GamesData/GameUploadDocuments/3.GoalRush/Build/SDK_COCOS/GoalRushPro/library/97/971bdb23-3ff6-43eb-b422-1c30165a3663.json
2025-07-03 12:53:49 +04:00

4227 lines
409 KiB
JSON

{
"__type__": "cc.EffectAsset",
"_name": "particles/builtin-particle-gpu",
"_objFlags": 0,
"_native": "",
"techniques": [
{
"name": "add",
"passes": [
{
"rasterizerState": {
"cullMode": 0
},
"blendState": {
"targets": [
{
"blend": true,
"blendSrc": 2,
"blendDst": 1,
"blendSrcAlpha": 2,
"blendDstAlpha": 1
}
]
},
"program": "particles/builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|tinted-fs:add",
"depthStencilState": {
"depthTest": true,
"depthWrite": false
},
"properties": {
"mainTexture": {
"value": "grey",
"type": 28
},
"mainTiling_Offset": {
"value": [
1,
1,
0,
0
],
"type": 16
},
"tintColor": {
"value": [
0.5,
0.5,
0.5,
0.5
],
"editor": {
"type": "color"
},
"type": 16
}
}
}
]
},
{
"name": "alpha-blend",
"passes": [
{
"rasterizerState": {
"cullMode": 0
},
"blendState": {
"targets": [
{
"blend": true,
"blendSrc": 2,
"blendDst": 4,
"blendSrcAlpha": 0,
"blendDstAlpha": 1,
"blendAlphaEq": 4
}
]
},
"program": "particles/builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|tinted-fs:add",
"depthStencilState": {
"depthTest": true,
"depthWrite": false
},
"properties": {
"mainTexture": {
"value": "grey",
"type": 28
},
"mainTiling_Offset": {
"value": [
1,
1,
0,
0
],
"type": 16
},
"tintColor": {
"value": [
0.5,
0.5,
0.5,
0.5
],
"editor": {
"type": "color"
},
"type": 16
}
}
}
]
},
{
"name": "add-multiply",
"passes": [
{
"rasterizerState": {
"cullMode": 0
},
"blendState": {
"targets": [
{
"blend": true,
"blendSrc": 7,
"blendDst": 1,
"blendSrcAlpha": 0,
"blendDstAlpha": 3
}
]
},
"program": "particles/builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|tinted-fs:multiply",
"depthStencilState": {
"depthTest": true,
"depthWrite": false
},
"properties": {
"mainTexture": {
"value": "grey",
"type": 28
},
"mainTiling_Offset": {
"value": [
1,
1,
0,
0
],
"type": 16
},
"tintColor": {
"value": [
0.5,
0.5,
0.5,
0.5
],
"editor": {
"type": "color"
},
"type": 16
}
}
}
]
},
{
"name": "add-smooth",
"passes": [
{
"rasterizerState": {
"cullMode": 0
},
"blendState": {
"targets": [
{
"blend": true,
"blendSrc": 2,
"blendDst": 1,
"blendSrcAlpha": 2,
"blendDstAlpha": 1
}
]
},
"program": "particles/builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|no-tint-fs:addSmooth",
"depthStencilState": {
"depthTest": true,
"depthWrite": false
},
"properties": {
"mainTexture": {
"value": "grey",
"type": 28
},
"mainTiling_Offset": {
"value": [
1,
1,
0,
0
],
"type": 16
}
}
}
]
},
{
"name": "premultiply-blend",
"passes": [
{
"rasterizerState": {
"cullMode": 0
},
"blendState": {
"targets": [
{
"blend": true,
"blendSrc": 2,
"blendDst": 4,
"blendSrcAlpha": 0,
"blendDstAlpha": 1,
"blendAlphaEq": 4
}
]
},
"program": "particles/builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|no-tint-fs:premultiplied",
"depthStencilState": {
"depthTest": true,
"depthWrite": false
},
"properties": {
"mainTexture": {
"value": "grey",
"type": 28
},
"mainTiling_Offset": {
"value": [
1,
1,
0,
0
],
"type": 16
}
}
}
]
}
],
"shaders": [
{
"blocks": [
{
"name": "Constants",
"members": [
{
"name": "mainTiling_Offset",
"type": 16,
"count": 1
},
{
"name": "frameTile_velLenScale",
"type": 16,
"count": 1
},
{
"name": "scale",
"type": 16,
"count": 1
},
{
"name": "nodeRotation",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 0
},
{
"name": "SampleConstants",
"members": [
{
"name": "u_sampleInfo",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 1
},
{
"name": "TickConstants",
"members": [
{
"name": "u_worldRot",
"type": 16,
"count": 1
},
{
"name": "u_timeDelta",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 2
},
{
"name": "ColorConstant",
"members": [
{
"name": "u_color_mode",
"type": 5,
"count": 1
}
],
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 3
},
{
"name": "RotationConstant",
"members": [
{
"name": "u_rotation_mode",
"type": 5,
"count": 1
}
],
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 4
},
{
"name": "SizeConstant",
"members": [
{
"name": "u_size_mode",
"type": 5,
"count": 1
}
],
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 5
},
{
"name": "ForceConstant",
"members": [
{
"name": "u_force_mode",
"type": 5,
"count": 1
},
{
"name": "u_force_space",
"type": 5,
"count": 1
}
],
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 6
},
{
"name": "VelocityConstant",
"members": [
{
"name": "u_velocity_mode",
"type": 5,
"count": 1
},
{
"name": "u_velocity_space",
"type": 5,
"count": 1
}
],
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 7
},
{
"name": "AnimationConstant",
"members": [
{
"name": "u_anim_info",
"type": 16,
"count": 1
}
],
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 8
},
{
"name": "FragConstants",
"members": [
{
"name": "tintColor",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 16,
"binding": 9
}
],
"samplerTextures": [
{
"name": "color_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 10
},
{
"name": "rotation_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 11
},
{
"name": "size_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 12
},
{
"name": "force_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 13
},
{
"name": "velocity_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 14
},
{
"name": "texture_animation_tex0",
"type": 28,
"count": 1,
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 15
},
{
"name": "mainTexture",
"type": 28,
"count": 1,
"defines": [],
"stageFlags": 16,
"binding": 16
}
],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": [],
"attributes": [
{
"name": "a_position_starttime",
"defines": [],
"format": 44,
"location": 0
},
{
"name": "a_color",
"defines": [],
"format": 44,
"location": 1
},
{
"name": "a_dir_life",
"defines": [],
"format": 44,
"location": 2
},
{
"name": "a_rndSeed",
"defines": [],
"format": 11,
"location": 3
},
{
"name": "a_size_uv",
"defines": [
"!CC_INSTANCE_PARTICLE"
],
"format": 44,
"location": 4
},
{
"name": "a_rotation_uv",
"defines": [
"!CC_INSTANCE_PARTICLE"
],
"format": 44,
"location": 5
},
{
"name": "a_size_fid",
"defines": [
"CC_INSTANCE_PARTICLE"
],
"format": 44,
"location": 6
},
{
"name": "a_rotation",
"defines": [
"CC_INSTANCE_PARTICLE"
],
"format": 32,
"location": 7
},
{
"name": "a_uv",
"defines": [
"CC_INSTANCE_PARTICLE"
],
"format": 32,
"location": 8
},
{
"name": "a_texCoord",
"defines": [
"CC_RENDER_MODE"
],
"format": 32,
"location": 9
},
{
"name": "a_texCoord3",
"defines": [
"CC_RENDER_MODE"
],
"format": 32,
"location": 10
},
{
"name": "a_normal",
"defines": [
"CC_RENDER_MODE"
],
"format": 32,
"location": 11
},
{
"name": "a_color1",
"defines": [
"CC_RENDER_MODE"
],
"format": 44,
"location": 12
}
],
"varyings": [
{
"name": "uv",
"type": 14,
"count": 1,
"defines": [],
"stageFlags": 17,
"location": 0
},
{
"name": "color",
"type": 16,
"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": [
{
"tags": {
"builtin": "local"
},
"name": "CCLocal",
"members": [
{
"name": "cc_matWorld",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matWorldIT",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_lightingMapUVParam",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_localShadowBias",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_reflectionProbeData1",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_reflectionProbeData2",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
}
],
"defines": [],
"stageFlags": 1
}
],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 1,
"blocks": [
{
"name": "Constants",
"members": [
{
"name": "mainTiling_Offset",
"type": 16,
"count": 1
},
{
"name": "frameTile_velLenScale",
"type": 16,
"count": 1
},
{
"name": "scale",
"type": 16,
"count": 1
},
{
"name": "nodeRotation",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 0
},
{
"name": "SampleConstants",
"members": [
{
"name": "u_sampleInfo",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 1
},
{
"name": "TickConstants",
"members": [
{
"name": "u_worldRot",
"type": 16,
"count": 1
},
{
"name": "u_timeDelta",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 2
},
{
"name": "ColorConstant",
"members": [
{
"name": "u_color_mode",
"type": 5,
"count": 1
}
],
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 3
},
{
"name": "RotationConstant",
"members": [
{
"name": "u_rotation_mode",
"type": 5,
"count": 1
}
],
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 4
},
{
"name": "SizeConstant",
"members": [
{
"name": "u_size_mode",
"type": 5,
"count": 1
}
],
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 5
},
{
"name": "ForceConstant",
"members": [
{
"name": "u_force_mode",
"type": 5,
"count": 1
},
{
"name": "u_force_space",
"type": 5,
"count": 1
}
],
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 6
},
{
"name": "VelocityConstant",
"members": [
{
"name": "u_velocity_mode",
"type": 5,
"count": 1
},
{
"name": "u_velocity_space",
"type": 5,
"count": 1
}
],
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 7
},
{
"name": "AnimationConstant",
"members": [
{
"name": "u_anim_info",
"type": 16,
"count": 1
}
],
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 8
},
{
"name": "FragConstants",
"members": [
{
"name": "tintColor",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 16,
"binding": 9
}
],
"samplerTextures": [
{
"name": "color_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 10
},
{
"name": "rotation_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 11
},
{
"name": "size_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 12
},
{
"name": "force_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 13
},
{
"name": "velocity_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 14
},
{
"name": "texture_animation_tex0",
"type": 28,
"count": 1,
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 15
},
{
"name": "mainTexture",
"type": 28,
"count": 1,
"defines": [],
"stageFlags": 16,
"binding": 16
}
],
"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": 1346494500,
"glsl4": {
"vert": "\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n vec3 er = euler * 0.5;\n float x = er.x, y = er.y, z = er.z;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat;\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nlayout(set = 1, binding = 0) uniform Constants {\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n vec4 nodeRotation;\n};\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(set = 2, binding = 0) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n};\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(set = 1, binding = 1) uniform SampleConstants {\n vec4 u_sampleInfo;\n};\nlayout(set = 1, binding = 2) uniform TickConstants {\n vec4 u_worldRot;\n vec4 u_timeDelta;\n};\nlayout(location = 0) in vec4 a_position_starttime;\nlayout(location = 1) in vec4 a_color;\nlayout(location = 2) in vec4 a_dir_life;\nlayout(location = 3) in float a_rndSeed;\n#if !CC_INSTANCE_PARTICLE\n layout(location = 4) in vec4 a_size_uv;\n layout(location = 5) in vec4 a_rotation_uv;\n#endif\n#if CC_INSTANCE_PARTICLE\n layout(location = 6) in vec4 a_size_fid;\n layout(location = 7) in vec3 a_rotation;\n layout(location = 8) in vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n layout(location = 9) in vec3 a_texCoord;\n layout(location = 10) in vec3 a_texCoord3;\n layout(location = 11) in vec3 a_normal;\n layout(location = 12) in vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n w = mix(a.w, b.w, c);\n return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n float o = x;\n x = mod(x - 1.0, 2.0) - 1.0;\n float freqVar = 10.16640753482;\n float y = sin(freqVar * floor(o * 0.5 - 0.5));\n float v = max(0.0, 1.0-abs(x));\n v *= 0.7071067812;\n v = y < 0.0 ? -v : v;\n return v;\n#endif\n#if !USE_VK_SHADER\n float seed = mod(x, 233280.);\n float q = (seed * 9301. + 49297.) / 233280.;\n return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 10) uniform sampler2D color_over_time_tex0;\n layout(set = 1, binding = 3) uniform ColorConstant {\n int u_color_mode;\n };\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 11) uniform sampler2D rotation_over_time_tex0;\n layout(set = 1, binding = 4) uniform RotationConstant {\n int u_rotation_mode;\n };\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 12) uniform sampler2D size_over_time_tex0;\n layout(set = 1, binding = 5) uniform SizeConstant {\n int u_size_mode;\n };\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 13) uniform sampler2D force_over_time_tex0;\n layout(set = 1, binding = 6) uniform ForceConstant {\n int u_force_mode;\n int u_force_space;\n };\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 14) uniform sampler2D velocity_over_time_tex0;\n layout(set = 1, binding = 7) uniform VelocityConstant {\n int u_velocity_mode;\n int u_velocity_space;\n };\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n layout(set = 1, binding = 15) uniform sampler2D texture_animation_tex0;\n layout(set = 1, binding = 8) uniform AnimationConstant {\n vec4 u_anim_info;\n };\n#endif\nfloat repeat (float t, float length) {\n return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n float activeTime = u_timeDelta.x - a_position_starttime.w;\n float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n vec2 timeCoord0 = vec2(normalizedTime, 0.);\n vec2 timeCoord1 = vec2(normalizedTime, 1.);\n #if CC_RENDER_MODE == 4\n vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n #endif\n #if CC_RENDER_MODE != 4\n #if !CC_INSTANCE_PARTICLE\n vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec2 vertIdx = a_uv.xy;\n #endif\n #endif\n vec4 velocity = vec4(a_dir_life.xyz, 0.);\n vec4 pos = vec4(a_position_starttime.xyz, 1.);\n #if !CC_INSTANCE_PARTICLE\n vec3 size = a_size_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 size = a_size_fid.xyz;\n #endif\n #if SIZE_OVER_TIME_MODULE_ENABLE\n if (u_size_mode == 1) {\n size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n } else {\n vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n float factor_s = pseudoRandom(a_rndSeed + 39825.);\n size *= mix(size_0, size_1, factor_s);\n }\n #endif\n vec3 compScale = scale.xyz * size;\n #if FORCE_OVER_TIME_MODULE_ENABLE\n vec3 forceAnim = vec3(0.);\n if (u_force_mode == 1) {\n forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n } else {\n vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n float factor_f = pseudoRandom(a_rndSeed + 212165.);\n forceAnim = mix(force_0, force_1, factor_f);\n }\n vec4 forceTrack = vec4(forceAnim, 0.);\n if (u_force_space == 0) {\n forceTrack = rotateQuat(forceTrack, u_worldRot);\n }\n velocity.xyz += forceTrack.xyz;\n #endif\n #if VELOCITY_OVER_TIME_MODULE_ENABLE\n float speedModifier0 = 1.;\n float speedModifier1 = 1.;\n vec3 velocityAnim = vec3(0.);\n if (u_velocity_mode == 1) {\n velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n } else {\n vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n float factor_v = pseudoRandom(a_rndSeed + 197866.);\n velocityAnim = mix(vectory_0, vectory_1, factor_v);\n speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n }\n vec4 velocityTrack = vec4(velocityAnim, 0.);\n if (u_velocity_space == 0) {\n velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n }\n velocity.xyz += velocityTrack.xyz;\n velocity.xyz *= speedModifier0;\n #endif\n pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = rotateQuat(velocity, u_worldRot);\n #endif\n #endif\n #if !CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation;\n #endif\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = startRotation.xyz;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., startRotation.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(startRotation);\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n if (u_rotation_mode == 1) {\n vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n } else {\n vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n float factor_r = pseudoRandom(a_rndSeed + 125292.);\n vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n euler = vec3(0.0, 0.0, euler.z);\n #endif\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n }\n #endif\n #if COLOR_OVER_TIME_MODULE_ENABLE\n if (u_color_mode == 1) {\n color = a_color * texture(color_over_time_tex0, timeCoord0);\n } else {\n vec4 color_0 = texture(color_over_time_tex0, timeCoord0);\n vec4 color_1 = texture(color_over_time_tex0, timeCoord1);\n float factor_c = pseudoRandom(a_rndSeed + 91041.);\n color = a_color * mix(color_0, color_1, factor_c);\n }\n #endif\n #if !COLOR_OVER_TIME_MODULE_ENABLE\n color = a_color;\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((vertIdx - 0.5));\n #if CC_RENDER_MODE == 1\n rot = vec4(0.0, 0.0, 0.0, 1.0);\n #endif\n computeVertPos(pos, cornerOffset, rot, compScale\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , cc_matViewInv\n #endif\n #if CC_RENDER_MODE == 1\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n #if !CC_INSTANCE_PARTICLE\n , a_size_uv.w\n #endif\n #if CC_INSTANCE_PARTICLE\n , a_uv.x\n #endif\n #endif\n );\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color *= a_color1;\n #endif\n pos = cc_matViewProj * pos;\n float frameIndex = 0.;\n #if TEXTURE_ANIMATION_MODULE_ENABLE\n float startFrame = 0.;\n vec3 frameInfo = vec3(0.);\n if (int(u_anim_info.x) == 1) {\n frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n } else {\n vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n float factor_t = pseudoRandom(a_rndSeed + 90794.);\n frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n }\n startFrame = frameInfo.x / u_anim_info.y;\n float EPSILON = 1e-6;\n frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1. + EPSILON);\n #endif\n uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }",
