GamesData/GameUploadDocuments/3.GoalRush/Build/SDK_COCOS/GoalRushPro/library/66/6624c63c-0e3d-4d5f-bd15-a7805b71c521.json
2025-07-03 12:53:49 +04:00

800 lines
73 KiB
JSON

{
"__type__": "cc.EffectAsset",
"_name": "pipeline/smaa",
"_objFlags": 0,
"_native": "",
"techniques": [
{
"name": "smaa",
"passes": [
{
"program": "pipeline/smaa|smaa-edge-vs:vert|smaa-edge-fs:frag",
"depthStencilState": {
"depthTest": false,
"depthWrite": false
},
"properties": {
"u_texSampler": {
"type": 28,
"samplerHash": 650
}
}
},
{
"program": "pipeline/smaa|smaa-blend-vs:vert|smaa-blend-fs:frag",
"depthStencilState": {
"depthTest": false,
"depthWrite": false
},
"properties": {
"u_edgeTexSampler": {
"type": 28,
"samplerHash": 650
},
"u_areaTexSampler": {
"type": 28,
"samplerHash": 650
},
"u_searchTexSampler": {
"type": 28,
"samplerHash": 645
}
}
}
]
}
],
"shaders": [
{
"blocks": [],
"samplerTextures": [
{
"name": "u_texSampler",
"type": 28,
"count": 1,
"defines": [],
"stageFlags": 16,
"binding": 0
}
],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": [],
"attributes": [
{
"name": "a_position",
"defines": [],
"format": 21,
"location": 0
},
{
"name": "a_texCoord",
"defines": [],
"format": 21,
"location": 1
}
],
"varyings": [
{
"name": "v_uv",
"type": 14,
"count": 1,
"defines": [],
"stageFlags": 17,
"location": 0
},
{
"name": "v_offsets",
"type": 16,
"count": 3,
"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": [
{
"name": "u_texSampler",
"type": 28,
"count": 1,
"defines": [],
"stageFlags": 16,
"binding": 0
}
],
"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": 2858608925,
"glsl4": {
"vert": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 0) out vec2 v_uv;\nlayout(location = 1) out vec4 v_offsets[3];\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord * cc_screenScale.xy;\n v_offsets[0] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-1.0, 0.0, 0.0, 1.0);\n v_offsets[1] = v_uv.xyxy + cc_nativeSize.zwzw * vec4( 1.0, 0.0, 0.0, -1.0);\n v_offsets[2] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-2.0, 0.0, 0.0, 2.0);\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183f\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_POINT 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_SPHERE 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\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)\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 1) in vec4 v_offsets[3];\nlayout(set = 1, binding = 0) uniform sampler2D u_texSampler;\nvec3 ToLDR(vec3 color) {\n#if CC_USE_HDR\n color *= cc_exposure.x * FP_SCALE_INV;\n color = ACESToneMap(color);\n color = LinearToSRGB(color);\n#endif\n return color;\n}\nvec4 frag () {\n vec2 threshold = vec2(0.1, 0.1);\n vec4 delta;\n vec3 C = ToLDR(texture(u_texSampler, v_uv).rgb);\n vec3 Cleft = ToLDR(texture(u_texSampler, v_offsets[0].xy).rgb);\n vec3 t = abs(C - Cleft);\n delta.x = max(max(t.r, t.g), t.b);\n vec3 Ctop = ToLDR(texture(u_texSampler, v_offsets[0].zw).rgb);\n t = abs(C - Ctop);\n delta.y = max(max(t.r, t.g), t.b);\n vec2 edges = step(threshold, delta.xy);\n if (dot(edges, vec2(1.0, 1.0)) == 0.0)\n discard;\n vec3 Cright = ToLDR(texture(u_texSampler, v_offsets[1].xy).rgb);\n t = abs(C - Cright);\n delta.z = max(max(t.r, t.g), t.b);\n vec3 Cbottom = ToLDR(texture(u_texSampler, v_offsets[1].zw).rgb);\n t = abs(C - Cbottom);\n delta.w = max(max(t.r, t.g), t.b);\n float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);\n vec3 Cleftleft = ToLDR(texture(u_texSampler, v_offsets[2].xy).rgb);\n t = abs(C - Cleftleft);\n delta.z = max(max(t.r, t.g), t.b);\n vec3 Ctoptop = ToLDR(texture(u_texSampler, v_offsets[2].zw).rgb);\n t = abs(C - Ctoptop);\n delta.w = max(max(t.r, t.g), t.b);\n maxDelta = max(max(maxDelta, delta.z), delta.w);\n edges.xy *= step(0.5 * maxDelta, delta.xy);\n vec4 o = vec4(edges, 0.0, 0.0);\n return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl3": {
