vec4 a_color;\nlayout(location = 0) out vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n v_color = a_color;\n float intensity = dot(vec3(1, 2, 4), a_normal.xyz);\n v_color.rgb -= a_normal.w * intensity * 0.1;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump 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 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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nlayout(location = 0) in vec4 v_color;\nvec4 front() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = front(); }"
},
"glsl3": {
"vert": "\nprecision mediump 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 highp vec3 a_position;\nin vec4 a_normal;\nin vec4 a_color;\nout vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n v_color = a_color;\n float intensity = dot(vec3(1, 2, 4), a_normal.xyz);\n v_color.rgb -= a_normal.w * intensity * 0.1;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump 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 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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin vec4 v_color;\nvec4 front() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = front(); }"
},
"glsl1": {
"vert": "\nprecision mediump float;\nuniform highp mat4 cc_matViewProj;\nattribute highp vec3 a_position;\nattribute vec4 a_normal;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n v_color = a_color;\n float intensity = dot(vec3(1, 2, 4), a_normal.xyz);\n v_color.rgb -= a_normal.w * intensity * 0.1;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\nuniform mediump vec4 cc_surfaceTransform;\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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec4 v_color;\nvec4 front() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nvoid main() { gl_FragColor = front(); }"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
},
{
"name": "CCCamera",
"defines": []
}
],
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"buffers": [],
"images": []
},
"locals": {
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"samplerTextures": [],
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},
"statistics": {
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42
}
},
"defines": [
{
"name": "USE_FORWARD_PIPELINE",
"type": "boolean",
"defines": []
}
],
"name": "internal/builtin-geometry-renderer|triangle-vs:vert|triangle-fs:front"
},
{
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"subpassInputs": [],
"attributes": [
{
"name": "a_position",
"defines": [],
"format": 32,
"location": 0
},
{
"name": "a_normal",
"defines": [],
"format": 44,
"location": 1
},
{
"name": "a_color",
"defines": [],
"format": 44,
"location": 2
}
],
"varyings": [
{
"name": "v_color",
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"count": 1,
"defines": [],
"stageFlags": 17,
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}
],
"fragColors": [
{
"name": "cc_FragColor",
"typename": "vec4",
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}
],
"descriptors": [
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"rate": 0,
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{
"rate": 1,
"blocks": [],
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{
"rate": 2,
"blocks": [],
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},
{
"rate": 3,
"blocks": [
{
"tags": {
"builtin": "global"
},
"name": "CCGlobal",
"members": [
{
"name": "cc_time",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_screenSize",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_nativeSize",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "mediump "
},
{
"name": "cc_probeInfo",
"typename": "vec4",
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"precision": "mediump "
},
{
"name": "cc_debug_view_mode",
"typename": "vec4",
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}
],
"defines": [],
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},
{
"tags": {
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},
"name": "CCCamera",
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{
"name": "cc_matView",
"typename": "mat4",
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},
{
"name": "cc_matViewInv",
"typename": "mat4",
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},
{
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{
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{
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{
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},
{
"name": "cc_cameraPos",
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},
{
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"typename": "vec4",
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{
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{
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},
{
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{
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},
{
"name": "cc_ambientSky",
"typename": "vec4",
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},
{
"name": "cc_ambientGround",
"typename": "vec4",
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},
{
"name": "cc_fogColor",
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},
{
"name": "cc_fogBase",
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},
{
"name": "cc_fogAdd",
"typename": "vec4",
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},
{
"name": "cc_nearFar",
"typename": "vec4",
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"precision": "mediump "
},
{
"name": "cc_viewPort",
"typename": "vec4",
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}
],
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}
],
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}
],
"hash": 3092539227,
"glsl4": {
"vert": "\nprecision mediump 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 highp vec3 a_position;\nlayout(location = 1) in vec4 a_normal;\nlayout(location = 2) in vec4 a_color;\nlayout(location = 0) out vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n v_color = a_color;\n float intensity = dot(vec3(1, 2, 4), a_normal.xyz);\n v_color.rgb -= a_normal.w * intensity * 0.1;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump 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 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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nlayout(location = 0) in vec4 v_color;\nvec4 back() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(vec4(v_color.rgb, v_color.a * 0.2));\n #else\n return vec4(v_color.rgb, v_color.a * 0.2);\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = back(); }"
},
"glsl3": {
"vert": "\nprecision mediump 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 highp vec3 a_position;\nin vec4 a_normal;\nin vec4 a_color;\nout vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n v_color = a_color;\n float intensity = dot(vec3(1, 2, 4), a_normal.xyz);\n v_color.rgb -= a_normal.w * intensity * 0.1;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump 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 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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin vec4 v_color;\nvec4 back() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(vec4(v_color.rgb, v_color.a * 0.2));\n #else\n return vec4(v_color.rgb, v_color.a * 0.2);\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = back(); }"
},
"glsl1": {
"vert": "\nprecision mediump float;\nuniform highp mat4 cc_matViewProj;\nattribute highp vec3 a_position;\nattribute vec4 a_normal;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n v_color = a_color;\n float intensity = dot(vec3(1, 2, 4), a_normal.xyz);\n v_color.rgb -= a_normal.w * intensity * 0.1;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\nuniform mediump vec4 cc_surfaceTransform;\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#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_IOR CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_IOR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FRESNEL CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_FRESNEL + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_TRANSMIT_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL CC_SURFACES_DEBUG_VIEW_TRANSMIT_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_TRANSMIT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL CC_SURFACES_DEBUG_VIEW_ENVIRONMENT_2ND_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_2ND_SPECULAR_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_ENABLE_WITH_CAMERA (cc_surfaceTransform.y != 3.0)\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (UnpackBitFromFloat(cc_debug_view_mode.w, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (UnpackBitFromFloat(cc_debug_view_mode.w, 7) && IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.y, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.y, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (UnpackBitFromFloat(cc_debug_view_mode.y, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (UnpackBitFromFloat(cc_debug_view_mode.y, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (UnpackBitFromFloat(cc_debug_view_mode.y, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (UnpackBitFromFloat(cc_debug_view_mode.y, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (UnpackBitFromFloat(cc_debug_view_mode.z, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (UnpackBitFromFloat(cc_debug_view_mode.z, 1) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (UnpackBitFromFloat(cc_debug_view_mode.z, 2) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (UnpackBitFromFloat(cc_debug_view_mode.z, 3) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FRESNEL (UnpackBitFromFloat(cc_debug_view_mode.z, 4) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_DIFFUSE (UnpackBitFromFloat(cc_debug_view_mode.z, 5) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TRANSMIT_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 6) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_2ND_SPECULAR (UnpackBitFromFloat(cc_debug_view_mode.z, 7) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TT (UnpackBitFromFloat(cc_debug_view_mode.w, 0) || !IS_DEBUG_VIEW_ENABLE_WITH_CAMERA)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec4 v_color;\nvec4 back() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(vec4(v_color.rgb, v_color.a * 0.2));\n #else\n return vec4(v_color.rgb, v_color.a * 0.2);\n #endif\n}\nvoid main() { gl_FragColor = back(); }"
},
"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": 42
}
},
"defines": [
{
"name": "USE_FORWARD_PIPELINE",
"type": "boolean",
"defines": []
}
],
"name": "internal/builtin-geometry-renderer|triangle-vs:vert|triangle-fs:back"
}
],
"combinations": [],
"hideInEditor": false
}