"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 vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 16) uniform sampler2D mainTexture;\nlayout(set = 1, binding = 9) uniform FragConstants {\n vec4 tintColor;\n};\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
},
"glsl3": {
"vert": "\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n vec3 er = euler * 0.5;\n float x = er.x, y = er.y, z = er.z;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat;\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nlayout(std140) uniform Constants {\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n vec4 nodeRotation;\n};\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};\nlayout(std140) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(std140) uniform SampleConstants {\n vec4 u_sampleInfo;\n};\nlayout(std140) uniform TickConstants {\n vec4 u_worldRot;\n vec4 u_timeDelta;\n};\nin vec4 a_position_starttime;\nin vec4 a_color;\nin vec4 a_dir_life;\nin float a_rndSeed;\n#if !CC_INSTANCE_PARTICLE\n in vec4 a_size_uv;\n in vec4 a_rotation_uv;\n#endif\n#if CC_INSTANCE_PARTICLE\n in vec4 a_size_fid;\n in vec3 a_rotation;\n in vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n in vec3 a_texCoord;\n in vec3 a_texCoord3;\n in vec3 a_normal;\n in vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n w = mix(a.w, b.w, c);\n return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n float o = x;\n x = mod(x - 1.0, 2.0) - 1.0;\n float freqVar = 10.16640753482;\n float y = sin(freqVar * floor(o * 0.5 - 0.5));\n float v = max(0.0, 1.0-abs(x));\n v *= 0.7071067812;\n v = y < 0.0 ? -v : v;\n return v;\n#endif\n#if !USE_VK_SHADER\n float seed = mod(x, 233280.);\n float q = (seed * 9301. + 49297.) / 233280.;\n return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n uniform sampler2D color_over_time_tex0;\n layout(std140) uniform ColorConstant {\n int u_color_mode;\n };\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n uniform sampler2D rotation_over_time_tex0;\n layout(std140) uniform RotationConstant {\n int u_rotation_mode;\n };\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D size_over_time_tex0;\n layout(std140) uniform SizeConstant {\n int u_size_mode;\n };\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D force_over_time_tex0;\n layout(std140) uniform ForceConstant {\n int u_force_mode;\n int u_force_space;\n };\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n uniform sampler2D velocity_over_time_tex0;\n layout(std140) uniform VelocityConstant {\n int u_velocity_mode;\n int u_velocity_space;\n };\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n uniform sampler2D texture_animation_tex0;\n layout(std140) uniform AnimationConstant {\n vec4 u_anim_info;\n };\n#endif\nfloat repeat (float t, float length) {\n return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n float activeTime = u_timeDelta.x - a_position_starttime.w;\n float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n vec2 timeCoord0 = vec2(normalizedTime, 0.);\n vec2 timeCoord1 = vec2(normalizedTime, 1.);\n #if CC_RENDER_MODE == 4\n vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n #endif\n #if CC_RENDER_MODE != 4\n #if !CC_INSTANCE_PARTICLE\n vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec2 vertIdx = a_uv.xy;\n #endif\n #endif\n vec4 velocity = vec4(a_dir_life.xyz, 0.);\n vec4 pos = vec4(a_position_starttime.xyz, 1.);\n #if !CC_INSTANCE_PARTICLE\n vec3 size = a_size_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 size = a_size_fid.xyz;\n #endif\n #if SIZE_OVER_TIME_MODULE_ENABLE\n if (u_size_mode == 1) {\n size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n } else {\n vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n float factor_s = pseudoRandom(a_rndSeed + 39825.);\n size *= mix(size_0, size_1, factor_s);\n }\n #endif\n vec3 compScale = scale.xyz * size;\n #if FORCE_OVER_TIME_MODULE_ENABLE\n vec3 forceAnim = vec3(0.);\n if (u_force_mode == 1) {\n forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n } else {\n vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n float factor_f = pseudoRandom(a_rndSeed + 212165.);\n forceAnim = mix(force_0, force_1, factor_f);\n }\n vec4 forceTrack = vec4(forceAnim, 0.);\n if (u_force_space == 0) {\n forceTrack = rotateQuat(forceTrack, u_worldRot);\n }\n velocity.xyz += forceTrack.xyz;\n #endif\n #if VELOCITY_OVER_TIME_MODULE_ENABLE\n float speedModifier0 = 1.;\n float speedModifier1 = 1.;\n vec3 velocityAnim = vec3(0.);\n if (u_velocity_mode == 1) {\n velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n } else {\n vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n float factor_v = pseudoRandom(a_rndSeed + 197866.);\n velocityAnim = mix(vectory_0, vectory_1, factor_v);\n speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n }\n vec4 velocityTrack = vec4(velocityAnim, 0.);\n if (u_velocity_space == 0) {\n velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n }\n velocity.xyz += velocityTrack.xyz;\n velocity.xyz *= speedModifier0;\n #endif\n pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = rotateQuat(velocity, u_worldRot);\n #endif\n #endif\n #if !CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation;\n #endif\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = startRotation.xyz;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., startRotation.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(startRotation);\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n if (u_rotation_mode == 1) {\n vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n } else {\n vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n float factor_r = pseudoRandom(a_rndSeed + 125292.);\n vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n euler = vec3(0.0, 0.0, euler.z);\n #endif\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n }\n #endif\n #if COLOR_OVER_TIME_MODULE_ENABLE\n if (u_color_mode == 1) {\n color = a_color * texture(color_over_time_tex0, timeCoord0);\n } else {\n vec4 color_0 = texture(color_over_time_tex0, timeCoord0);\n vec4 color_1 = texture(color_over_time_tex0, timeCoord1);\n float factor_c = pseudoRandom(a_rndSeed + 91041.);\n color = a_color * mix(color_0, color_1, factor_c);\n }\n #endif\n #if !COLOR_OVER_TIME_MODULE_ENABLE\n color = a_color;\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((vertIdx - 0.5));\n #if CC_RENDER_MODE == 1\n rot = vec4(0.0, 0.0, 0.0, 1.0);\n #endif\n computeVertPos(pos, cornerOffset, rot, compScale\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , cc_matViewInv\n #endif\n #if CC_RENDER_MODE == 1\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n #if !CC_INSTANCE_PARTICLE\n , a_size_uv.w\n #endif\n #if CC_INSTANCE_PARTICLE\n , a_uv.x\n #endif\n #endif\n );\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color *= a_color1;\n #endif\n pos = cc_matViewProj * pos;\n float frameIndex = 0.;\n #if TEXTURE_ANIMATION_MODULE_ENABLE\n float startFrame = 0.;\n vec3 frameInfo = vec3(0.);\n if (int(u_anim_info.x) == 1) {\n frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n } else {\n vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n float factor_t = pseudoRandom(a_rndSeed + 90794.);\n frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n }\n startFrame = frameInfo.x / u_anim_info.y;\n float EPSILON = 1e-6;\n frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1. + EPSILON);\n #endif\n uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }",
"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 vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n vec4 tintColor;\n};\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
},
"glsl1": {
"vert": "\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n vec3 er = euler * 0.5;\n float x = er.x, y = er.y, z = er.z;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat;\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\n uniform vec4 mainTiling_Offset;\n uniform vec4 frameTile_velLenScale;\n uniform vec4 scale;\n uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matViewInv;\n uniform highp mat4 cc_matViewProj;\n uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\n uniform vec4 u_sampleInfo;\n uniform vec4 u_worldRot;\n uniform vec4 u_timeDelta;\nattribute vec4 a_position_starttime;\nattribute vec4 a_color;\nattribute vec4 a_dir_life;\nattribute float a_rndSeed;\n#if !CC_INSTANCE_PARTICLE\n attribute vec4 a_size_uv;\n attribute vec4 a_rotation_uv;\n#endif\n#if CC_INSTANCE_PARTICLE\n attribute vec4 a_size_fid;\n attribute vec3 a_rotation;\n attribute vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n attribute vec3 a_texCoord;\n attribute vec3 a_texCoord3;\n attribute vec3 a_normal;\n attribute vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n vec4 a = texture2D(tex, coord);\n vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n vec4 a = texture2D(tex, coord);\n vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n w = mix(a.w, b.w, c);\n return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n float o = x;\n x = mod(x - 1.0, 2.0) - 1.0;\n float freqVar = 10.16640753482;\n float y = sin(freqVar * floor(o * 0.5 - 0.5));\n float v = max(0.0, 1.0-abs(x));\n v *= 0.7071067812;\n v = y < 0.0 ? -v : v;\n return v;\n#endif\n#if !USE_VK_SHADER\n float seed = mod(x, 233280.);\n float q = (seed * 9301. + 49297.) / 233280.;\n return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n uniform sampler2D color_over_time_tex0;\n uniform int u_color_mode;\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n uniform sampler2D rotation_over_time_tex0;\n uniform int u_rotation_mode;\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D size_over_time_tex0;\n uniform int u_size_mode;\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D force_over_time_tex0;\n uniform int u_force_mode;\n uniform int u_force_space;\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n uniform sampler2D velocity_over_time_tex0;\n uniform int u_velocity_mode;\n uniform int u_velocity_space;\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n uniform sampler2D texture_animation_tex0;\n uniform vec4 u_anim_info;\n#endif\nfloat repeat (float t, float length) {\n return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n float activeTime = u_timeDelta.x - a_position_starttime.w;\n float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n vec2 timeCoord0 = vec2(normalizedTime, 0.);\n vec2 timeCoord1 = vec2(normalizedTime, 1.);\n #if CC_RENDER_MODE == 4\n vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n #endif\n #if CC_RENDER_MODE != 4\n #if !CC_INSTANCE_PARTICLE\n vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec2 vertIdx = a_uv.xy;\n #endif\n #endif\n vec4 velocity = vec4(a_dir_life.xyz, 0.);\n vec4 pos = vec4(a_position_starttime.xyz, 1.);\n #if !CC_INSTANCE_PARTICLE\n vec3 size = a_size_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 size = a_size_fid.xyz;\n #endif\n #if SIZE_OVER_TIME_MODULE_ENABLE\n if (u_size_mode == 1) {\n size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n } else {\n vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n float factor_s = pseudoRandom(a_rndSeed + 39825.);\n size *= mix(size_0, size_1, factor_s);\n }\n #endif\n vec3 compScale = scale.xyz * size;\n #if FORCE_OVER_TIME_MODULE_ENABLE\n vec3 forceAnim = vec3(0.);\n if (u_force_mode == 1) {\n forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n } else {\n vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n float factor_f = pseudoRandom(a_rndSeed + 212165.);\n forceAnim = mix(force_0, force_1, factor_f);\n }\n vec4 forceTrack = vec4(forceAnim, 0.);\n if (u_force_space == 0) {\n forceTrack = rotateQuat(forceTrack, u_worldRot);\n }\n velocity.xyz += forceTrack.xyz;\n #endif\n #if VELOCITY_OVER_TIME_MODULE_ENABLE\n float speedModifier0 = 1.;\n float speedModifier1 = 1.;\n vec3 velocityAnim = vec3(0.);\n if (u_velocity_mode == 1) {\n velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n } else {\n vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n float factor_v = pseudoRandom(a_rndSeed + 197866.);\n velocityAnim = mix(vectory_0, vectory_1, factor_v);\n speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n }\n vec4 velocityTrack = vec4(velocityAnim, 0.);\n if (u_velocity_space == 0) {\n velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n }\n velocity.xyz += velocityTrack.xyz;\n velocity.xyz *= speedModifier0;\n #endif\n pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = rotateQuat(velocity, u_worldRot);\n #endif\n #endif\n #if !CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation;\n #endif\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = startRotation.xyz;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., startRotation.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(startRotation);\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n if (u_rotation_mode == 1) {\n vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n } else {\n vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n float factor_r = pseudoRandom(a_rndSeed + 125292.);\n vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n euler = vec3(0.0, 0.0, euler.z);\n #endif\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n }\n #endif\n #if COLOR_OVER_TIME_MODULE_ENABLE\n if (u_color_mode == 1) {\n color = a_color * texture2D(color_over_time_tex0, timeCoord0);\n } else {\n vec4 color_0 = texture2D(color_over_time_tex0, timeCoord0);\n vec4 color_1 = texture2D(color_over_time_tex0, timeCoord1);\n float factor_c = pseudoRandom(a_rndSeed + 91041.);\n color = a_color * mix(color_0, color_1, factor_c);\n }\n #endif\n #if !COLOR_OVER_TIME_MODULE_ENABLE\n color = a_color;\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((vertIdx - 0.5));\n #if CC_RENDER_MODE == 1\n rot = vec4(0.0, 0.0, 0.0, 1.0);\n #endif\n computeVertPos(pos, cornerOffset, rot, compScale\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , cc_matViewInv\n #endif\n #if CC_RENDER_MODE == 1\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n #if !CC_INSTANCE_PARTICLE\n , a_size_uv.w\n #endif\n #if CC_INSTANCE_PARTICLE\n , a_uv.x\n #endif\n #endif\n );\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color *= a_color1;\n #endif\n pos = cc_matViewProj * pos;\n float frameIndex = 0.;\n #if TEXTURE_ANIMATION_MODULE_ENABLE\n float startFrame = 0.;\n vec3 frameInfo = vec3(0.);\n if (int(u_anim_info.x) == 1) {\n frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n } else {\n vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n float factor_t = pseudoRandom(a_rndSeed + 90794.);\n frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n }\n startFrame = frameInfo.x / u_anim_info.y;\n float EPSILON = 1e-6;\n frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1. + EPSILON);\n #endif\n uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }",