"vert": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nin vec2 a_position;\nin vec2 a_texCoord;\nout vec2 v_uv;\nout vec4 v_offsets[3];\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord * cc_screenScale.xy;\n v_offsets[0] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-1.0, 0.0, 0.0, 1.0);\n v_offsets[1] = v_uv.xyxy + cc_nativeSize.zwzw * vec4( 1.0, 0.0, 0.0, -1.0);\n v_offsets[2] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-2.0, 0.0, 0.0, 2.0);\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183f\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_POINT 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_SPHERE 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\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)\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nin vec2 v_uv;\nin vec4 v_offsets[3];\nuniform sampler2D u_texSampler;\nvec3 ToLDR(vec3 color) {\n#if CC_USE_HDR\n color *= cc_exposure.x * FP_SCALE_INV;\n color = ACESToneMap(color);\n color = LinearToSRGB(color);\n#endif\n return color;\n}\nvec4 frag () {\n vec2 threshold = vec2(0.1, 0.1);\n vec4 delta;\n vec3 C = ToLDR(texture(u_texSampler, v_uv).rgb);\n vec3 Cleft = ToLDR(texture(u_texSampler, v_offsets[0].xy).rgb);\n vec3 t = abs(C - Cleft);\n delta.x = max(max(t.r, t.g), t.b);\n vec3 Ctop = ToLDR(texture(u_texSampler, v_offsets[0].zw).rgb);\n t = abs(C - Ctop);\n delta.y = max(max(t.r, t.g), t.b);\n vec2 edges = step(threshold, delta.xy);\n if (dot(edges, vec2(1.0, 1.0)) == 0.0)\n discard;\n vec3 Cright = ToLDR(texture(u_texSampler, v_offsets[1].xy).rgb);\n t = abs(C - Cright);\n delta.z = max(max(t.r, t.g), t.b);\n vec3 Cbottom = ToLDR(texture(u_texSampler, v_offsets[1].zw).rgb);\n t = abs(C - Cbottom);\n delta.w = max(max(t.r, t.g), t.b);\n float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);\n vec3 Cleftleft = ToLDR(texture(u_texSampler, v_offsets[2].xy).rgb);\n t = abs(C - Cleftleft);\n delta.z = max(max(t.r, t.g), t.b);\n vec3 Ctoptop = ToLDR(texture(u_texSampler, v_offsets[2].zw).rgb);\n t = abs(C - Ctoptop);\n delta.w = max(max(t.r, t.g), t.b);\n maxDelta = max(max(maxDelta, delta.z), delta.w);\n edges.xy *= step(0.5 * maxDelta, delta.xy);\n vec4 o = vec4(edges, 0.0, 0.0);\n return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl1": {
"vert": "\nprecision highp float;\nuniform mediump vec4 cc_nativeSize;\nuniform mediump vec4 cc_screenScale;\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nvarying vec2 v_uv;\nvarying vec4 v_offsets[3];\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord * cc_screenScale.xy;\n v_offsets[0] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-1.0, 0.0, 0.0, 1.0);\n v_offsets[1] = v_uv.xyxy + cc_nativeSize.zwzw * vec4( 1.0, 0.0, 0.0, -1.0);\n v_offsets[2] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-2.0, 0.0, 0.0, 2.0);\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision highp float;\nuniform mediump vec4 cc_debug_view_mode;\nuniform mediump vec4 cc_surfaceTransform;\n uniform mediump vec4 cc_exposure;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183f\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_POINT 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_SPHERE 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#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)\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvarying