GamesData/GameUploadDocuments/3.GoalRush/Build/SDK_COCOS/GoalRushPro/library/e3/e38f81af-70ec-4f7a-b377-767b0ec76377.json
2025-07-03 12:53:49 +04:00

607 lines
43 KiB
JSON

{
"__type__": "cc.EffectAsset",
"_name": "particles/builtin-particle-xr-trail",
"_objFlags": 0,
"_native": "",
"techniques": [
{
"name": "add",
"passes": [
{
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},
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{
"blend": true,
"blendSrc": 2,
"blendDst": 4,
"blendSrcAlpha": 2,
"blendDstAlpha": 4
}
]
},
"program": "particles/builtin-particle-xr-trail|builtin/internal/particle-trail:vs_main|tinted-fs:add",
"depthStencilState": {
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},
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{
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},
{
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}
],
"fragColors": [
{
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}
],
"descriptors": [
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"blocks": [
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"tags": {
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"typename": "mat4",
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{
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{
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{
"name": "cc_localShadowBias",
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{
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"typename": "vec4",
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{
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}
],
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{
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],
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{
"rate": 3,
"blocks": [
{
"tags": {
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"name": "cc_time",
"typename": "vec4",
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{
"name": "cc_screenSize",
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{
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{
"name": "cc_probeInfo",
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{
"name": "cc_debug_view_mode",
"typename": "vec4",
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}
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"defines": [],
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{
"tags": {
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{
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{
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{
"name": "cc_cameraPos",
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{
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{
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{
"name": "cc_exposure",
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{
"name": "cc_mainLitDir",
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{
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"typename": "vec4",
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{
"name": "cc_ambientSky",
"typename": "vec4",
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{
"name": "cc_ambientGround",
"typename": "vec4",
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{
"name": "cc_fogColor",
"typename": "vec4",
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{
"name": "cc_fogBase",
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{
"name": "cc_fogAdd",
"typename": "vec4",
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{
"name": "cc_nearFar",
"typename": "vec4",
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"precision": "mediump "
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{
"name": "cc_viewPort",
"typename": "vec4",
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"precision": "mediump "
}
],
"defines": [],
"stageFlags": 17
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],
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],
"hash": 3954992679,
"glsl4": {
"vert": "\nprecision mediump float;\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;\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec4 a_texCoord;\nlayout(location = 2) in vec3 a_texCoord1;\nlayout(location = 3) in vec3 a_texCoord2;\nlayout(location = 4) in vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n layout(location = 2) out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n #endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n #if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n #endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
"frag": "\n precision mediump float;\n layout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n };\n layout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n };\n #define 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)\n vec4 CCFragOutput (vec4 color) {\n return color;\n }\n layout(location = 0) in vec2 uv;\n layout(location = 1) in vec4 color;\n #if CC_DRAW_WIRE_FRAME\n layout(location = 2) in vec3 vBarycentric;\n #endif\n layout(set = 1, binding = 2) uniform sampler2D mainTexture;\n layout(set = 1, binding = 1) uniform FragConstants {\n vec4 tintColor;\n };\n vec4 add () {\n vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n#if CC_DRAW_WIRE_FRAME\n if (any(lessThan(vBarycentric, vec3(0.02)))) {\n col = vec4(0., 1., 1., 1.);\n }\n#endif\n return CCFragOutput(col);\n }\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
},
"glsl3": {
"vert": "\nprecision mediump float;\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;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n #endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n #if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n #endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
"frag": "\n precision mediump float;\n layout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n };\n layout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n };\n #define 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)\n vec4 CCFragOutput (vec4 color) {\n return color;\n }\n in vec2 uv;\n in vec4 color;\n #if CC_DRAW_WIRE_FRAME\n in vec3 vBarycentric;\n #endif\n uniform sampler2D mainTexture;\n layout(std140) uniform FragConstants {\n vec4 tintColor;\n };\n vec4 add () {\n vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n#if CC_DRAW_WIRE_FRAME\n if (any(lessThan(vBarycentric, vec3(0.02)))) {\n col = vec4(0., 1., 1., 1.);\n }\n#endif\n return CCFragOutput(col);\n }\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
},
"glsl1": {
"vert": "\nprecision mediump float;\n uniform vec4 mainTiling_Offset;\nuniform highp mat4 cc_matViewProj;\n uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n #endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n #if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n #endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
"frag": "\n precision mediump float;\n uniform mediump vec4 cc_debug_view_mode;\n uniform 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)\n vec4 CCFragOutput (vec4 color) {\n return color;\n }\n varying vec2 uv;\n varying vec4 color;\n #if CC_DRAW_WIRE_FRAME\n varying vec3 vBarycentric;\n #endif\n uniform sampler2D mainTexture;\n uniform vec4 tintColor;\n vec4 add () {\n vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n#if CC_DRAW_WIRE_FRAME\n if (any(lessThan(vBarycentric, vec3(0.02)))) {\n col = vec4(0., 1., 1., 1.);\n }\n#endif\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": 58,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 43
}
},
"defines": [
{
"name": "CC_RENDER_MODE",
"type": "number",
"defines": [],
"range": [
0,
4
]
},
{
"name": "CC_DRAW_WIRE_FRAME",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_WORLD_SPACE",
"type": "boolean",
"defines": []
}
],
"name": "particles/builtin-particle-xr-trail|builtin/internal/particle-trail:vs_main|tinted-fs:add"
}
],
"combinations": [],
"hideInEditor": false
}