"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 vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\n uniform vec4 tintColor;\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); }"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
},
{
"name": "CCCamera",
"defines": []
}
],
"samplerTextures": [],
"buffers": [],
"images": []
},
"locals": {
"blocks": [
{
"name": "CCLocal",
"defines": []
}
],
"samplerTextures": [],
"buffers": [],
"images": []
},
"statistics": {
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 69,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 43
}
},
"defines": [
{
"name": "CC_RENDER_MODE",
"type": "number",
"defines": [],
"range": [
0,
4
]
},
{
"name": "CC_INSTANCE_PARTICLE",
"type": "boolean",
"defines": []
},
{
"name": "USE_VK_SHADER",
"type": "boolean",
"defines": []
},
{
"name": "COLOR_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "ROTATION_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "SIZE_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "FORCE_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "VELOCITY_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "TEXTURE_ANIMATION_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_WORLD_SPACE",
"type": "boolean",
"defines": []
}
],
"name": "particles/builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|tinted-fs:add"
},
{
"blocks": [
{
"name": "Constants",
"members": [
{
"name": "mainTiling_Offset",
"type": 16,
"count": 1
},
{
"name": "frameTile_velLenScale",
"type": 16,
"count": 1
},
{
"name": "scale",
"type": 16,
"count": 1
},
{
"name": "nodeRotation",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 0
},
{
"name": "SampleConstants",
"members": [
{
"name": "u_sampleInfo",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 1
},
{
"name": "TickConstants",
"members": [
{
"name": "u_worldRot",
"type": 16,
"count": 1
},
{
"name": "u_timeDelta",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 2
},
{
"name": "ColorConstant",
"members": [
{
"name": "u_color_mode",
"type": 5,
"count": 1
}
],
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 3
},
{
"name": "RotationConstant",
"members": [
{
"name": "u_rotation_mode",
"type": 5,
"count": 1
}
],
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 4
},
{
"name": "SizeConstant",
"members": [
{
"name": "u_size_mode",
"type": 5,
"count": 1
}
],
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 5
},
{
"name": "ForceConstant",
"members": [
{
"name": "u_force_mode",
"type": 5,
"count": 1
},
{
"name": "u_force_space",
"type": 5,
"count": 1
}
],
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 6
},
{
"name": "VelocityConstant",
"members": [
{
"name": "u_velocity_mode",
"type": 5,
"count": 1
},
{
"name": "u_velocity_space",
"type": 5,
"count": 1
}
],
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 7
},
{
"name": "AnimationConstant",
"members": [
{
"name": "u_anim_info",
"type": 16,
"count": 1
}
],
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 8
},
{
"name": "FragConstants",
"members": [
{
"name": "tintColor",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 16,
"binding": 9
}
],
"samplerTextures": [
{
"name": "color_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 10
},
{
"name": "rotation_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 11
},
{
"name": "size_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 12
},
{
"name": "force_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 13
},
{
"name": "velocity_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 14
},
{
"name": "texture_animation_tex0",
"type": 28,
"count": 1,
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 15
},
{
"name": "mainTexture",
"type": 28,
"count": 1,
"defines": [],
"stageFlags": 16,
"binding": 16
}
],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": [],
"attributes": [
{
"name": "a_position_starttime",
"defines": [],
"format": 44,
"location": 0
},
{
"name": "a_color",
"defines": [],
"format": 44,
"location": 1
},
{
"name": "a_dir_life",
"defines": [],
"format": 44,
"location": 2
},
{
"name": "a_rndSeed",
"defines": [],
"format": 11,
"location": 3
},
{
"name": "a_size_uv",
"defines": [
"!CC_INSTANCE_PARTICLE"
],
"format": 44,
"location": 4
},
{
"name": "a_rotation_uv",
"defines": [
"!CC_INSTANCE_PARTICLE"
],
"format": 44,
"location": 5
},
{
"name": "a_size_fid",
"defines": [
"CC_INSTANCE_PARTICLE"
],
"format": 44,
"location": 6
},
{
"name": "a_rotation",
"defines": [
"CC_INSTANCE_PARTICLE"
],
"format": 32,
"location": 7
},
{
"name": "a_uv",
"defines": [
"CC_INSTANCE_PARTICLE"
],
"format": 32,
"location": 8
},
{
"name": "a_texCoord",
"defines": [
"CC_RENDER_MODE"
],
"format": 32,
"location": 9
},
{
"name": "a_texCoord3",
"defines": [
"CC_RENDER_MODE"
],
"format": 32,
"location": 10
},
{
"name": "a_normal",
"defines": [
"CC_RENDER_MODE"
],
"format": 32,
"location": 11
},
{
"name": "a_color1",
"defines": [
"CC_RENDER_MODE"
],
"format": 44,
"location": 12
}
],
"varyings": [
{
"name": "uv",
"type": 14,
"count": 1,
"defines": [],
"stageFlags": 17,
"location": 0
},
{
"name": "color",
"type": 16,
"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": [
{
"tags": {
"builtin": "local"
},
"name": "CCLocal",
"members": [
{
"name": "cc_matWorld",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matWorldIT",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_lightingMapUVParam",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_localShadowBias",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_reflectionProbeData1",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_reflectionProbeData2",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
}
],
"defines": [],
"stageFlags": 1
}
],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 1,
"blocks": [
{
"name": "Constants",
"members": [
{
"name": "mainTiling_Offset",
"type": 16,
"count": 1
},
{
"name": "frameTile_velLenScale",
"type": 16,
"count": 1
},
{
"name": "scale",
"type": 16,
"count": 1
},
{
"name": "nodeRotation",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 0
},
{
"name": "SampleConstants",
"members": [
{
"name": "u_sampleInfo",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 1
},
{
"name": "TickConstants",
"members": [
{
"name": "u_worldRot",
"type": 16,
"count": 1
},
{
"name": "u_timeDelta",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 2
},
{
"name": "ColorConstant",
"members": [
{
"name": "u_color_mode",
"type": 5,
"count": 1
}
],
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 3
},
{
"name": "RotationConstant",
"members": [
{
"name": "u_rotation_mode",
"type": 5,
"count": 1
}
],
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 4
},
{
"name": "SizeConstant",
"members": [
{
"name": "u_size_mode",
"type": 5,
"count": 1
}
],
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 5
},
{
"name": "ForceConstant",
"members": [
{
"name": "u_force_mode",
"type": 5,
"count": 1
},
{
"name": "u_force_space",
"type": 5,
"count": 1
}
],
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 6
},
{
"name": "VelocityConstant",
"members": [
{
"name": "u_velocity_mode",
"type": 5,
"count": 1
},
{
"name": "u_velocity_space",
"type": 5,
"count": 1
}
],
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 7
},
{
"name": "AnimationConstant",
"members": [
{
"name": "u_anim_info",
"type": 16,
"count": 1
}
],
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 8
},
{
"name": "FragConstants",
"members": [
{
"name": "tintColor",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 16,
"binding": 9
}
],
"samplerTextures": [
{
"name": "color_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 10
},
{
"name": "rotation_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 11
},
{
"name": "size_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 12
},
{
"name": "force_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 13
},
{
"name": "velocity_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 14
},
{
"name": "texture_animation_tex0",
"type": 28,
"count": 1,
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 15
},
{
"name": "mainTexture",
"type": 28,
"count": 1,
"defines": [],
"stageFlags": 16,
"binding": 16
}
],
"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": 1715713581,
"glsl4": {
"vert": "\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n vec3 er = euler * 0.5;\n float x = er.x, y = er.y, z = er.z;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat;\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nlayout(set = 1, binding = 0) uniform Constants {\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n vec4 nodeRotation;\n};\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(set = 2, binding = 0) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n};\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(set = 1, binding = 1) uniform SampleConstants {\n vec4 u_sampleInfo;\n};\nlayout(set = 1, binding = 2) uniform TickConstants {\n vec4 u_worldRot;\n vec4 u_timeDelta;\n};\nlayout(location = 0) in vec4 a_position_starttime;\nlayout(location = 1) in vec4 a_color;\nlayout(location = 2) in vec4 a_dir_life;\nlayout(location = 3) in float a_rndSeed;\n#if !CC_INSTANCE_PARTICLE\n layout(location = 4) in vec4 a_size_uv;\n layout(location = 5) in vec4 a_rotation_uv;\n#endif\n#if CC_INSTANCE_PARTICLE\n layout(location = 6) in vec4 a_size_fid;\n layout(location = 7) in vec3 a_rotation;\n layout(location = 8) in vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n layout(location = 9) in vec3 a_texCoord;\n layout(location = 10) in vec3 a_texCoord3;\n layout(location = 11) in vec3 a_normal;\n layout(location = 12) in vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n w = mix(a.w, b.w, c);\n return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n float o = x;\n x = mod(x - 1.0, 2.0) - 1.0;\n float freqVar = 10.16640753482;\n float y = sin(freqVar * floor(o * 0.5 - 0.5));\n float v = max(0.0, 1.0-abs(x));\n v *= 0.7071067812;\n v = y < 0.0 ? -v : v;\n return v;\n#endif\n#if !USE_VK_SHADER\n float seed = mod(x, 233280.);\n float q = (seed * 9301. + 49297.) / 233280.;\n return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 10) uniform sampler2D color_over_time_tex0;\n layout(set = 1, binding = 3) uniform ColorConstant {\n int u_color_mode;\n };\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 11) uniform sampler2D rotation_over_time_tex0;\n layout(set = 1, binding = 4) uniform RotationConstant {\n int u_rotation_mode;\n };\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 12) uniform sampler2D size_over_time_tex0;\n layout(set = 1, binding = 5) uniform SizeConstant {\n int u_size_mode;\n };\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 13) uniform sampler2D force_over_time_tex0;\n layout(set = 1, binding = 6) uniform ForceConstant {\n int u_force_mode;\n int u_force_space;\n };\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 14) uniform sampler2D velocity_over_time_tex0;\n layout(set = 1, binding = 7) uniform VelocityConstant {\n int u_velocity_mode;\n int u_velocity_space;\n };\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n layout(set = 1, binding = 15) uniform sampler2D texture_animation_tex0;\n layout(set = 1, binding = 8) uniform AnimationConstant {\n vec4 u_anim_info;\n };\n#endif\nfloat repeat (float t, float length) {\n return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n float activeTime = u_timeDelta.x - a_position_starttime.w;\n float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n vec2 timeCoord0 = vec2(normalizedTime, 0.);\n vec2 timeCoord1 = vec2(normalizedTime, 1.);\n #if CC_RENDER_MODE == 4\n vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n #endif\n #if CC_RENDER_MODE != 4\n #if !CC_INSTANCE_PARTICLE\n vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec2 vertIdx = a_uv.xy;\n #endif\n #endif\n vec4 velocity = vec4(a_dir_life.xyz, 0.);\n vec4 pos = vec4(a_position_starttime.xyz, 1.);\n #if !CC_INSTANCE_PARTICLE\n vec3 size = a_size_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 size = a_size_fid.xyz;\n #endif\n #if SIZE_OVER_TIME_MODULE_ENABLE\n if (u_size_mode == 1) {\n size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n } else {\n vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n float factor_s = pseudoRandom(a_rndSeed + 39825.);\n size *= mix(size_0, size_1, factor_s);\n }\n #endif\n vec3 compScale = scale.xyz * size;\n #if FORCE_OVER_TIME_MODULE_ENABLE\n vec3 forceAnim = vec3(0.);\n if (u_force_mode == 1) {\n forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n } else {\n vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n float factor_f = pseudoRandom(a_rndSeed + 212165.);\n forceAnim = mix(force_0, force_1, factor_f);\n }\n vec4 forceTrack = vec4(forceAnim, 0.);\n if (u_force_space == 0) {\n forceTrack = rotateQuat(forceTrack, u_worldRot);\n }\n velocity.xyz += forceTrack.xyz;\n #endif\n #if VELOCITY_OVER_TIME_MODULE_ENABLE\n float speedModifier0 = 1.;\n float speedModifier1 = 1.;\n vec3 velocityAnim = vec3(0.);\n if (u_velocity_mode == 1) {\n velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n } else {\n vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n float factor_v = pseudoRandom(a_rndSeed + 197866.);\n velocityAnim = mix(vectory_0, vectory_1, factor_v);\n speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n }\n vec4 velocityTrack = vec4(velocityAnim, 0.);\n if (u_velocity_space == 0) {\n velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n }\n velocity.xyz += velocityTrack.xyz;\n velocity.xyz *= speedModifier0;\n #endif\n pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = rotateQuat(velocity, u_worldRot);\n #endif\n #endif\n #if !CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation;\n #endif\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = startRotation.xyz;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., startRotation.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(startRotation);\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n if (u_rotation_mode == 1) {\n vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n } else {\n vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n float factor_r = pseudoRandom(a_rndSeed + 125292.);\n vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n euler = vec3(0.0, 0.0, euler.z);\n #endif\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n }\n #endif\n #if COLOR_OVER_TIME_MODULE_ENABLE\n if (u_color_mode == 1) {\n color = a_color * texture(color_over_time_tex0, timeCoord0);\n } else {\n vec4 color_0 = texture(color_over_time_tex0, timeCoord0);\n vec4 color_1 = texture(color_over_time_tex0, timeCoord1);\n float factor_c = pseudoRandom(a_rndSeed + 91041.);\n color = a_color * mix(color_0, color_1, factor_c);\n }\n #endif\n #if !COLOR_OVER_TIME_MODULE_ENABLE\n color = a_color;\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((vertIdx - 0.5));\n #if CC_RENDER_MODE == 1\n rot = vec4(0.0, 0.0, 0.0, 1.0);\n #endif\n computeVertPos(pos, cornerOffset, rot, compScale\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , cc_matViewInv\n #endif\n #if CC_RENDER_MODE == 1\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n #if !CC_INSTANCE_PARTICLE\n , a_size_uv.w\n #endif\n #if CC_INSTANCE_PARTICLE\n , a_uv.x\n #endif\n #endif\n );\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color *= a_color1;\n #endif\n pos = cc_matViewProj * pos;\n float frameIndex = 0.;\n #if TEXTURE_ANIMATION_MODULE_ENABLE\n float startFrame = 0.;\n vec3 frameInfo = vec3(0.);\n if (int(u_anim_info.x) == 1) {\n frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n } else {\n vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n float factor_t = pseudoRandom(a_rndSeed + 90794.);\n frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n }\n startFrame = frameInfo.x / u_anim_info.y;\n float EPSILON = 1e-6;\n frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1. + EPSILON);\n #endif\n uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }",