vec2 v_uv;\nvarying vec4 v_offsets[3];\nuniform sampler2D u_texSampler;\nvec3 ToLDR(vec3 color) {\n#if CC_USE_HDR\n color *= cc_exposure.x * FP_SCALE_INV;\n color = ACESToneMap(color);\n color = LinearToSRGB(color);\n#endif\n return color;\n}\nvec4 frag () {\n vec2 threshold = vec2(0.1, 0.1);\n vec4 delta;\n vec3 C = ToLDR(texture2D(u_texSampler, v_uv).rgb);\n vec3 Cleft = ToLDR(texture2D(u_texSampler, v_offsets[0].xy).rgb);\n vec3 t = abs(C - Cleft);\n delta.x = max(max(t.r, t.g), t.b);\n vec3 Ctop = ToLDR(texture2D(u_texSampler, v_offsets[0].zw).rgb);\n t = abs(C - Ctop);\n delta.y = max(max(t.r, t.g), t.b);\n vec2 edges = step(threshold, delta.xy);\n if (dot(edges, vec2(1.0, 1.0)) == 0.0)\n discard;\n vec3 Cright = ToLDR(texture2D(u_texSampler, v_offsets[1].xy).rgb);\n t = abs(C - Cright);\n delta.z = max(max(t.r, t.g), t.b);\n vec3 Cbottom = ToLDR(texture2D(u_texSampler, v_offsets[1].zw).rgb);\n t = abs(C - Cbottom);\n delta.w = max(max(t.r, t.g), t.b);\n float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);\n vec3 Cleftleft = ToLDR(texture2D(u_texSampler, v_offsets[2].xy).rgb);\n t = abs(C - Cleftleft);\n delta.z = max(max(t.r, t.g), t.b);\n vec3 Ctoptop = ToLDR(texture2D(u_texSampler, v_offsets[2].zw).rgb);\n t = abs(C - Ctoptop);\n delta.w = max(max(t.r, t.g), t.b);\n maxDelta = max(max(maxDelta, delta.z), delta.w);\n edges.xy *= step(0.5 * maxDelta, delta.xy);\n vec4 o = vec4(edges, 0.0, 0.0);\n return o;\n}\nvoid main() { gl_FragColor = frag(); }"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
},
{
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}
],
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"buffers": [],
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},
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},
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"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42
}
},
"defines": [
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},
{
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"type": "boolean",
"defines": [
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},
{
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}
],
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},
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},
{
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"attributes": [
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],
"varyings": [
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},
{
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},
{
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}
],
"fragColors": [
{
"name": "cc_FragColor",
"typename": "vec4",
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"defines": [],
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}
],
"descriptors": [
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{
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{
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},
{
"name": "u_areaTexSampler",
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},
{
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"defines": [],
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}
],
"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",
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"precision": "mediump "
},
{
"name": "cc_nativeSize",
"typename": "vec4",
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},
{
"name": "cc_probeInfo",
"typename": "vec4",
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"count": 1,
