lawless/client/library/58/58c5b54c-b5df-41fd-9824-fae746c5af2a.json

375 行
57 KiB
JSON

{
"__type__": "cc.EffectAsset",
"_name": "pipeline/post-process/fxaa-hq1",
"_objFlags": 0,
"__editorExtras__": {},
"_native": "",
"techniques": [
{
"name": "fxaa1",
"passes": [
{
"pass": "cc-fxaa",
"rasterizerState": {
"cullMode": 0
},
"program": "pipeline/post-process/fxaa-hq1|fxaa-vs|fxaa-edge-fs:frag",
"depthStencilState": {
"depthTest": false,
"depthWrite": false
}
}
]
}
],
"shaders": [
{
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"attributes": [
{
"name": "a_position",
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"format": 32,
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},
{
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},
{
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},
{
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},
{
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"defines": [
"CC_USE_SKINNING"
],
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},
{
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],
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},
{
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],
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"location": 6
},
{
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],
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"location": 7
},
{
"name": "a_matWorld1",
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"USE_INSTANCING"
],
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"location": 8
},
{
"name": "a_matWorld2",
"defines": [
"USE_INSTANCING"
],
"format": 44,
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"location": 9
},
{
"name": "a_lightingMapUVParam",
"defines": [
"USE_INSTANCING",
"CC_USE_LIGHTMAP"
],
"format": 44,
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"location": 10
},
{
"name": "a_localShadowBiasAndProbeId",
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"USE_INSTANCING"
],
"format": 44,
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"location": 11
},
{
"name": "a_reflectionProbeData",
"defines": [
"USE_INSTANCING",
"CC_USE_REFLECTION_PROBE"
],
"format": 44,
"isInstanced": true,
"location": 12
},
{
"name": "a_sh_linear_const_r",
"defines": [
"USE_INSTANCING",
"CC_USE_LIGHT_PROBE"
],
"format": 44,
"isInstanced": true,
"location": 13
},
{
"name": "a_sh_linear_const_g",
"defines": [
"USE_INSTANCING",
"CC_USE_LIGHT_PROBE"
],
"format": 44,
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"location": 14
},
{
"name": "a_sh_linear_const_b",
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],
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"location": 15
},
{
"name": "a_vertexId",
"defines": [
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],
"format": 11,
"location": 16
}
],
"varyings": [
{
"name": "v_uv",
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"count": 1,
"defines": [],
"stageFlags": 17,
"location": 0
}
],
"fragColors": [
{
"name": "cc_FragColor",
"typename": "vec4",
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}
],
"descriptors": [
{
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{
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{
"rate": 2,
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{
"rate": 3,
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],
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{
"name": "fxaaUBO",
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],
"hash": 1811285614,
"glsl4": {
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 1, binding = 0) uniform Pipeline {\n vec4 g_platform;\n};\nlayout(location = 0) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
"frag": "\nprecision highp float;\nprecision mediump int;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nvec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n #if defined(CC_USE_WGPU)\n return textureLod(tex, P, 0.0);\n #else\n return textureGrad(tex, P, dPdx, dPdy);\n #endif\n}\nvec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n #if defined(CC_USE_WGPU)\n return textureLod(tex, P, 0.0);\n #else\n return textureGrad(tex, P, dPdx, dPdy);\n #endif\n}\n#define int2 vec2\n#define float2 vec2\n#define float3 vec3\n#define float4 vec4\n#define FxaaBool3 bvec3\n#define FxaaInt2 vec2\n#define FxaaFloat2 vec2\n#define FxaaFloat3 vec3\n#define FxaaFloat4 vec4\n#define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n#define FxaaPow3(x, y) pow(x, y)\n#define FxaaSel3(f, t, b) mix((f), (t), (b))\n#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\nfloat4 FxaaTexLod0(sampler2D tex, float2 pos) {\n #if defined(CC_USE_WGPU)\n return textureLod(tex, pos.xy, 0.0);\n #else\n return texture(tex, pos.xy);\n #endif\n}\nfloat4 FxaaTexGrad(sampler2D tex, float2 pos, float2 grad) {\n return fragTextureGrad(tex, pos.xy, grad, grad);\n}\nfloat4 FxaaTexOff(sampler2D tex, float2 pos, int2 off, float2 rcpFrame) {\n return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n}\n#define FXAA_SRGB_ROP 0\n#ifndef FXAA_PRESET\n #define FXAA_PRESET 3\n#endif\n#if (FXAA_PRESET == 0)\n #define FXAA_EDGE_THRESHOLD (1.0/4.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)\n #define FXAA_SEARCH_STEPS 2\n #define FXAA_SEARCH_ACCELERATION 4\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 1\n #define FXAA_SUBPIX_CAP (2.0/3.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 1)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)\n #define FXAA_SEARCH_STEPS 4\n #define FXAA_SEARCH_