"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 vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 16) uniform sampler2D mainTexture;\nlayout(set = 1, binding = 9) uniform FragConstants {\n vec4 tintColor;\n};\nvec4 multiply () {\n vec4 col;\n vec4 texColor = texture(mainTexture, uv);\n col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"
},
"glsl3": {
"vert": "\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n vec3 er = euler * 0.5;\n float x = er.x, y = er.y, z = er.z;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat;\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nlayout(std140) uniform Constants {\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n vec4 nodeRotation;\n};\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};\nlayout(std140) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(std140) uniform SampleConstants {\n vec4 u_sampleInfo;\n};\nlayout(std140) uniform TickConstants {\n vec4 u_worldRot;\n vec4 u_timeDelta;\n};\nin vec4 a_position_starttime;\nin vec4 a_color;\nin vec4 a_dir_life;\nin float a_rndSeed;\n#if !CC_INSTANCE_PARTICLE\n in vec4 a_size_uv;\n in vec4 a_rotation_uv;\n#endif\n#if CC_INSTANCE_PARTICLE\n in vec4 a_size_fid;\n in vec3 a_rotation;\n in vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n in vec3 a_texCoord;\n in vec3 a_texCoord3;\n in vec3 a_normal;\n in vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n w = mix(a.w, b.w, c);\n return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n float o = x;\n x = mod(x - 1.0, 2.0) - 1.0;\n float freqVar = 10.16640753482;\n float y = sin(freqVar * floor(o * 0.5 - 0.5));\n float v = max(0.0, 1.0-abs(x));\n v *= 0.7071067812;\n v = y < 0.0 ? -v : v;\n return v;\n#endif\n#if !USE_VK_SHADER\n float seed = mod(x, 233280.);\n float q = (seed * 9301. + 49297.) / 233280.;\n return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n uniform sampler2D color_over_time_tex0;\n layout(std140) uniform ColorConstant {\n int u_color_mode;\n };\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n uniform sampler2D rotation_over_time_tex0;\n layout(std140) uniform RotationConstant {\n int u_rotation_mode;\n };\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D size_over_time_tex0;\n layout(std140) uniform SizeConstant {\n int u_size_mode;\n };\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D force_over_time_tex0;\n layout(std140) uniform ForceConstant {\n int u_force_mode;\n int u_force_space;\n };\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n uniform sampler2D velocity_over_time_tex0;\n layout(std140) uniform VelocityConstant {\n int u_velocity_mode;\n int u_velocity_space;\n };\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n uniform sampler2D texture_animation_tex0;\n layout(std140) uniform AnimationConstant {\n vec4 u_anim_info;\n };\n#endif\nfloat repeat (float t, float length) {\n return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n float activeTime = u_timeDelta.x - a_position_starttime.w;\n float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n vec2 timeCoord0 = vec2(normalizedTime, 0.);\n vec2 timeCoord1 = vec2(normalizedTime, 1.);\n #if CC_RENDER_MODE == 4\n vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n #endif\n #if CC_RENDER_MODE != 4\n #if !CC_INSTANCE_PARTICLE\n vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec2 vertIdx = a_uv.xy;\n #endif\n #endif\n vec4 velocity = vec4(a_dir_life.xyz, 0.);\n vec4 pos = vec4(a_position_starttime.xyz, 1.);\n #if !CC_INSTANCE_PARTICLE\n vec3 size = a_size_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 size = a_size_fid.xyz;\n #endif\n #if SIZE_OVER_TIME_MODULE_ENABLE\n if (u_size_mode == 1) {\n size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n } else {\n vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n float factor_s = pseudoRandom(a_rndSeed + 39825.);\n size *= mix(size_0, size_1, factor_s);\n }\n #endif\n vec3 compScale = scale.xyz * size;\n #if FORCE_OVER_TIME_MODULE_ENABLE\n vec3 forceAnim = vec3(0.);\n if (u_force_mode == 1) {\n forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n } else {\n vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n float factor_f = pseudoRandom(a_rndSeed + 212165.);\n forceAnim = mix(force_0, force_1, factor_f);\n }\n vec4 forceTrack = vec4(forceAnim, 0.);\n if (u_force_space == 0) {\n forceTrack = rotateQuat(forceTrack, u_worldRot);\n }\n velocity.xyz += forceTrack.xyz;\n #endif\n #if VELOCITY_OVER_TIME_MODULE_ENABLE\n float speedModifier0 = 1.;\n float speedModifier1 = 1.;\n vec3 velocityAnim = vec3(0.);\n if (u_velocity_mode == 1) {\n velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n } else {\n vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n float factor_v = pseudoRandom(a_rndSeed + 197866.);\n velocityAnim = mix(vectory_0, vectory_1, factor_v);\n speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n }\n vec4 velocityTrack = vec4(velocityAnim, 0.);\n if (u_velocity_space == 0) {\n velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n }\n velocity.xyz += velocityTrack.xyz;\n velocity.xyz *= speedModifier0;\n #endif\n pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = rotateQuat(velocity, u_worldRot);\n #endif\n #endif\n #if !CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation;\n #endif\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = startRotation.xyz;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., startRotation.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(startRotation);\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n if (u_rotation_mode == 1) {\n vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n } else {\n vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n float factor_r = pseudoRandom(a_rndSeed + 125292.);\n vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n euler = vec3(0.0, 0.0, euler.z);\n #endif\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n }\n #endif\n #if COLOR_OVER_TIME_MODULE_ENABLE\n if (u_color_mode == 1) {\n color = a_color * texture(color_over_time_tex0, timeCoord0);\n } else {\n vec4 color_0 = texture(color_over_time_tex0, timeCoord0);\n vec4 color_1 = texture(color_over_time_tex0, timeCoord1);\n float factor_c = pseudoRandom(a_rndSeed + 91041.);\n color = a_color * mix(color_0, color_1, factor_c);\n }\n #endif\n #if !COLOR_OVER_TIME_MODULE_ENABLE\n color = a_color;\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((vertIdx - 0.5));\n #if CC_RENDER_MODE == 1\n rot = vec4(0.0, 0.0, 0.0, 1.0);\n #endif\n computeVertPos(pos, cornerOffset, rot, compScale\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , cc_matViewInv\n #endif\n #if CC_RENDER_MODE == 1\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n #if !CC_INSTANCE_PARTICLE\n , a_size_uv.w\n #endif\n #if CC_INSTANCE_PARTICLE\n , a_uv.x\n #endif\n #endif\n );\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color *= a_color1;\n #endif\n pos = cc_matViewProj * pos;\n float frameIndex = 0.;\n #if TEXTURE_ANIMATION_MODULE_ENABLE\n float startFrame = 0.;\n vec3 frameInfo = vec3(0.);\n if (int(u_anim_info.x) == 1) {\n frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n } else {\n vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n float factor_t = pseudoRandom(a_rndSeed + 90794.);\n frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n }\n startFrame = frameInfo.x / u_anim_info.y;\n float EPSILON = 1e-6;\n frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1. + EPSILON);\n #endif\n uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }",
"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 vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n vec4 tintColor;\n};\nvec4 multiply () {\n vec4 col;\n vec4 texColor = texture(mainTexture, uv);\n col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"
},
"glsl1": {
"vert": "\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n vec3 er = euler * 0.5;\n float x = er.x, y = er.y, z = er.z;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat;\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\n uniform vec4 mainTiling_Offset;\n uniform vec4 frameTile_velLenScale;\n uniform vec4 scale;\n uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matViewInv;\n uniform highp mat4 cc_matViewProj;\n uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\n uniform vec4 u_sampleInfo;\n uniform vec4 u_worldRot;\n uniform vec4 u_timeDelta;\nattribute vec4 a_position_starttime;\nattribute vec4 a_color;\nattribute vec4 a_dir_life;\nattribute float a_rndSeed;\n#if !CC_INSTANCE_PARTICLE\n attribute vec4 a_size_uv;\n attribute vec4 a_rotation_uv;\n#endif\n#if CC_INSTANCE_PARTICLE\n attribute vec4 a_size_fid;\n attribute vec3 a_rotation;\n attribute vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n attribute vec3 a_texCoord;\n attribute vec3 a_texCoord3;\n attribute vec3 a_normal;\n attribute vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n vec4 a = texture2D(tex, coord);\n vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n vec4 a = texture2D(tex, coord);\n vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n w = mix(a.w, b.w, c);\n return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n float o = x;\n x = mod(x - 1.0, 2.0) - 1.0;\n float freqVar = 10.16640753482;\n float y = sin(freqVar * floor(o * 0.5 - 0.5));\n float v = max(0.0, 1.0-abs(x));\n v *= 0.7071067812;\n v = y < 0.0 ? -v : v;\n return v;\n#endif\n#if !USE_VK_SHADER\n float seed = mod(x, 233280.);\n float q = (seed * 9301. + 49297.) / 233280.;\n return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n uniform sampler2D color_over_time_tex0;\n uniform int u_color_mode;\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n uniform sampler2D rotation_over_time_tex0;\n uniform int u_rotation_mode;\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D size_over_time_tex0;\n uniform int u_size_mode;\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D force_over_time_tex0;\n uniform int u_force_mode;\n uniform int u_force_space;\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n uniform sampler2D velocity_over_time_tex0;\n uniform int u_velocity_mode;\n uniform int u_velocity_space;\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n uniform sampler2D texture_animation_tex0;\n uniform vec4 u_anim_info;\n#endif\nfloat repeat (float t, float length) {\n return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n float activeTime = u_timeDelta.x - a_position_starttime.w;\n float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n vec2 timeCoord0 = vec2(normalizedTime, 0.);\n vec2 timeCoord1 = vec2(normalizedTime, 1.);\n #if CC_RENDER_MODE == 4\n vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n #endif\n #if CC_RENDER_MODE != 4\n #if !CC_INSTANCE_PARTICLE\n vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec2 vertIdx = a_uv.xy;\n #endif\n #endif\n vec4 velocity = vec4(a_dir_life.xyz, 0.);\n vec4 pos = vec4(a_position_starttime.xyz, 1.);\n #if !CC_INSTANCE_PARTICLE\n vec3 size = a_size_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 size = a_size_fid.xyz;\n #endif\n #if SIZE_OVER_TIME_MODULE_ENABLE\n if (u_size_mode == 1) {\n size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n } else {\n vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n float factor_s = pseudoRandom(a_rndSeed + 39825.);\n size *= mix(size_0, size_1, factor_s);\n }\n #endif\n vec3 compScale = scale.xyz * size;\n #if FORCE_OVER_TIME_MODULE_ENABLE\n vec3 forceAnim = vec3(0.);\n if (u_force_mode == 1) {\n forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n } else {\n vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n float factor_f = pseudoRandom(a_rndSeed + 212165.);\n forceAnim = mix(force_0, force_1, factor_f);\n }\n vec4 forceTrack = vec4(forceAnim, 0.);\n if (u_force_space == 0) {\n forceTrack = rotateQuat(forceTrack, u_worldRot);\n }\n velocity.xyz += forceTrack.xyz;\n #endif\n #if VELOCITY_OVER_TIME_MODULE_ENABLE\n float speedModifier0 = 1.;\n float speedModifier1 = 1.;\n vec3 velocityAnim = vec3(0.);\n if (u_velocity_mode == 1) {\n velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n } else {\n vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n float factor_v = pseudoRandom(a_rndSeed + 197866.);\n velocityAnim = mix(vectory_0, vectory_1, factor_v);\n speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n }\n vec4 velocityTrack = vec4(velocityAnim, 0.);\n if (u_velocity_space == 0) {\n velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n }\n velocity.xyz += velocityTrack.xyz;\n velocity.xyz *= speedModifier0;\n #endif\n pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = rotateQuat(velocity, u_worldRot);\n #endif\n #endif\n #if !CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation;\n #endif\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = startRotation.xyz;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., startRotation.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(startRotation);\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n if (u_rotation_mode == 1) {\n vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n } else {\n vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n float factor_r = pseudoRandom(a_rndSeed + 125292.);\n vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n euler = vec3(0.0, 0.0, euler.z);\n #endif\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n }\n #endif\n #if COLOR_OVER_TIME_MODULE_ENABLE\n if (u_color_mode == 1) {\n color = a_color * texture2D(color_over_time_tex0, timeCoord0);\n } else {\n vec4 color_0 = texture2D(color_over_time_tex0, timeCoord0);\n vec4 color_1 = texture2D(color_over_time_tex0, timeCoord1);\n float factor_c = pseudoRandom(a_rndSeed + 91041.);\n color = a_color * mix(color_0, color_1, factor_c);\n }\n #endif\n #if !COLOR_OVER_TIME_MODULE_ENABLE\n color = a_color;\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((vertIdx - 0.5));\n #if CC_RENDER_MODE == 1\n rot = vec4(0.0, 0.0, 0.0, 1.0);\n #endif\n computeVertPos(pos, cornerOffset, rot, compScale\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , cc_matViewInv\n #endif\n #if CC_RENDER_MODE == 1\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n #if !CC_INSTANCE_PARTICLE\n , a_size_uv.w\n #endif\n #if CC_INSTANCE_PARTICLE\n , a_uv.x\n #endif\n #endif\n );\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color *= a_color1;\n #endif\n pos = cc_matViewProj * pos;\n float frameIndex = 0.;\n #if TEXTURE_ANIMATION_MODULE_ENABLE\n float startFrame = 0.;\n vec3 frameInfo = vec3(0.);\n if (int(u_anim_info.x) == 1) {\n frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n } else {\n vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n float factor_t = pseudoRandom(a_rndSeed + 90794.);\n frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n }\n startFrame = frameInfo.x / u_anim_info.y;\n float EPSILON = 1e-6;\n frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1. + EPSILON);\n #endif\n uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }",