"precision": "mediump "
},
{
"name": "cc_debug_view_mode",
"typename": "vec4",
"type": 16,
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"precision": "mediump "
}
],
"defines": [],
"stageFlags": 17
},
{
"tags": {
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{
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{
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{
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{
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{
"name": "cc_surfaceTransform",
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{
"name": "cc_screenScale",
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},
{
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{
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{
"name": "cc_ambientGround",
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{
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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",
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}
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],
"hash": 2216517393,
"glsl4": {
"vert": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 0) out vec2 v_uv;\nlayout(location = 1) out vec4 v_offsets[3];\nlayout(location = 2) out vec2 v_pixCoord;\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord * cc_screenScale.xy;\n v_pixCoord = v_uv * cc_nativeSize.xy;\n v_offsets[0] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-0.25, 0.125, 1.25, 0.125);\n v_offsets[1] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-0.125, 0.25, -0.125, -1.25);\n v_offsets[2] = vec4(v_offsets[0].xz, v_offsets[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * cc_nativeSize.zzww * float(8);\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 1) in vec4 v_offsets[3];\nlayout(location = 2) in vec2 v_pixCoord;\nlayout(set = 1, binding = 0) uniform sampler2D u_edgeTexSampler;\nlayout(set = 1, binding = 1) uniform sampler2D u_areaTexSampler;\nlayout(set = 1, binding = 2) uniform sampler2D u_searchTexSampler;\nfloat SMAASearchLength(vec2 e, float bias, float scale) {\n e.r = bias + e.r * scale;\n return 255.0 * texture(u_searchTexSampler, e).r;\n}\nfloat SMAASearchXLeft(vec2 texcoord, float end) {\n vec2 e = vec2(0.0, 1.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord -= vec2( 2.0, 0.0 ) * cc_nativeSize.zw;\n if (!(texcoord.x > end && e.g > 0.8281 && e.r == 0.0))\n break;\n }\n texcoord.x += 0.25 * cc_nativeSize.z;\n texcoord.x += cc_nativeSize.z;\n texcoord.x += 2.0 * cc_nativeSize.z;\n texcoord.x -= cc_nativeSize.z * SMAASearchLength(e, 0.0, 0.5);\n return texcoord.x;\n}\nfloat SMAASearchXRight(vec2 texcoord, float end) {\n vec2 e = vec2(0.0, 1.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord += vec2( 2.0, 0.0 ) * cc_nativeSize.zw;\n if (!(texcoord.x < end && e.g > 0.8281 && e.r == 0.0))\n break;\n }\n texcoord.x -= 0.25 * cc_nativeSize.z;\n texcoord.x -= cc_nativeSize.z;\n texcoord.x -= 2.0 * cc_nativeSize.z;\n texcoord.x += cc_nativeSize.z * SMAASearchLength(e, 0.5, 0.5);\n return texcoord.x;\n}\nfloat SMAASearchYUp(vec2 texcoord, float end) {\n vec2 e = vec2(1.0, 0.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord += vec2( 0.0, 2.0 ) * cc_nativeSize.zw;\n if (!(texcoord.y > end && e.r > 0.8281 && e.g == 0.0))\n break;\n }\n texcoord.y -= 0.25 * cc_nativeSize.w;\n texcoord.y -= cc_nativeSize.w;\n texcoord.y -= 2.0 * cc_nativeSize.w;\n texcoord.y += cc_nativeSize.w * SMAASearchLength(e.gr, 0.0, 0.5);\n return texcoord.y;\n}\nfloat SMAASearchYDown(vec2 texcoord, float end) {\n vec2 e = vec2(1.0, 0.