},
"glsl3": {
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform Pipeline {\n vec4 g_platform;\n};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
"frag": "\nprecision highp float;\nprecision mediump int;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nvec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n #if defined(CC_USE_WGPU)\n return textureLod(tex, P, 0.0);\n #else\n return textureGrad(tex, P, dPdx, dPdy);\n #endif\n}\nvec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n #if defined(CC_USE_WGPU)\n return textureLod(tex, P, 0.0);\n #else\n return textureGrad(tex, P, dPdx, dPdy);\n #endif\n}\n#define int2 vec2\n#define float2 vec2\n#define float3 vec3\n#define float4 vec4\n#define FxaaBool3 bvec3\n#define FxaaInt2 vec2\n#define FxaaFloat2 vec2\n#define FxaaFloat3 vec3\n#define FxaaFloat4 vec4\n#define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n#define FxaaPow3(x, y) pow(x, y)\n#define FxaaSel3(f, t, b) mix((f), (t), (b))\n#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\nfloat4 FxaaTexLod0(sampler2D tex, float2 pos) {\n #if defined(CC_USE_WGPU)\n return textureLod(tex, pos.xy, 0.0);\n #else\n return texture(tex, pos.xy);\n #endif\n}\nfloat4 FxaaTexGrad(sampler2D tex, float2 pos, float2 grad) {\n return fragTextureGrad(tex, pos.xy, grad, grad);\n}\nfloat4 FxaaTexOff(sampler2D tex, float2 pos, int2 off, float2 rcpFrame) {\n return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n}\n#define FXAA_SRGB_ROP 0\n#ifndef FXAA_PRESET\n #define FXAA_PRESET 3\n#endif\n#if (FXAA_PRESET == 0)\n #define FXAA_EDGE_THRESHOLD (1.0/4.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)\n #define FXAA_SEARCH_STEPS 2\n #define FXAA_SEARCH_ACCELERATION 4\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 1\n #define FXAA_SUBPIX_CAP (2.0/3.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 1)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)\n #define FXAA_SEARCH_STEPS 4\n #define FXAA_SEARCH_
},
"glsl1": {
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n attribute vec4 a_joints;\n attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n attribute highp vec4 a_jointAnimInfo;\n #endif\n attribute vec4 a_matWorld0;\n attribute vec4 a_matWorld1;\n attribute vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n attribute vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\n uniform vec4 g_platform;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
"frag": "\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\nprecision highp float;\nprecision mediump int;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nvec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n #ifdef GL_EXT_shader_texture_lod\n return texture2DGradEXT(tex, P, dPdx, dPdy);\n #else\n return texture2D(tex, P);\n #endif\n}\nvec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n #ifdef GL_EXT_shader_texture_lod\n return textureCubeGradEXT(tex, P, dPdx, dPdy);\n #else\n return textureCube(tex, P);\n #endif\n}\n#define int2 vec2\n#define float2 vec2\n#define float3 vec3\n#define float4 vec4\n#define FxaaBool3 bvec3\n#define FxaaInt2 vec2\n#define FxaaFloat2 vec2\n#define FxaaFloat3 vec3\n#define FxaaFloat4 vec4\n#define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n#define FxaaPow3(x, y) pow(x, y)\n#define FxaaSel3(f, t, b) mix((f), (t), (b))\n#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\nfloat4 FxaaTexLod0(sampler2D tex, float2 pos) {\n #if defined(CC_USE_WGPU)\n return texture2DLod(tex, pos.xy, 0.0);\n #else\n return texture2D(tex, pos.xy);\n #endif\n}\nfloat4 FxaaTexGrad(sampler2D tex, float2 pos, float2 grad) {\n return fragTextureGrad(tex, pos.xy, grad, grad);\n}\nfloat4 FxaaTexOff(sampler2D tex, float2 pos, int2 off, float2 rcpFrame) {\n return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n}\n#define FXAA_SRGB_ROP 0\n#ifndef FXAA_PRESET\n #define FXAA_PRESET 3\n#endif\n#if (FXAA_PRESET == 0)\n #define FXAA_EDGE_THRESHOLD (1.0/4.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)\n #define FXAA_SEARCH_STEPS 2\n #define FXAA_SEARCH_ACCELERATION 4\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 1\n #define FXAA_SUBPIX_CAP (2.0/3.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 1)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n
},
"builtins": {
"globals": {
"blocks": [],
"samplerTextures": [],
"buffers": [],
"images": []
},
"locals": {
"blocks": [],
"samplerTextures": [],
"buffers": [],
"images": []
},
"statistics": {
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 1,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 1
}
},
"defines": [
{
"name": "USE_INSTANCING",
"type": "boolean",
"defines": [],
"editor": {
"elevated": true
}
},
{
"name": "CC_USE_SKINNING",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_BAKED_ANIMATION",
"type": "boolean",
"defines": [
"USE_INSTANCING"
]
},
{
"name": "CC_USE_LIGHTMAP",
"type": "boolean",
"defines": [
"USE_INSTANCING"
]
},
{
"name": "CC_USE_REFLECTION_PROBE",
"type": "boolean",
"defines": [
"USE_INSTANCING"
]
},
{
"name": "CC_RECEIVE_SHADOW",
"type": "boolean",
"defines": [
"USE_INSTANCING"
]
},
{
"name": "CC_USE_LIGHT_PROBE",
"type": "boolean",
"defines": [
"USE_INSTANCING"
]
},
{
"name": "CC_USE_MORPH",
"type": "boolean",
"defines": []
},
{
"name": "FXAA_DEBUG",
"type": "boolean",
"defines": []
}
],
"name": "pipeline/post-process/fxaa-hq1|fxaa-vs|fxaa-edge-fs:frag"
}
],
"combinations": [],
"hideInEditor": false
}