"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 vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\n uniform vec4 tintColor;\nvec4 multiply () {\n vec4 col;\n vec4 texColor = texture2D(mainTexture, uv);\n col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = multiply(); }"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
},
{
"name": "CCCamera",
"defines": []
}
],
"samplerTextures": [],
"buffers": [],
"images": []
},
"locals": {
"blocks": [
{
"name": "CCLocal",
"defines": []
}
],
"samplerTextures": [],
"buffers": [],
"images": []
},
"statistics": {
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 69,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 43
}
},
"defines": [
{
"name": "CC_RENDER_MODE",
"type": "number",
"defines": [],
"range": [
0,
4
]
},
{
"name": "CC_INSTANCE_PARTICLE",
"type": "boolean",
"defines": []
},
{
"name": "USE_VK_SHADER",
"type": "boolean",
"defines": []
},
{
"name": "COLOR_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "ROTATION_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "SIZE_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "FORCE_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "VELOCITY_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "TEXTURE_ANIMATION_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_WORLD_SPACE",
"type": "boolean",
"defines": []
}
],
"name": "particles/builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|tinted-fs:multiply"
},
{
"blocks": [
{
"name": "Constants",
"members": [
{
"name": "mainTiling_Offset",
"type": 16,
"count": 1
},
{
"name": "frameTile_velLenScale",
"type": 16,
"count": 1
},
{
"name": "scale",
"type": 16,
"count": 1
},
{
"name": "nodeRotation",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 0
},
{
"name": "SampleConstants",
"members": [
{
"name": "u_sampleInfo",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 1
},
{
"name": "TickConstants",
"members": [
{
"name": "u_worldRot",
"type": 16,
"count": 1
},
{
"name": "u_timeDelta",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 2
},
{
"name": "ColorConstant",
"members": [
{
"name": "u_color_mode",
"type": 5,
"count": 1
}
],
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 3
},
{
"name": "RotationConstant",
"members": [
{
"name": "u_rotation_mode",
"type": 5,
"count": 1
}
],
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 4
},
{
"name": "SizeConstant",
"members": [
{
"name": "u_size_mode",
"type": 5,
"count": 1
}
],
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 5
},
{
"name": "ForceConstant",
"members": [
{
"name": "u_force_mode",
"type": 5,
"count": 1
},
{
"name": "u_force_space",
"type": 5,
"count": 1
}
],
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 6
},
{
"name": "VelocityConstant",
"members": [
{
"name": "u_velocity_mode",
"type": 5,
"count": 1
},
{
"name": "u_velocity_space",
"type": 5,
"count": 1
}
],
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 7
},
{
"name": "AnimationConstant",
"members": [
{
"name": "u_anim_info",
"type": 16,
"count": 1
}
],
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 8
}
],
"samplerTextures": [
{
"name": "color_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 9
},
{
"name": "rotation_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 10
},
{
"name": "size_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 11
},
{
"name": "force_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 12
},
{
"name": "velocity_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 13
},
{
"name": "texture_animation_tex0",
"type": 28,
"count": 1,
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 14
},
{
"name": "mainTexture",
"type": 28,
"count": 1,
"defines": [],
"stageFlags": 16,
"binding": 15
}
],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": [],
"attributes": [
{
"name": "a_position_starttime",
"defines": [],
"format": 44,
"location": 0
},
{
"name": "a_color",
"defines": [],
"format": 44,
"location": 1
},
{
"name": "a_dir_life",
"defines": [],
"format": 44,
"location": 2
},
{
"name": "a_rndSeed",
"defines": [],
"format": 11,
"location": 3
},
{
"name": "a_size_uv",
"defines": [
"!CC_INSTANCE_PARTICLE"
],
"format": 44,
"location": 4
},
{
"name": "a_rotation_uv",
"defines": [
"!CC_INSTANCE_PARTICLE"
],
"format": 44,
"location": 5
},
{
"name": "a_size_fid",
"defines": [
"CC_INSTANCE_PARTICLE"
],
"format": 44,
"location": 6
},
{
"name": "a_rotation",
"defines": [
"CC_INSTANCE_PARTICLE"
],
"format": 32,
"location": 7
},
{
"name": "a_uv",
"defines": [
"CC_INSTANCE_PARTICLE"
],
"format": 32,
"location": 8
},
{
"name": "a_texCoord",
"defines": [
"CC_RENDER_MODE"
],
"format": 32,
"location": 9
},
{
"name": "a_texCoord3",
"defines": [
"CC_RENDER_MODE"
],
"format": 32,
"location": 10
},
{
"name": "a_normal",
"defines": [
"CC_RENDER_MODE"
],
"format": 32,
"location": 11
},
{
"name": "a_color1",
"defines": [
"CC_RENDER_MODE"
],
"format": 44,
"location": 12
}
],
"varyings": [
{
"name": "uv",
"type": 14,
"count": 1,
"defines": [],
"stageFlags": 17,
"location": 0
},
{
"name": "color",
"type": 16,
"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": [
{
"tags": {
"builtin": "local"
},
"name": "CCLocal",
"members": [
{
"name": "cc_matWorld",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matWorldIT",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_lightingMapUVParam",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_localShadowBias",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_reflectionProbeData1",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_reflectionProbeData2",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
}
],
"defines": [],
"stageFlags": 1
}
],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 1,
"blocks": [
{
"name": "Constants",
"members": [
{
"name": "mainTiling_Offset",
"type": 16,
"count": 1
},
{
"name": "frameTile_velLenScale",
"type": 16,
"count": 1
},
{
"name": "scale",
"type": 16,
"count": 1
},
{
"name": "nodeRotation",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 0
},
{
"name": "SampleConstants",
"members": [
{
"name": "u_sampleInfo",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 1
},
{
"name": "TickConstants",
"members": [
{
"name": "u_worldRot",
"type": 16,
"count": 1
},
{
"name": "u_timeDelta",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 2
},
{
"name": "ColorConstant",
"members": [
{
"name": "u_color_mode",
"type": 5,
"count": 1
}
],
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 3
},
{
"name": "RotationConstant",
"members": [
{
"name": "u_rotation_mode",
"type": 5,
"count": 1
}
],
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 4
},
{
"name": "SizeConstant",
"members": [
{
"name": "u_size_mode",
"type": 5,
"count": 1
}
],
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 5
},
{
"name": "ForceConstant",
"members": [
{
"name": "u_force_mode",
"type": 5,
"count": 1
},
{
"name": "u_force_space",
"type": 5,
"count": 1
}
],
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 6
},
{
"name": "VelocityConstant",
"members": [
{
"name": "u_velocity_mode",
"type": 5,
"count": 1
},
{
"name": "u_velocity_space",
"type": 5,
"count": 1
}
],
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 7
},
{
"name": "AnimationConstant",
"members": [
{
"name": "u_anim_info",
"type": 16,
"count": 1
}
],
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 8
}
],
"samplerTextures": [
{
"name": "color_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 9
},
{
"name": "rotation_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 10
},
{
"name": "size_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 11
},
{
"name": "force_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 12
},
{
"name": "velocity_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 13
},
{
"name": "texture_animation_tex0",
"type": 28,
"count": 1,
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 14
},
{
"name": "mainTexture",
"type": 28,
"count": 1,
"defines": [],
"stageFlags": 16,
"binding": 15
}
],
"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": 2944740063,
"glsl4": {
"vert": "\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n vec3 er = euler * 0.5;\n float x = er.x, y = er.y, z = er.z;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat;\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nlayout(set = 1, binding = 0) uniform Constants {\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n vec4 nodeRotation;\n};\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(set = 2, binding = 0) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n};\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(set = 1, binding = 1) uniform SampleConstants {\n vec4 u_sampleInfo;\n};\nlayout(set = 1, binding = 2) uniform TickConstants {\n vec4 u_worldRot;\n vec4 u_timeDelta;\n};\nlayout(location = 0) in vec4 a_position_starttime;\nlayout(location = 1) in vec4 a_color;\nlayout(location = 2) in vec4 a_dir_life;\nlayout(location = 3) in float a_rndSeed;\n#if !CC_INSTANCE_PARTICLE\n layout(location = 4) in vec4 a_size_uv;\n layout(location = 5) in vec4 a_rotation_uv;\n#endif\n#if CC_INSTANCE_PARTICLE\n layout(location = 6) in vec4 a_size_fid;\n layout(location = 7) in vec3 a_rotation;\n layout(location = 8) in vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n layout(location = 9) in vec3 a_texCoord;\n layout(location = 10) in vec3 a_texCoord3;\n layout(location = 11) in vec3 a_normal;\n layout(location = 12) in vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n w = mix(a.w, b.w, c);\n return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n float o = x;\n x = mod(x - 1.0, 2.0) - 1.0;\n float freqVar = 10.16640753482;\n float y = sin(freqVar * floor(o * 0.5 - 0.5));\n float v = max(0.0, 1.0-abs(x));\n v *= 0.7071067812;\n v = y < 0.0 ? -v : v;\n return v;\n#endif\n#if !USE_VK_SHADER\n float seed = mod(x, 233280.);\n float q = (seed * 9301. + 49297.) / 233280.;\n return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 9) uniform sampler2D color_over_time_tex0;\n layout(set = 1, binding = 3) uniform ColorConstant {\n int u_color_mode;\n };\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 10) uniform sampler2D rotation_over_time_tex0;\n layout(set = 1, binding = 4) uniform RotationConstant {\n int u_rotation_mode;\n };\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 11) uniform sampler2D size_over_time_tex0;\n layout(set = 1, binding = 5) uniform SizeConstant {\n int u_size_mode;\n };\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 12) uniform sampler2D force_over_time_tex0;\n layout(set = 1, binding = 6) uniform ForceConstant {\n int u_force_mode;\n int u_force_space;\n };\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 13) uniform sampler2D velocity_over_time_tex0;\n layout(set = 1, binding = 7) uniform VelocityConstant {\n int u_velocity_mode;\n int u_velocity_space;\n };\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n layout(set = 1, binding = 14) uniform sampler2D texture_animation_tex0;\n layout(set = 1, binding = 8) uniform AnimationConstant {\n vec4 u_anim_info;\n };\n#endif\nfloat repeat (float t, float length) {\n return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n float activeTime = u_timeDelta.x - a_position_starttime.w;\n float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n vec2 timeCoord0 = vec2(normalizedTime, 0.);\n vec2 timeCoord1 = vec2(normalizedTime, 1.);\n #if CC_RENDER_MODE == 4\n vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n #endif\n #if CC_RENDER_MODE != 4\n #if !CC_INSTANCE_PARTICLE\n vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec2 vertIdx = a_uv.xy;\n #endif\n #endif\n vec4 velocity = vec4(a_dir_life.xyz, 0.);\n vec4 pos = vec4(a_position_starttime.xyz, 1.);\n #if !CC_INSTANCE_PARTICLE\n vec3 size = a_size_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 size = a_size_fid.xyz;\n #endif\n #if SIZE_OVER_TIME_MODULE_ENABLE\n if (u_size_mode == 1) {\n size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n } else {\n vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n float factor_s = pseudoRandom(a_rndSeed + 39825.);\n size *= mix(size_0, size_1, factor_s);\n }\n #endif\n vec3 compScale = scale.xyz * size;\n #if FORCE_OVER_TIME_MODULE_ENABLE\n vec3 forceAnim = vec3(0.);\n if (u_force_mode == 1) {\n forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n } else {\n vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n float factor_f = pseudoRandom(a_rndSeed + 212165.);\n forceAnim = mix(force_0, force_1, factor_f);\n }\n vec4 forceTrack = vec4(forceAnim, 0.);\n if (u_force_space == 0) {\n forceTrack = rotateQuat(forceTrack, u_worldRot);\n }\n velocity.xyz += forceTrack.xyz;\n #endif\n #if VELOCITY_OVER_TIME_MODULE_ENABLE\n float speedModifier0 = 1.;\n float speedModifier1 = 1.;\n vec3 velocityAnim = vec3(0.);\n if (u_velocity_mode == 1) {\n velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n } else {\n vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n float factor_v = pseudoRandom(a_rndSeed + 197866.);\n velocityAnim = mix(vectory_0, vectory_1, factor_v);\n speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n }\n vec4 velocityTrack = vec4(velocityAnim, 0.);\n if (u_velocity_space == 0) {\n velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n }\n velocity.xyz += velocityTrack.xyz;\n velocity.xyz *= speedModifier0;\n #endif\n pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = rotateQuat(velocity, u_worldRot);\n #endif\n #endif\n #if !CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation;\n #endif\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = startRotation.xyz;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., startRotation.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(startRotation);\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n if (u_rotation_mode == 1) {\n vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n } else {\n vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n float factor_r = pseudoRandom(a_rndSeed + 125292.);\n vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n euler = vec3(0.0, 0.0, euler.z);\n #endif\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n }\n #endif\n #if COLOR_OVER_TIME_MODULE_ENABLE\n if (u_color_mode == 1) {\n color = a_color * texture(color_over_time_tex0, timeCoord0);\n } else {\n vec4 color_0 = texture(color_over_time_tex0, timeCoord0);\n vec4 color_1 = texture(color_over_time_tex0, timeCoord1);\n float factor_c = pseudoRandom(a_rndSeed + 91041.);\n color = a_color * mix(color_0, color_1, factor_c);\n }\n #endif\n #if !COLOR_OVER_TIME_MODULE_ENABLE\n color = a_color;\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((vertIdx - 0.5));\n #if CC_RENDER_MODE == 1\n rot = vec4(0.0, 0.0, 0.0, 1.0);\n #endif\n computeVertPos(pos, cornerOffset, rot, compScale\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , cc_matViewInv\n #endif\n #if CC_RENDER_MODE == 1\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n #if !CC_INSTANCE_PARTICLE\n , a_size_uv.w\n #endif\n #if CC_INSTANCE_PARTICLE\n , a_uv.x\n #endif\n #endif\n );\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color *= a_color1;\n #endif\n pos = cc_matViewProj * pos;\n float frameIndex = 0.;\n #if TEXTURE_ANIMATION_MODULE_ENABLE\n float startFrame = 0.;\n vec3 frameInfo = vec3(0.);\n if (int(u_anim_info.x) == 1) {\n frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n } else {\n vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n float factor_t = pseudoRandom(a_rndSeed + 90794.);\n frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n }\n startFrame = frameInfo.x / u_anim_info.y;\n float EPSILON = 1e-6;\n frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1. + EPSILON);\n #endif\n uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }",