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord -= vec2( 0.0, 2.0 ) * cc_nativeSize.zw;\n if (!(texcoord.y < end && e.r > 0.8281 && e.g == 0.0))\n break;\n }\n texcoord.y += 0.25 * cc_nativeSize.w;\n texcoord.y += cc_nativeSize.w;\n texcoord.y += 2.0 * cc_nativeSize.w;\n texcoord.y -= cc_nativeSize.w * SMAASearchLength(e.gr, 0.5, 0.5);\n return texcoord.y;\n}\nvec2 Round(vec2 x) {\n return sign(x) * floor(abs(x) + 0.5);\n}\nvec2 SMAAArea(vec2 dist, float e1, float e2) {\n vec2 texcoord = float(16) * Round(4.0 * vec2(e1, e2)) + dist;\n texcoord = (1.0 / vec2(160.0, 560.0)) * texcoord + 0.5 * (1.0 / vec2(160.0, 560.0));\n return texture(u_areaTexSampler, texcoord).rg;\n}\nvec4 frag () {\n vec4 weights = vec4(0.0);\n vec2 e = texture(u_edgeTexSampler, v_uv).rg;\n vec2 d;\n vec2 coords;\n if ( e.g > 0.0 ) {\n coords.x = SMAASearchXLeft(v_offsets[0].xy, v_offsets[2].x);\n coords.y = v_offsets[1].y;\n d.x = coords.x;\n float e1 = texture(u_edgeTexSampler, coords).r;\n coords.x = SMAASearchXRight(v_offsets[0].zw, v_offsets[2].y);\n d.y = coords.x;\n d = d / cc_nativeSize.z - v_pixCoord.x;\n vec2 sqrt_d = sqrt(abs(d));\n coords.y -= 1.0 * cc_nativeSize.w;\n float e2 = texture(u_edgeTexSampler, coords + vec2(cc_nativeSize.z, 0.0)).r;\n weights.rg = SMAAArea(sqrt_d, e1, e2);\n }\n if ( e.r > 0.0 ) {\n coords.y = SMAASearchYUp(v_offsets[1].xy, v_offsets[2].z);\n coords.x = v_offsets[0].x;\n d.x = coords.y;\n float e1 = texture(u_edgeTexSampler, coords).g;\n coords.y = SMAASearchYDown(v_offsets[1].zw, v_offsets[2].w);\n d.y = coords.y;\n d = d / cc_nativeSize.w - v_pixCoord.y;\n vec2 sqrt_d = sqrt(abs(d));\n coords.y -= 1.0 * cc_nativeSize.w;\n float e2 = texture(u_edgeTexSampler, coords + vec2(0.0, cc_nativeSize.w)).g;\n weights.ba = SMAAArea(sqrt_d, e1, e2);\n }\n return weights;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl3": {
"vert": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nin vec2 a_position;\nin vec2 a_texCoord;\nout vec2 v_uv;\nout vec4 v_offsets[3];\nout vec2 v_pixCoord;\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord * cc_screenScale.xy;\n v_pixCoord = v_uv * cc_nativeSize.xy;\n v_offsets[0] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-0.25, 0.125, 1.25, 0.125);\n v_offsets[1] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-0.125, 0.25, -0.125, -1.25);\n v_offsets[2] = vec4(v_offsets[0].xz, v_offsets[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * cc_nativeSize.zzww * float(8);\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nin vec2 v_uv;\nin vec4 v_offsets[3];\nin vec2 v_pixCoord;\nuniform sampler2D u_edgeTexSampler;\nuniform sampler2D u_areaTexSampler;\nuniform sampler2D u_searchTexSampler;\nfloat SMAASearchLength(vec2 e, float bias, float scale) {\n e.r = bias + e.r * scale;\n return 255.0 * texture(u_searchTexSampler, e).r;\n}\nfloat SMAASearchXLeft(vec2 texcoord, float end) {\n vec2 e = vec2(0.0, 1.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord -= vec2( 2.0, 0.0 ) * cc_nativeSize.zw;\n if (!(texcoord.x > end && e.g > 0.8281 && e.r == 0.0))\n break;\n }\n texcoord.x += 0.25 * cc_nativeSize.z;\n texcoord.x += cc_nativeSize.z;\n texcoord.x += 2.0 * cc_nativeSize.z;\n texcoord.x -= cc_nativeSize.z * SMAASearchLength(e, 0.0, 0.5);\n return texcoord.x;\n}\nfloat SMAASearchXRight(vec2 texcoord, float end) {\n vec2 e = vec2(0.0, 1.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord += vec2( 2.0, 0.0 ) * cc_nativeSize.zw;\n if (!(texcoord.x < end && e.g > 0.8281 && e.r == 0.0))\n break;\n }\n texcoord.x -= 0.25 * cc_nativeSize.z;\n texcoord.x -= cc_nativeSize.z;\n texcoord.x -= 2.0 * cc_nativeSize.z;\n texcoord.x += cc_nativeSize.z * SMAASearchLength(e, 0.5, 0.5);\n return texcoord.x;\n}\nfloat SMAASearchYUp(vec2 texcoord, float end) {\n vec2 e = vec2(1.0, 0.