337 lines
9.9 KiB
JSON
337 lines
9.9 KiB
JSON
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"hash": 3189094080,
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"glsl4": {
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"vert": "\nprecision mediump float;\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 0) out vec2 v_uv;\nlayout(set = 1, binding = 0) uniform Constant {\n vec4 u_buffer0;\n vec4 u_buffer1;\n mat4 u_projection;\n};\nvec4 vert () {\n vec2 worldPos = a_position * u_buffer1.xy + u_buffer1.zw;\n vec2 clipSpace = worldPos / u_buffer0.xy * 2.0 - 1.0;\n vec4 screenPos = u_projection * vec4(clipSpace, 0.0, 1.0);\n v_uv = a_texCoord;\n return screenPos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision mediump float;\nlayout(location = 0) in vec2 v_uv;\nlayout(set = 1, binding = 1) uniform Factor {\n float u_percent;\n};\nlayout(set = 1, binding = 2) uniform sampler2D mainTexture;\nvec4 frag () {\n vec4 color = texture(mainTexture, v_uv);\n float percent = clamp(u_percent, 0.0, 1.0);\n color.xyz *= percent;\n return color;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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},
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"glsl3": {
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"vert": "\nprecision mediump float;\nin vec2 a_position;\nin vec2 a_texCoord;\nout vec2 v_uv;\nlayout(std140) uniform Constant {\n vec4 u_buffer0;\n vec4 u_buffer1;\n mat4 u_projection;\n};\nvec4 vert () {\n vec2 worldPos = a_position * u_buffer1.xy + u_buffer1.zw;\n vec2 clipSpace = worldPos / u_buffer0.xy * 2.0 - 1.0;\n vec4 screenPos = u_projection * vec4(clipSpace, 0.0, 1.0);\n v_uv = a_texCoord;\n return screenPos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision mediump float;\nin vec2 v_uv;\nlayout(std140) uniform Factor {\n float u_percent;\n};\nuniform sampler2D mainTexture;\nvec4 frag () {\n vec4 color = texture(mainTexture, v_uv);\n float percent = clamp(u_percent, 0.0, 1.0);\n color.xyz *= percent;\n return color;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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},
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"glsl1": {
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"vert": "\nprecision mediump float;\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nvarying vec2 v_uv;\n uniform vec4 u_buffer0;\n uniform vec4 u_buffer1;\n uniform mat4 u_projection;\nvec4 vert () {\n vec2 worldPos = a_position * u_buffer1.xy + u_buffer1.zw;\n vec2 clipSpace = worldPos / u_buffer0.xy * 2.0 - 1.0;\n vec4 screenPos = u_projection * vec4(clipSpace, 0.0, 1.0);\n v_uv = a_texCoord;\n return screenPos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision mediump float;\nvarying vec2 v_uv;\n uniform float u_percent;\nuniform sampler2D mainTexture;\nvec4 frag () {\n vec4 color = texture2D(mainTexture, v_uv);\n float percent = clamp(u_percent, 0.0, 1.0);\n color.xyz *= percent;\n return color;\n}\nvoid main() { gl_FragColor = frag(); }"
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"statistics": {
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"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 6,
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}
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},
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"defines": [],
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"name": "util/splash-screen|splash-screen-vs:vert|splash-screen-fs:frag"
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}
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