"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 vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 15) uniform sampler2D mainTexture;\nvec4 addSmooth () {\n vec4 col = color * texture(mainTexture, uv);\n col.rgb *= col.a;\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"
},
"glsl3": {
"vert": "\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n vec3 er = euler * 0.5;\n float x = er.x, y = er.y, z = er.z;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat;\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nlayout(std140) uniform Constants {\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n vec4 nodeRotation;\n};\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};\nlayout(std140) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(std140) uniform SampleConstants {\n vec4 u_sampleInfo;\n};\nlayout(std140) uniform TickConstants {\n vec4 u_worldRot;\n vec4 u_timeDelta;\n};\nin vec4 a_position_starttime;\nin vec4 a_color;\nin vec4 a_dir_life;\nin float a_rndSeed;\n#if !CC_INSTANCE_PARTICLE\n in vec4 a_size_uv;\n in vec4 a_rotation_uv;\n#endif\n#if CC_INSTANCE_PARTICLE\n in vec4 a_size_fid;\n in vec3 a_rotation;\n in vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n in vec3 a_texCoord;\n in vec3 a_texCoord3;\n in vec3 a_normal;\n in vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n w = mix(a.w, b.w, c);\n return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n float o = x;\n x = mod(x - 1.0, 2.0) - 1.0;\n float freqVar = 10.16640753482;\n float y = sin(freqVar * floor(o * 0.5 - 0.5));\n float v = max(0.0, 1.0-abs(x));\n v *= 0.7071067812;\n v = y < 0.0 ? -v : v;\n return v;\n#endif\n#if !USE_VK_SHADER\n float seed = mod(x, 233280.);\n float q = (seed * 9301. + 49297.) / 233280.;\n return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n uniform sampler2D color_over_time_tex0;\n layout(std140) uniform ColorConstant {\n int u_color_mode;\n };\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n uniform sampler2D rotation_over_time_tex0;\n layout(std140) uniform RotationConstant {\n int u_rotation_mode;\n };\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D size_over_time_tex0;\n layout(std140) uniform SizeConstant {\n int u_size_mode;\n };\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D force_over_time_tex0;\n layout(std140) uniform ForceConstant {\n int u_force_mode;\n int u_force_space;\n };\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n uniform sampler2D velocity_over_time_tex0;\n layout(std140) uniform VelocityConstant {\n int u_velocity_mode;\n int u_velocity_space;\n };\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n uniform sampler2D texture_animation_tex0;\n layout(std140) uniform AnimationConstant {\n vec4 u_anim_info;\n };\n#endif\nfloat repeat (float t, float length) {\n return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n float activeTime = u_timeDelta.x - a_position_starttime.w;\n float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n vec2 timeCoord0 = vec2(normalizedTime, 0.);\n vec2 timeCoord1 = vec2(normalizedTime, 1.);\n #if CC_RENDER_MODE == 4\n vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n #endif\n #if CC_RENDER_MODE != 4\n #if !CC_INSTANCE_PARTICLE\n vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec2 vertIdx = a_uv.xy;\n #endif\n #endif\n vec4 velocity = vec4(a_dir_life.xyz, 0.);\n vec4 pos = vec4(a_position_starttime.xyz, 1.);\n #if !CC_INSTANCE_PARTICLE\n vec3 size = a_size_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 size = a_size_fid.xyz;\n #endif\n #if SIZE_OVER_TIME_MODULE_ENABLE\n if (u_size_mode == 1) {\n size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n } else {\n vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n float factor_s = pseudoRandom(a_rndSeed + 39825.);\n size *= mix(size_0, size_1, factor_s);\n }\n #endif\n vec3 compScale = scale.xyz * size;\n #if FORCE_OVER_TIME_MODULE_ENABLE\n vec3 forceAnim = vec3(0.);\n if (u_force_mode == 1) {\n forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n } else {\n vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n float factor_f = pseudoRandom(a_rndSeed + 212165.);\n forceAnim = mix(force_0, force_1, factor_f);\n }\n vec4 forceTrack = vec4(forceAnim, 0.);\n if (u_force_space == 0) {\n forceTrack = rotateQuat(forceTrack, u_worldRot);\n }\n velocity.xyz += forceTrack.xyz;\n #endif\n #if VELOCITY_OVER_TIME_MODULE_ENABLE\n float speedModifier0 = 1.;\n float speedModifier1 = 1.;\n vec3 velocityAnim = vec3(0.);\n if (u_velocity_mode == 1) {\n velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n } else {\n vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n float factor_v = pseudoRandom(a_rndSeed + 197866.);\n velocityAnim = mix(vectory_0, vectory_1, factor_v);\n speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n }\n vec4 velocityTrack = vec4(velocityAnim, 0.);\n if (u_velocity_space == 0) {\n velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n }\n velocity.xyz += velocityTrack.xyz;\n velocity.xyz *= speedModifier0;\n #endif\n pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = rotateQuat(velocity, u_worldRot);\n #endif\n #endif\n #if !CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation;\n #endif\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = startRotation.xyz;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., startRotation.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(startRotation);\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n if (u_rotation_mode == 1) {\n vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n } else {\n vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n float factor_r = pseudoRandom(a_rndSeed + 125292.);\n vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n euler = vec3(0.0, 0.0, euler.z);\n #endif\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n }\n #endif\n #if COLOR_OVER_TIME_MODULE_ENABLE\n if (u_color_mode == 1) {\n color = a_color * texture(color_over_time_tex0, timeCoord0);\n } else {\n vec4 color_0 = texture(color_over_time_tex0, timeCoord0);\n vec4 color_1 = texture(color_over_time_tex0, timeCoord1);\n float factor_c = pseudoRandom(a_rndSeed + 91041.);\n color = a_color * mix(color_0, color_1, factor_c);\n }\n #endif\n #if !COLOR_OVER_TIME_MODULE_ENABLE\n color = a_color;\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((vertIdx - 0.5));\n #if CC_RENDER_MODE == 1\n rot = vec4(0.0, 0.0, 0.0, 1.0);\n #endif\n computeVertPos(pos, cornerOffset, rot, compScale\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , cc_matViewInv\n #endif\n #if CC_RENDER_MODE == 1\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n #if !CC_INSTANCE_PARTICLE\n , a_size_uv.w\n #endif\n #if CC_INSTANCE_PARTICLE\n , a_uv.x\n #endif\n #endif\n );\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color *= a_color1;\n #endif\n pos = cc_matViewProj * pos;\n float frameIndex = 0.;\n #if TEXTURE_ANIMATION_MODULE_ENABLE\n float startFrame = 0.;\n vec3 frameInfo = vec3(0.);\n if (int(u_anim_info.x) == 1) {\n frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n } else {\n vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n float factor_t = pseudoRandom(a_rndSeed + 90794.);\n frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n }\n startFrame = frameInfo.x / u_anim_info.y;\n float EPSILON = 1e-6;\n frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1. + EPSILON);\n #endif\n uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }",
"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 vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n vec4 col = color * texture(mainTexture, uv);\n col.rgb *= col.a;\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"
},
"glsl1": {
"vert": "\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n vec3 er = euler * 0.5;\n float x = er.x, y = er.y, z = er.z;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat;\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\n uniform vec4 mainTiling_Offset;\n uniform vec4 frameTile_velLenScale;\n uniform vec4 scale;\n uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matViewInv;\n uniform highp mat4 cc_matViewProj;\n uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\n uniform vec4 u_sampleInfo;\n uniform vec4 u_worldRot;\n uniform vec4 u_timeDelta;\nattribute vec4 a_position_starttime;\nattribute vec4 a_color;\nattribute vec4 a_dir_life;\nattribute float a_rndSeed;\n#if !CC_INSTANCE_PARTICLE\n attribute vec4 a_size_uv;\n attribute vec4 a_rotation_uv;\n#endif\n#if CC_INSTANCE_PARTICLE\n attribute vec4 a_size_fid;\n attribute vec3 a_rotation;\n attribute vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n attribute vec3 a_texCoord;\n attribute vec3 a_texCoord3;\n attribute vec3 a_normal;\n attribute vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n vec4 a = texture2D(tex, coord);\n vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n vec4 a = texture2D(tex, coord);\n vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n w = mix(a.w, b.w, c);\n return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n float o = x;\n x = mod(x - 1.0, 2.0) - 1.0;\n float freqVar = 10.16640753482;\n float y = sin(freqVar * floor(o * 0.5 - 0.5));\n float v = max(0.0, 1.0-abs(x));\n v *= 0.7071067812;\n v = y < 0.0 ? -v : v;\n return v;\n#endif\n#if !USE_VK_SHADER\n float seed = mod(x, 233280.);\n float q = (seed * 9301. + 49297.) / 233280.;\n return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n uniform sampler2D color_over_time_tex0;\n uniform int u_color_mode;\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n uniform sampler2D rotation_over_time_tex0;\n uniform int u_rotation_mode;\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D size_over_time_tex0;\n uniform int u_size_mode;\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D force_over_time_tex0;\n uniform int u_force_mode;\n uniform int u_force_space;\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n uniform sampler2D velocity_over_time_tex0;\n uniform int u_velocity_mode;\n uniform int u_velocity_space;\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n uniform sampler2D texture_animation_tex0;\n uniform vec4 u_anim_info;\n#endif\nfloat repeat (float t, float length) {\n return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n float activeTime = u_timeDelta.x - a_position_starttime.w;\n float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n vec2 timeCoord0 = vec2(normalizedTime, 0.);\n vec2 timeCoord1 = vec2(normalizedTime, 1.);\n #if CC_RENDER_MODE == 4\n vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n #endif\n #if CC_RENDER_MODE != 4\n #if !CC_INSTANCE_PARTICLE\n vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec2 vertIdx = a_uv.xy;\n #endif\n #endif\n vec4 velocity = vec4(a_dir_life.xyz, 0.);\n vec4 pos = vec4(a_position_starttime.xyz, 1.);\n #if !CC_INSTANCE_PARTICLE\n vec3 size = a_size_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 size = a_size_fid.xyz;\n #endif\n #if SIZE_OVER_TIME_MODULE_ENABLE\n if (u_size_mode == 1) {\n size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n } else {\n vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n float factor_s = pseudoRandom(a_rndSeed + 39825.);\n size *= mix(size_0, size_1, factor_s);\n }\n #endif\n vec3 compScale = scale.xyz * size;\n #if FORCE_OVER_TIME_MODULE_ENABLE\n vec3 forceAnim = vec3(0.);\n if (u_force_mode == 1) {\n forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n } else {\n vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n float factor_f = pseudoRandom(a_rndSeed + 212165.);\n forceAnim = mix(force_0, force_1, factor_f);\n }\n vec4 forceTrack = vec4(forceAnim, 0.);\n if (u_force_space == 0) {\n forceTrack = rotateQuat(forceTrack, u_worldRot);\n }\n velocity.xyz += forceTrack.xyz;\n #endif\n #if VELOCITY_OVER_TIME_MODULE_ENABLE\n float speedModifier0 = 1.;\n float speedModifier1 = 1.;\n vec3 velocityAnim = vec3(0.);\n if (u_velocity_mode == 1) {\n velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n } else {\n vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n float factor_v = pseudoRandom(a_rndSeed + 197866.);\n velocityAnim = mix(vectory_0, vectory_1, factor_v);\n speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n }\n vec4 velocityTrack = vec4(velocityAnim, 0.);\n if (u_velocity_space == 0) {\n velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n }\n velocity.xyz += velocityTrack.xyz;\n velocity.xyz *= speedModifier0;\n #endif\n pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = rotateQuat(velocity, u_worldRot);\n #endif\n #endif\n #if !CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation;\n #endif\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = startRotation.xyz;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., startRotation.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(startRotation);\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n if (u_rotation_mode == 1) {\n vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n } else {\n vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n float factor_r = pseudoRandom(a_rndSeed + 125292.);\n vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n euler = vec3(0.0, 0.0, euler.z);\n #endif\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n }\n #endif\n #if COLOR_OVER_TIME_MODULE_ENABLE\n if (u_color_mode == 1) {\n color = a_color * texture2D(color_over_time_tex0, timeCoord0);\n } else {\n vec4 color_0 = texture2D(color_over_time_tex0, timeCoord0);\n vec4 color_1 = texture2D(color_over_time_tex0, timeCoord1);\n float factor_c = pseudoRandom(a_rndSeed + 91041.);\n color = a_color * mix(color_0, color_1, factor_c);\n }\n #endif\n #if !COLOR_OVER_TIME_MODULE_ENABLE\n color = a_color;\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((vertIdx - 0.5));\n #if CC_RENDER_MODE == 1\n rot = vec4(0.0, 0.0, 0.0, 1.0);\n #endif\n computeVertPos(pos, cornerOffset, rot, compScale\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , cc_matViewInv\n #endif\n #if CC_RENDER_MODE == 1\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n #if !CC_INSTANCE_PARTICLE\n , a_size_uv.w\n #endif\n #if CC_INSTANCE_PARTICLE\n , a_uv.x\n #endif\n #endif\n );\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color *= a_color1;\n #endif\n pos = cc_matViewProj * pos;\n float frameIndex = 0.;\n #if TEXTURE_ANIMATION_MODULE_ENABLE\n float startFrame = 0.;\n vec3 frameInfo = vec3(0.);\n if (int(u_anim_info.x) == 1) {\n frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n } else {\n vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n float factor_t = pseudoRandom(a_rndSeed + 90794.);\n frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n }\n startFrame = frameInfo.x / u_anim_info.y;\n float EPSILON = 1e-6;\n frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1. + EPSILON);\n #endif\n uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }",
"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 vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n vec4 col = color * texture2D(mainTexture, uv);\n col.rgb *= col.a;\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
},
{
"name": "CCCamera",
"defines": []
}
],
"samplerTextures": [],
"buffers": [],
"images": []
},
"locals": {
"blocks": [
{
"name": "CCLocal",
"defines": []
}
],
"samplerTextures": [],
"buffers": [],
"images": []
},
"statistics": {
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 69,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42
}
},
"defines": [
{
"name": "CC_RENDER_MODE",
"type": "number",
"defines": [],
"range": [
0,
4
]
},
{
"name": "CC_INSTANCE_PARTICLE",
"type": "boolean",
"defines": []
},
{
"name": "USE_VK_SHADER",
"type": "boolean",
"defines": []
},
{
"name": "COLOR_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "ROTATION_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "SIZE_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "FORCE_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "VELOCITY_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "TEXTURE_ANIMATION_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_WORLD_SPACE",