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord += vec2( 0.0, 2.0 ) * cc_nativeSize.zw;\n if (!(texcoord.y > end && e.r > 0.8281 && e.g == 0.0))\n break;\n }\n texcoord.y -= 0.25 * cc_nativeSize.w;\n texcoord.y -= cc_nativeSize.w;\n texcoord.y -= 2.0 * cc_nativeSize.w;\n texcoord.y += cc_nativeSize.w * SMAASearchLength(e.gr, 0.0, 0.5);\n return texcoord.y;\n}\nfloat SMAASearchYDown(vec2 texcoord, float end) {\n vec2 e = vec2(1.0, 0.0);\n for (int i = 0; i < 8; ++i) {\n e = texture(u_edgeTexSampler, texcoord).rg;\n texcoord -= vec2( 0.0, 2.0 ) * cc_nativeSize.zw;\n if (!(texcoord.y < end && e.r > 0.8281 && e.g == 0.0))\n break;\n }\n texcoord.y += 0.25 * cc_nativeSize.w;\n texcoord.y += cc_nativeSize.w;\n texcoord.y += 2.0 * cc_nativeSize.w;\n texcoord.y -= cc_nativeSize.w * SMAASearchLength(e.gr, 0.5, 0.5);\n return texcoord.y;\n}\nvec2 Round(vec2 x) {\n return sign(x) * floor(abs(x) + 0.5);\n}\nvec2 SMAAArea(vec2 dist, float e1, float e2) {\n vec2 texcoord = float(16) * Round(4.0 * vec2(e1, e2)) + dist;\n texcoord = (1.0 / vec2(160.0, 560.0)) * texcoord + 0.5 * (1.0 / vec2(160.0, 560.0));\n return texture(u_areaTexSampler, texcoord).rg;\n}\nvec4 frag () {\n vec4 weights = vec4(0.0);\n vec2 e = texture(u_edgeTexSampler, v_uv).rg;\n vec2 d;\n vec2 coords;\n if ( e.g > 0.0 ) {\n coords.x = SMAASearchXLeft(v_offsets[0].xy, v_offsets[2].x);\n coords.y = v_offsets[1].y;\n d.x = coords.x;\n float e1 = texture(u_edgeTexSampler, coords).r;\n coords.x = SMAASearchXRight(v_offsets[0].zw, v_offsets[2].y);\n d.y = coords.x;\n d = d / cc_nativeSize.z - v_pixCoord.x;\n vec2 sqrt_d = sqrt(abs(d));\n coords.y -= 1.0 * cc_nativeSize.w;\n float e2 = texture(u_edgeTexSampler, coords + vec2(cc_nativeSize.z, 0.0)).r;\n weights.rg = SMAAArea(sqrt_d, e1, e2);\n }\n if ( e.r > 0.0 ) {\n coords.y = SMAASearchYUp(v_offsets[1].xy, v_offsets[2].z);\n coords.x = v_offsets[0].x;\n d.x = coords.y;\n float e1 = texture(u_edgeTexSampler, coords).g;\n coords.y = SMAASearchYDown(v_offsets[1].zw, v_offsets[2].w);\n d.y = coords.y;\n d = d / cc_nativeSize.w - v_pixCoord.y;\n vec2 sqrt_d = sqrt(abs(d));\n coords.y -= 1.0 * cc_nativeSize.w;\n float e2 = texture(u_edgeTexSampler, coords + vec2(0.0, cc_nativeSize.w)).g;\n weights.ba = SMAAArea(sqrt_d, e1, e2);\n }\n return weights;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl1": {
"vert": "\nprecision highp float;\nuniform mediump vec4 cc_nativeSize;\nuniform mediump vec4 cc_screenScale;\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nvarying vec2 v_uv;\nvarying vec4 v_offsets[3];\nvarying vec2 v_pixCoord;\nvec4 vert () {\n vec4 pos = vec4(a_position, 0.0, 1.0);\n v_uv = a_texCoord * cc_screenScale.xy;\n v_pixCoord = v_uv * cc_nativeSize.xy;\n v_offsets[0] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-0.25, 0.125, 1.25, 0.125);\n v_offsets[1] = v_uv.xyxy + cc_nativeSize.zwzw * vec4(-0.125, 0.25, -0.125, -1.25);\n v_offsets[2] = vec4(v_offsets[0].xz, v_offsets[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * cc_nativeSize.zzww * float(8);\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision highp float;\nuniform mediump vec4 cc_nativeSize;\nvarying vec2 v_uv;\nvarying vec4 v_offsets[3];\nvarying vec2 v_pixCoord;\nuniform sampler2D u_edgeTexSampler;\nuniform sampler2D u_areaTexSampler;\nuniform sampler2D u_searchTexSampler;\nfloat SMAASearchLength(vec2 e, float bias, float scale) {\n e.r = bias + e.r * scale;\n return 255.0 * texture2D(u_searchTexSampler, e).r;\n}\nfloat SMAASearchXLeft(vec2 texcoord, float end) {\n vec2 e = vec2(0.0, 1.0);\n for (int i = 0; i < 8; ++i) {\n e = texture2D(u_edgeTexSampler, texcoord).rg;\n texcoord -= vec2( 2.0, 0.0 ) * cc_nativeSize.zw;\n if (!