"type": "boolean",
"defines": []
}
],
"name": "particles/builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|no-tint-fs:addSmooth"
},
{
"blocks": [
{
"name": "Constants",
"members": [
{
"name": "mainTiling_Offset",
"type": 16,
"count": 1
},
{
"name": "frameTile_velLenScale",
"type": 16,
"count": 1
},
{
"name": "scale",
"type": 16,
"count": 1
},
{
"name": "nodeRotation",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 0
},
{
"name": "SampleConstants",
"members": [
{
"name": "u_sampleInfo",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 1
},
{
"name": "TickConstants",
"members": [
{
"name": "u_worldRot",
"type": 16,
"count": 1
},
{
"name": "u_timeDelta",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 2
},
{
"name": "ColorConstant",
"members": [
{
"name": "u_color_mode",
"type": 5,
"count": 1
}
],
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 3
},
{
"name": "RotationConstant",
"members": [
{
"name": "u_rotation_mode",
"type": 5,
"count": 1
}
],
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 4
},
{
"name": "SizeConstant",
"members": [
{
"name": "u_size_mode",
"type": 5,
"count": 1
}
],
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 5
},
{
"name": "ForceConstant",
"members": [
{
"name": "u_force_mode",
"type": 5,
"count": 1
},
{
"name": "u_force_space",
"type": 5,
"count": 1
}
],
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 6
},
{
"name": "VelocityConstant",
"members": [
{
"name": "u_velocity_mode",
"type": 5,
"count": 1
},
{
"name": "u_velocity_space",
"type": 5,
"count": 1
}
],
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 7
},
{
"name": "AnimationConstant",
"members": [
{
"name": "u_anim_info",
"type": 16,
"count": 1
}
],
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 8
}
],
"samplerTextures": [
{
"name": "color_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 9
},
{
"name": "rotation_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 10
},
{
"name": "size_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 11
},
{
"name": "force_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 12
},
{
"name": "velocity_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 13
},
{
"name": "texture_animation_tex0",
"type": 28,
"count": 1,
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 14
},
{
"name": "mainTexture",
"type": 28,
"count": 1,
"defines": [],
"stageFlags": 16,
"binding": 15
}
],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": [],
"attributes": [
{
"name": "a_position_starttime",
"defines": [],
"format": 44,
"location": 0
},
{
"name": "a_color",
"defines": [],
"format": 44,
"location": 1
},
{
"name": "a_dir_life",
"defines": [],
"format": 44,
"location": 2
},
{
"name": "a_rndSeed",
"defines": [],
"format": 11,
"location": 3
},
{
"name": "a_size_uv",
"defines": [
"!CC_INSTANCE_PARTICLE"
],
"format": 44,
"location": 4
},
{
"name": "a_rotation_uv",
"defines": [
"!CC_INSTANCE_PARTICLE"
],
"format": 44,
"location": 5
},
{
"name": "a_size_fid",
"defines": [
"CC_INSTANCE_PARTICLE"
],
"format": 44,
"location": 6
},
{
"name": "a_rotation",
"defines": [
"CC_INSTANCE_PARTICLE"
],
"format": 32,
"location": 7
},
{
"name": "a_uv",
"defines": [
"CC_INSTANCE_PARTICLE"
],
"format": 32,
"location": 8
},
{
"name": "a_texCoord",
"defines": [
"CC_RENDER_MODE"
],
"format": 32,
"location": 9
},
{
"name": "a_texCoord3",
"defines": [
"CC_RENDER_MODE"
],
"format": 32,
"location": 10
},
{
"name": "a_normal",
"defines": [
"CC_RENDER_MODE"
],
"format": 32,
"location": 11
},
{
"name": "a_color1",
"defines": [
"CC_RENDER_MODE"
],
"format": 44,
"location": 12
}
],
"varyings": [
{
"name": "uv",
"type": 14,
"count": 1,
"defines": [],
"stageFlags": 17,
"location": 0
},
{
"name": "color",
"type": 16,
"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": [
{
"tags": {
"builtin": "local"
},
"name": "CCLocal",
"members": [
{
"name": "cc_matWorld",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_matWorldIT",
"typename": "mat4",
"type": 25,
"count": 1,
"precision": "highp "
},
{
"name": "cc_lightingMapUVParam",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_localShadowBias",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_reflectionProbeData1",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
},
{
"name": "cc_reflectionProbeData2",
"typename": "vec4",
"type": 16,
"count": 1,
"precision": "highp "
}
],
"defines": [],
"stageFlags": 1
}
],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": []
},
{
"rate": 1,
"blocks": [
{
"name": "Constants",
"members": [
{
"name": "mainTiling_Offset",
"type": 16,
"count": 1
},
{
"name": "frameTile_velLenScale",
"type": 16,
"count": 1
},
{
"name": "scale",
"type": 16,
"count": 1
},
{
"name": "nodeRotation",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 0
},
{
"name": "SampleConstants",
"members": [
{
"name": "u_sampleInfo",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 1
},
{
"name": "TickConstants",
"members": [
{
"name": "u_worldRot",
"type": 16,
"count": 1
},
{
"name": "u_timeDelta",
"type": 16,
"count": 1
}
],
"defines": [],
"stageFlags": 1,
"binding": 2
},
{
"name": "ColorConstant",
"members": [
{
"name": "u_color_mode",
"type": 5,
"count": 1
}
],
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 3
},
{
"name": "RotationConstant",
"members": [
{
"name": "u_rotation_mode",
"type": 5,
"count": 1
}
],
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 4
},
{
"name": "SizeConstant",
"members": [
{
"name": "u_size_mode",
"type": 5,
"count": 1
}
],
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 5
},
{
"name": "ForceConstant",
"members": [
{
"name": "u_force_mode",
"type": 5,
"count": 1
},
{
"name": "u_force_space",
"type": 5,
"count": 1
}
],
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 6
},
{
"name": "VelocityConstant",
"members": [
{
"name": "u_velocity_mode",
"type": 5,
"count": 1
},
{
"name": "u_velocity_space",
"type": 5,
"count": 1
}
],
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 7
},
{
"name": "AnimationConstant",
"members": [
{
"name": "u_anim_info",
"type": 16,
"count": 1
}
],
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 8
}
],
"samplerTextures": [
{
"name": "color_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"COLOR_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 9
},
{
"name": "rotation_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"ROTATION_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 10
},
{
"name": "size_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"SIZE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 11
},
{
"name": "force_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"FORCE_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 12
},
{
"name": "velocity_over_time_tex0",
"type": 28,
"count": 1,
"defines": [
"VELOCITY_OVER_TIME_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 13
},
{
"name": "texture_animation_tex0",
"type": 28,
"count": 1,
"defines": [
"TEXTURE_ANIMATION_MODULE_ENABLE"
],
"stageFlags": 1,
"binding": 14
},
{
"name": "mainTexture",
"type": 28,
"count": 1,
"defines": [],
"stageFlags": 16,
"binding": 15
}
],
"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": 858569617,
"glsl4": {
"vert": "\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n vec3 er = euler * 0.5;\n float x = er.x, y = er.y, z = er.z;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat;\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nlayout(set = 1, binding = 0) uniform Constants {\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n vec4 nodeRotation;\n};\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(set = 2, binding = 0) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n};\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(set = 1, binding = 1) uniform SampleConstants {\n vec4 u_sampleInfo;\n};\nlayout(set = 1, binding = 2) uniform TickConstants {\n vec4 u_worldRot;\n vec4 u_timeDelta;\n};\nlayout(location = 0) in vec4 a_position_starttime;\nlayout(location = 1) in vec4 a_color;\nlayout(location = 2) in vec4 a_dir_life;\nlayout(location = 3) in float a_rndSeed;\n#if !CC_INSTANCE_PARTICLE\n layout(location = 4) in vec4 a_size_uv;\n layout(location = 5) in vec4 a_rotation_uv;\n#endif\n#if CC_INSTANCE_PARTICLE\n layout(location = 6) in vec4 a_size_fid;\n layout(location = 7) in vec3 a_rotation;\n layout(location = 8) in vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n layout(location = 9) in vec3 a_texCoord;\n layout(location = 10) in vec3 a_texCoord3;\n layout(location = 11) in vec3 a_normal;\n layout(location = 12) in vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n w = mix(a.w, b.w, c);\n return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n float o = x;\n x = mod(x - 1.0, 2.0) - 1.0;\n float freqVar = 10.16640753482;\n float y = sin(freqVar * floor(o * 0.5 - 0.5));\n float v = max(0.0, 1.0-abs(x));\n v *= 0.7071067812;\n v = y < 0.0 ? -v : v;\n return v;\n#endif\n#if !USE_VK_SHADER\n float seed = mod(x, 233280.);\n float q = (seed * 9301. + 49297.) / 233280.;\n return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 9) uniform sampler2D color_over_time_tex0;\n layout(set = 1, binding = 3) uniform ColorConstant {\n int u_color_mode;\n };\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 10) uniform sampler2D rotation_over_time_tex0;\n layout(set = 1, binding = 4) uniform RotationConstant {\n int u_rotation_mode;\n };\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 11) uniform sampler2D size_over_time_tex0;\n layout(set = 1, binding = 5) uniform SizeConstant {\n int u_size_mode;\n };\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 12) uniform sampler2D force_over_time_tex0;\n layout(set = 1, binding = 6) uniform ForceConstant {\n int u_force_mode;\n int u_force_space;\n };\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n layout(set = 1, binding = 13) uniform sampler2D velocity_over_time_tex0;\n layout(set = 1, binding = 7) uniform VelocityConstant {\n int u_velocity_mode;\n int u_velocity_space;\n };\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n layout(set = 1, binding = 14) uniform sampler2D texture_animation_tex0;\n layout(set = 1, binding = 8) uniform AnimationConstant {\n vec4 u_anim_info;\n };\n#endif\nfloat repeat (float t, float length) {\n return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n float activeTime = u_timeDelta.x - a_position_starttime.w;\n float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n vec2 timeCoord0 = vec2(normalizedTime, 0.);\n vec2 timeCoord1 = vec2(normalizedTime, 1.);\n #if CC_RENDER_MODE == 4\n vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n #endif\n #if CC_RENDER_MODE != 4\n #if !CC_INSTANCE_PARTICLE\n vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec2 vertIdx = a_uv.xy;\n #endif\n #endif\n vec4 velocity = vec4(a_dir_life.xyz, 0.);\n vec4 pos = vec4(a_position_starttime.xyz, 1.);\n #if !CC_INSTANCE_PARTICLE\n vec3 size = a_size_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 size = a_size_fid.xyz;\n #endif\n #if SIZE_OVER_TIME_MODULE_ENABLE\n if (u_size_mode == 1) {\n size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n } else {\n vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n float factor_s = pseudoRandom(a_rndSeed + 39825.);\n size *= mix(size_0, size_1, factor_s);\n }\n #endif\n vec3 compScale = scale.xyz * size;\n #if FORCE_OVER_TIME_MODULE_ENABLE\n vec3 forceAnim = vec3(0.);\n if (u_force_mode == 1) {\n forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n } else {\n vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n float factor_f = pseudoRandom(a_rndSeed + 212165.);\n forceAnim = mix(force_0, force_1, factor_f);\n }\n vec4 forceTrack = vec4(forceAnim, 0.);\n if (u_force_space == 0) {\n forceTrack = rotateQuat(forceTrack, u_worldRot);\n }\n velocity.xyz += forceTrack.xyz;\n #endif\n #if VELOCITY_OVER_TIME_MODULE_ENABLE\n float speedModifier0 = 1.;\n float speedModifier1 = 1.;\n vec3 velocityAnim = vec3(0.);\n if (u_velocity_mode == 1) {\n velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n } else {\n vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n float factor_v = pseudoRandom(a_rndSeed + 197866.);\n velocityAnim = mix(vectory_0, vectory_1, factor_v);\n speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n }\n vec4 velocityTrack = vec4(velocityAnim, 0.);\n if (u_velocity_space == 0) {\n velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n }\n velocity.xyz += velocityTrack.xyz;\n velocity.xyz *= speedModifier0;\n #endif\n pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = rotateQuat(velocity, u_worldRot);\n #endif\n #endif\n #if !CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation;\n #endif\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = startRotation.xyz;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., startRotation.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(startRotation);\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n if (u_rotation_mode == 1) {\n vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n } else {\n vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n float factor_r = pseudoRandom(a_rndSeed + 125292.);\n vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n euler = vec3(0.0, 0.0, euler.z);\n #endif\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n }\n #endif\n #if COLOR_OVER_TIME_MODULE_ENABLE\n if (u_color_mode == 1) {\n color = a_color * texture(color_over_time_tex0, timeCoord0);\n } else {\n vec4 color_0 = texture(color_over_time_tex0, timeCoord0);\n vec4 color_1 = texture(color_over_time_tex0, timeCoord1);\n float factor_c = pseudoRandom(a_rndSeed + 91041.);\n color = a_color * mix(color_0, color_1, factor_c);\n }\n #endif\n #if !COLOR_OVER_TIME_MODULE_ENABLE\n color = a_color;\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((vertIdx - 0.5));\n #if CC_RENDER_MODE == 1\n rot = vec4(0.0, 0.0, 0.0, 1.0);\n #endif\n computeVertPos(pos, cornerOffset, rot, compScale\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , cc_matViewInv\n #endif\n #if CC_RENDER_MODE == 1\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n #if !CC_INSTANCE_PARTICLE\n , a_size_uv.w\n #endif\n #if CC_INSTANCE_PARTICLE\n , a_uv.x\n #endif\n #endif\n );\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color *= a_color1;\n #endif\n pos = cc_matViewProj * pos;\n float frameIndex = 0.;\n #if TEXTURE_ANIMATION_MODULE_ENABLE\n float startFrame = 0.;\n vec3 frameInfo = vec3(0.);\n if (int(u_anim_info.x) == 1) {\n frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n } else {\n vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n float factor_t = pseudoRandom(a_rndSeed + 90794.);\n frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n }\n startFrame = frameInfo.x / u_anim_info.y;\n float EPSILON = 1e-6;\n frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1. + EPSILON);\n #endif\n uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }",
"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 vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 15) uniform sampler2D mainTexture;\nvec4 premultiplied () {\n vec4 col = color * texture(mainTexture, uv) * color.a;\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"
},
"glsl3": {
"vert": "\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n vec3 er = euler * 0.5;\n float x = er.x, y = er.y, z = er.z;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat;\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nlayout(std140) uniform Constants {\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n vec4 nodeRotation;\n};\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};\nlayout(std140) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(std140) uniform SampleConstants {\n vec4 u_sampleInfo;\n};\nlayout(std140) uniform TickConstants {\n vec4 u_worldRot;\n vec4 u_timeDelta;\n};\nin vec4 a_position_starttime;\nin vec4 a_color;\nin vec4 a_dir_life;\nin float a_rndSeed;\n#if !CC_INSTANCE_PARTICLE\n in vec4 a_size_uv;\n in vec4 a_rotation_uv;\n#endif\n#if CC_INSTANCE_PARTICLE\n in vec4 a_size_fid;\n in vec3 a_rotation;\n in vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n in vec3 a_texCoord;\n in vec3 a_texCoord3;\n in vec3 a_normal;\n in vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n vec4 a = texture(tex, coord);\n vec4 b = texture(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n w = mix(a.w, b.w, c);\n return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n float o = x;\n x = mod(x - 1.0, 2.0) - 1.0;\n float freqVar = 10.16640753482;\n float y = sin(freqVar * floor(o * 0.5 - 0.5));\n float v = max(0.0, 1.0-abs(x));\n v *= 0.7071067812;\n v = y < 0.0 ? -v : v;\n return v;\n#endif\n#if !USE_VK_SHADER\n float seed = mod(x, 233280.);\n float q = (seed * 9301. + 49297.) / 233280.;\n return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n uniform sampler2D color_over_time_tex0;\n layout(std140) uniform ColorConstant {\n int u_color_mode;\n };\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n uniform sampler2D rotation_over_time_tex0;\n layout(std140) uniform RotationConstant {\n int u_rotation_mode;\n };\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D size_over_time_tex0;\n layout(std140) uniform SizeConstant {\n int u_size_mode;\n };\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D force_over_time_tex0;\n layout(std140) uniform ForceConstant {\n int u_force_mode;\n int u_force_space;\n };\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n uniform sampler2D velocity_over_time_tex0;\n layout(std140) uniform VelocityConstant {\n int u_velocity_mode;\n int u_velocity_space;\n };\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n uniform sampler2D texture_animation_tex0;\n layout(std140) uniform AnimationConstant {\n vec4 u_anim_info;\n };\n#endif\nfloat repeat (float t, float length) {\n return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n float activeTime = u_timeDelta.x - a_position_starttime.w;\n float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n vec2 timeCoord0 = vec2(normalizedTime, 0.);\n vec2 timeCoord1 = vec2(normalizedTime, 1.);\n #if CC_RENDER_MODE == 4\n vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n #endif\n #if CC_RENDER_MODE != 4\n #if !CC_INSTANCE_PARTICLE\n vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec2 vertIdx = a_uv.xy;\n #endif\n #endif\n vec4 velocity = vec4(a_dir_life.xyz, 0.);\n vec4 pos = vec4(a_position_starttime.xyz, 1.);\n #if !CC_INSTANCE_PARTICLE\n vec3 size = a_size_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 size = a_size_fid.xyz;\n #endif\n #if SIZE_OVER_TIME_MODULE_ENABLE\n if (u_size_mode == 1) {\n size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n } else {\n vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n float factor_s = pseudoRandom(a_rndSeed + 39825.);\n size *= mix(size_0, size_1, factor_s);\n }\n #endif\n vec3 compScale = scale.xyz * size;\n #if FORCE_OVER_TIME_MODULE_ENABLE\n vec3 forceAnim = vec3(0.);\n if (u_force_mode == 1) {\n forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n } else {\n vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n float factor_f = pseudoRandom(a_rndSeed + 212165.);\n forceAnim = mix(force_0, force_1, factor_f);\n }\n vec4 forceTrack = vec4(forceAnim, 0.);\n if (u_force_space == 0) {\n forceTrack = rotateQuat(forceTrack, u_worldRot);\n }\n velocity.xyz += forceTrack.xyz;\n #endif\n #if VELOCITY_OVER_TIME_MODULE_ENABLE\n float speedModifier0 = 1.;\n float speedModifier1 = 1.;\n vec3 velocityAnim = vec3(0.);\n if (u_velocity_mode == 1) {\n velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n } else {\n vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n float factor_v = pseudoRandom(a_rndSeed + 197866.);\n velocityAnim = mix(vectory_0, vectory_1, factor_v);\n speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n }\n vec4 velocityTrack = vec4(velocityAnim, 0.);\n if (u_velocity_space == 0) {\n velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n }\n velocity.xyz += velocityTrack.xyz;\n velocity.xyz *= speedModifier0;\n #endif\n pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = rotateQuat(velocity, u_worldRot);\n #endif\n #endif\n #if !CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation;\n #endif\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = startRotation.xyz;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., startRotation.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(startRotation);\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n if (u_rotation_mode == 1) {\n vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n } else {\n vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n float factor_r = pseudoRandom(a_rndSeed + 125292.);\n vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n euler = vec3(0.0, 0.0, euler.z);\n #endif\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n }\n #endif\n #if COLOR_OVER_TIME_MODULE_ENABLE\n if (u_color_mode == 1) {\n color = a_color * texture(color_over_time_tex0, timeCoord0);\n } else {\n vec4 color_0 = texture(color_over_time_tex0, timeCoord0);\n vec4 color_1 = texture(color_over_time_tex0, timeCoord1);\n float factor_c = pseudoRandom(a_rndSeed + 91041.);\n color = a_color * mix(color_0, color_1, factor_c);\n }\n #endif\n #if !COLOR_OVER_TIME_MODULE_ENABLE\n color = a_color;\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((vertIdx - 0.5));\n #if CC_RENDER_MODE == 1\n rot = vec4(0.0, 0.0, 0.0, 1.0);\n #endif\n computeVertPos(pos, cornerOffset, rot, compScale\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , cc_matViewInv\n #endif\n #if CC_RENDER_MODE == 1\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n #if !CC_INSTANCE_PARTICLE\n , a_size_uv.w\n #endif\n #if CC_INSTANCE_PARTICLE\n , a_uv.x\n #endif\n #endif\n );\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color *= a_color1;\n #endif\n pos = cc_matViewProj * pos;\n float frameIndex = 0.;\n #if TEXTURE_ANIMATION_MODULE_ENABLE\n float startFrame = 0.;\n vec3 frameInfo = vec3(0.);\n if (int(u_anim_info.x) == 1) {\n frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n } else {\n vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n float factor_t = pseudoRandom(a_rndSeed + 90794.);\n frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n }\n startFrame = frameInfo.x / u_anim_info.y;\n float EPSILON = 1e-6;\n frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1. + EPSILON);\n #endif\n uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }",
"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 vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n vec4 col = color * texture(mainTexture, uv) * color.a;\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"
},
"glsl1": {
"vert": "\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n vec3 er = euler * 0.5;\n float x = er.x, y = er.y, z = er.z;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat;\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\n uniform vec4 mainTiling_Offset;\n uniform vec4 frameTile_velLenScale;\n uniform vec4 scale;\n uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matViewInv;\n uniform highp mat4 cc_matViewProj;\n uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\n uniform vec4 u_sampleInfo;\n uniform vec4 u_worldRot;\n uniform vec4 u_timeDelta;\nattribute vec4 a_position_starttime;\nattribute vec4 a_color;\nattribute vec4 a_dir_life;\nattribute float a_rndSeed;\n#if !CC_INSTANCE_PARTICLE\n attribute vec4 a_size_uv;\n attribute vec4 a_rotation_uv;\n#endif\n#if CC_INSTANCE_PARTICLE\n attribute vec4 a_size_fid;\n attribute vec3 a_rotation;\n attribute vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n attribute vec3 a_texCoord;\n attribute vec3 a_texCoord3;\n attribute vec3 a_normal;\n attribute vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n vec4 a = texture2D(tex, coord);\n vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n vec4 a = texture2D(tex, coord);\n vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n float c = fract(coord.x * u_sampleInfo.x);\n w = mix(a.w, b.w, c);\n return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n float o = x;\n x = mod(x - 1.0, 2.0) - 1.0;\n float freqVar = 10.16640753482;\n float y = sin(freqVar * floor(o * 0.5 - 0.5));\n float v = max(0.0, 1.0-abs(x));\n v *= 0.7071067812;\n v = y < 0.0 ? -v : v;\n return v;\n#endif\n#if !USE_VK_SHADER\n float seed = mod(x, 233280.);\n float q = (seed * 9301. + 49297.) / 233280.;\n return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n uniform sampler2D color_over_time_tex0;\n uniform int u_color_mode;\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n uniform sampler2D rotation_over_time_tex0;\n uniform int u_rotation_mode;\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D size_over_time_tex0;\n uniform int u_size_mode;\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n uniform sampler2D force_over_time_tex0;\n uniform int u_force_mode;\n uniform int u_force_space;\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n uniform sampler2D velocity_over_time_tex0;\n uniform int u_velocity_mode;\n uniform int u_velocity_space;\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n uniform sampler2D texture_animation_tex0;\n uniform vec4 u_anim_info;\n#endif\nfloat repeat (float t, float length) {\n return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n float activeTime = u_timeDelta.x - a_position_starttime.w;\n float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n vec2 timeCoord0 = vec2(normalizedTime, 0.);\n vec2 timeCoord1 = vec2(normalizedTime, 1.);\n #if CC_RENDER_MODE == 4\n vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n #endif\n #if CC_RENDER_MODE != 4\n #if !CC_INSTANCE_PARTICLE\n vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec2 vertIdx = a_uv.xy;\n #endif\n #endif\n vec4 velocity = vec4(a_dir_life.xyz, 0.);\n vec4 pos = vec4(a_position_starttime.xyz, 1.);\n #if !CC_INSTANCE_PARTICLE\n vec3 size = a_size_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 size = a_size_fid.xyz;\n #endif\n #if SIZE_OVER_TIME_MODULE_ENABLE\n if (u_size_mode == 1) {\n size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n } else {\n vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n float factor_s = pseudoRandom(a_rndSeed + 39825.);\n size *= mix(size_0, size_1, factor_s);\n }\n #endif\n vec3 compScale = scale.xyz * size;\n #if FORCE_OVER_TIME_MODULE_ENABLE\n vec3 forceAnim = vec3(0.);\n if (u_force_mode == 1) {\n forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n } else {\n vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n float factor_f = pseudoRandom(a_rndSeed + 212165.);\n forceAnim = mix(force_0, force_1, factor_f);\n }\n vec4 forceTrack = vec4(forceAnim, 0.);\n if (u_force_space == 0) {\n forceTrack = rotateQuat(forceTrack, u_worldRot);\n }\n velocity.xyz += forceTrack.xyz;\n #endif\n #if VELOCITY_OVER_TIME_MODULE_ENABLE\n float speedModifier0 = 1.;\n float speedModifier1 = 1.;\n vec3 velocityAnim = vec3(0.);\n if (u_velocity_mode == 1) {\n velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n } else {\n vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n float factor_v = pseudoRandom(a_rndSeed + 197866.);\n velocityAnim = mix(vectory_0, vectory_1, factor_v);\n speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n }\n vec4 velocityTrack = vec4(velocityAnim, 0.);\n if (u_velocity_space == 0) {\n velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n }\n velocity.xyz += velocityTrack.xyz;\n velocity.xyz *= speedModifier0;\n #endif\n pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = rotateQuat(velocity, u_worldRot);\n #endif\n #endif\n #if !CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation_uv.xyz;\n #endif\n #if CC_INSTANCE_PARTICLE\n vec3 startRotation = a_rotation;\n #endif\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = startRotation.xyz;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., startRotation.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(startRotation);\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n if (u_rotation_mode == 1) {\n vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n } else {\n vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n float factor_r = pseudoRandom(a_rndSeed + 125292.);\n vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n euler = vec3(0.0, 0.0, euler.z);\n #endif\n vec4 quat = eulerToQuat(euler);\n mat3 mLocal = quatToMat3(quat);\n mat3 mStart = quatToMat3(rot);\n rot = mat3ToQuat(mStart * mLocal);\n }\n #endif\n #if COLOR_OVER_TIME_MODULE_ENABLE\n if (u_color_mode == 1) {\n color = a_color * texture2D(color_over_time_tex0, timeCoord0);\n } else {\n vec4 color_0 = texture2D(color_over_time_tex0, timeCoord0);\n vec4 color_1 = texture2D(color_over_time_tex0, timeCoord1);\n float factor_c = pseudoRandom(a_rndSeed + 91041.);\n color = a_color * mix(color_0, color_1, factor_c);\n }\n #endif\n #if !COLOR_OVER_TIME_MODULE_ENABLE\n color = a_color;\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((vertIdx - 0.5));\n #if CC_RENDER_MODE == 1\n rot = vec4(0.0, 0.0, 0.0, 1.0);\n #endif\n computeVertPos(pos, cornerOffset, rot, compScale\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , cc_matViewInv\n #endif\n #if CC_RENDER_MODE == 1\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n #if !CC_INSTANCE_PARTICLE\n , a_size_uv.w\n #endif\n #if CC_INSTANCE_PARTICLE\n , a_uv.x\n #endif\n #endif\n );\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color *= a_color1;\n #endif\n pos = cc_matViewProj * pos;\n float frameIndex = 0.;\n #if TEXTURE_ANIMATION_MODULE_ENABLE\n float startFrame = 0.;\n vec3 frameInfo = vec3(0.);\n if (int(u_anim_info.x) == 1) {\n frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n } else {\n vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n float factor_t = pseudoRandom(a_rndSeed + 90794.);\n frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n }\n startFrame = frameInfo.x / u_anim_info.y;\n float EPSILON = 1e-6;\n frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1. + EPSILON);\n #endif\n uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }",
"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 vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n vec4 col = color * texture2D(mainTexture, uv) * color.a;\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
},
{
"name": "CCCamera",
"defines": []
}
],
"samplerTextures": [],
"buffers": [],
"images": []
},
"locals": {
"blocks": [
{
"name": "CCLocal",
"defines": []
}
],
"samplerTextures": [],
"buffers": [],
"images": []
},
"statistics": {
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 69,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42
}
},
"defines": [
{
"name": "CC_RENDER_MODE",
"type": "number",
"defines": [],
"range": [
0,
4
]
},
{
"name": "CC_INSTANCE_PARTICLE",
"type": "boolean",
"defines": []
},
{
"name": "USE_VK_SHADER",
"type": "boolean",
"defines": []
},
{
"name": "COLOR_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "ROTATION_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "SIZE_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "FORCE_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "VELOCITY_OVER_TIME_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "TEXTURE_ANIMATION_MODULE_ENABLE",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_WORLD_SPACE",
"type": "boolean",
"defines": []
}
],
"name": "particles/builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|no-tint-fs:premultiplied"
}
],
"combinations": [],
"hideInEditor": false
}