(texcoord.x > end && e.g > 0.8281 && e.r == 0.0))\n break;\n }\n texcoord.x += 0.25 * cc_nativeSize.z;\n texcoord.x += cc_nativeSize.z;\n texcoord.x += 2.0 * cc_nativeSize.z;\n texcoord.x -= cc_nativeSize.z * SMAASearchLength(e, 0.0, 0.5);\n return texcoord.x;\n}\nfloat SMAASearchXRight(vec2 texcoord, float end) {\n vec2 e = vec2(0.0, 1.0);\n for (int i = 0; i < 8; ++i) {\n e = texture2D(u_edgeTexSampler, texcoord).rg;\n texcoord += vec2( 2.0, 0.0 ) * cc_nativeSize.zw;\n if (!(texcoord.x < end && e.g > 0.8281 && e.r == 0.0))\n break;\n }\n texcoord.x -= 0.25 * cc_nativeSize.z;\n texcoord.x -= cc_nativeSize.z;\n texcoord.x -= 2.0 * cc_nativeSize.z;\n texcoord.x += cc_nativeSize.z * SMAASearchLength(e, 0.5, 0.5);\n return texcoord.x;\n}\nfloat SMAASearchYUp(vec2 texcoord, float end) {\n vec2 e = vec2(1.0, 0.0);\n for (int i = 0; i < 8; ++i) {\n e = texture2D(u_edgeTexSampler, texcoord).rg;\n texcoord += vec2( 0.0, 2.0 ) * cc_nativeSize.zw;\n if (!(texcoord.y > end && e.r > 0.8281 && e.g == 0.0))\n break;\n }\n texcoord.y -= 0.25 * cc_nativeSize.w;\n texcoord.y -= cc_nativeSize.w;\n texcoord.y -= 2.0 * cc_nativeSize.w;\n texcoord.y += cc_nativeSize.w * SMAASearchLength(e.gr, 0.0, 0.5);\n return texcoord.y;\n}\nfloat SMAASearchYDown(vec2 texcoord, float end) {\n vec2 e = vec2(1.0, 0.0);\n for (int i = 0; i < 8; ++i) {\n e = texture2D(u_edgeTexSampler, texcoord).rg;\n texcoord -= vec2( 0.0, 2.0 ) * cc_nativeSize.zw;\n if (!(texcoord.y < end && e.r > 0.8281 && e.g == 0.0))\n break;\n }\n texcoord.y += 0.25 * cc_nativeSize.w;\n texcoord.y += cc_nativeSize.w;\n texcoord.y += 2.0 * cc_nativeSize.w;\n texcoord.y -= cc_nativeSize.w * SMAASearchLength(e.gr, 0.5, 0.5);\n return texcoord.y;\n}\nvec2 Round(vec2 x) {\n return sign(x) * floor(abs(x) + 0.5);\n}\nvec2 SMAAArea(vec2 dist, float e1, float e2) {\n vec2 texcoord = float(16) * Round(4.0 * vec2(e1, e2)) + dist;\n texcoord = (1.0 / vec2(160.0, 560.0)) * texcoord + 0.5 * (1.0 / vec2(160.0, 560.0));\n return texture2D(u_areaTexSampler, texcoord).rg;\n}\nvec4 frag () {\n vec4 weights = vec4(0.0);\n vec2 e = texture2D(u_edgeTexSampler, v_uv).rg;\n vec2 d;\n vec2 coords;\n if ( e.g > 0.0 ) {\n coords.x = SMAASearchXLeft(v_offsets[0].xy, v_offsets[2].x);\n coords.y = v_offsets[1].y;\n d.x = coords.x;\n float e1 = texture2D(u_edgeTexSampler, coords).r;\n coords.x = SMAASearchXRight(v_offsets[0].zw, v_offsets[2].y);\n d.y = coords.x;\n d = d / cc_nativeSize.z - v_pixCoord.x;\n vec2 sqrt_d = sqrt(abs(d));\n coords.y -= 1.0 * cc_nativeSize.w;\n float e2 = texture2D(u_edgeTexSampler, coords + vec2(cc_nativeSize.z, 0.0)).r;\n weights.rg = SMAAArea(sqrt_d, e1, e2);\n }\n if ( e.r > 0.0 ) {\n coords.y = SMAASearchYUp(v_offsets[1].xy, v_offsets[2].z);\n coords.x = v_offsets[0].x;\n d.x = coords.y;\n float e1 = texture2D(u_edgeTexSampler, coords).g;\n coords.y = SMAASearchYDown(v_offsets[1].zw, v_offsets[2].w);\n d.y = coords.y;\n d = d / cc_nativeSize.w - v_pixCoord.y;\n vec2 sqrt_d = sqrt(abs(d));\n coords.y -= 1.0 * cc_nativeSize.w;\n float e2 = texture2D(u_edgeTexSampler, coords + vec2(0.0, cc_nativeSize.w)).g;\n weights.ba = SMAAArea(sqrt_d, e1, e2);\n }\n return weights;\n}\nvoid main() { gl_FragColor = frag(); }"
},
"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": "pipeline/smaa|smaa-blend-vs:vert|smaa-blend-fs:frag"
}
],
"combinations": [],
"hideInEditor": false
}