lawless/client/library/7c/7ca08c6b-221a-43d5-8ad6-a6dd2ee7852b.json

1673 行
94 KiB
JSON

{
"__type__": "cc.EffectAsset",
"_name": "pipeline/post-process/bloom-mipmap-blur",
"_objFlags": 0,
"__editorExtras__": {},
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"techniques": [
{
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{
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{
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{
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},
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},
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},
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},
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"glsl4": {
"vert": "\nprecision mediump 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 vUv;\nlayout(location = 1) out vec2 vUv00;\nlayout(location = 2) out vec2 vUv01;\nlayout(location = 3) out vec2 vUv02;\nlayout(location = 4) out vec2 vUv03;\nlayout(location = 5) out vec2 vUv04;\nvec4 vert() {\n vUv = a_texCoord;\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 return In.position;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nlayout(set = 1, binding = 1) uniform BloomUBO {\n mediump vec4 bloomParams;\n};\nlayout(location = 0) in vec2 vUv;\nlayout(set = 1, binding = 2) uniform sampler2D mainTexture;\nfloat luminance(vec3 color) {\n return dot(color, vec3(0.2126729, 0.7151522, 0.0721750));\n}\nvec4 frag() {\n vec4 pixel = texture(mainTexture, vUv);\n float l = smoothstep(bloomParams.z, bloomParams.z + 0.025, luminance(pixel.rgb));\n return vec4(pixel.rgb * l, l);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
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"vert": "\nprecision mediump 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 vUv;\nout vec2 vUv00;\nout vec2 vUv01;\nout vec2 vUv02;\nout vec2 vUv03;\nout vec2 vUv04;\nvec4 vert() {\n vUv = a_texCoord;\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 return In.position;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nlayout(std140) uniform BloomUBO {\n mediump vec4 bloomParams;\n};\nin vec2 vUv;\nuniform sampler2D mainTexture;\nfloat luminance(vec3 color) {\n return dot(color, vec3(0.2126729, 0.7151522, 0.0721750));\n}\nvec4 frag() {\n vec4 pixel = texture(mainTexture, vUv);\n float l = smoothstep(bloomParams.z, bloomParams.z + 0.025, luminance(pixel.rgb));\n return vec4(pixel.rgb * l, l);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
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"vert": "\nprecision mediump 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 vUv;\nvarying vec2 vUv00;\nvarying vec2 vUv01;\nvarying vec2 vUv02;\nvarying vec2 vUv03;\nvarying vec2 vUv04;\nvec4 vert() {\n vUv = a_texCoord;\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 return In.position;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\n uniform mediump vec4 bloomParams;\nvarying vec2 vUv;\nuniform sampler2D mainTexture;\nfloat luminance(vec3 color) {\n return dot(color, vec3(0.2126729, 0.7151522, 0.0721750));\n}\nvec4 frag() {\n vec4 pixel = texture2D(mainTexture, vUv);\n float l = smoothstep(bloomParams.z, bloomParams.z + 0.025, luminance(pixel.rgb));\n return vec4(pixel.rgb * l, l);\n}\nvoid main() { gl_FragColor = frag(); }"
},
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}
},
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{
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},
{
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},
{
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},
{
"name": "CC_RECEIVE_SHADOW",
"type": "boolean",
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},
{
"name": "CC_USE_LIGHT_PROBE",
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},
{
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}
],
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"glsl4": {
"vert": "\nprecision mediump 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(set = 1, binding = 1) uniform BloomUBO {\n mediump vec4 bloomParams;\n};\nlayout(location = 0) out vec2 vUv;\nlayout(location = 1) out vec2 vUv00;\nlayout(location = 2) out vec2 vUv01;\nlayout(location = 3) out vec2 vUv02;\nlayout(location = 4) out vec2 vUv03;\nlayout(location = 5) out vec2 vUv04;\nlayout(location = 6) out vec2 vUv05;\nlayout(location = 7) out vec2 vUv06;\nlayout(location = 8) out vec2 vUv07;\nlayout(location = 9) out vec2 vUv08;\nlayout(location = 10) out vec2 vUv09;\nlayout(location = 11) out vec2 vUv10;\nlayout(location = 12) out vec2 vUv11;\nvec4 vert() {\n vUv = a_texCoord;\n vUv00 = vUv + bloomParams.xy * vec2(-1.0, 1.0);\n vUv01 = vUv + bloomPa
"frag": "\nprecision mediump float;\n#define WEIGHT_INNER 0.125\n#define WEIGHT_OUTER 0.0555555\nlayout(location = 0) in vec2 vUv;\nlayout(location = 1) in vec2 vUv00;\nlayout(location = 2) in vec2 vUv01;\nlayout(location = 3) in vec2 vUv02;\nlayout(location = 4) in vec2 vUv03;\nlayout(location = 5) in vec2 vUv04;\nlayout(location = 6) in vec2 vUv05;\nlayout(location = 7) in vec2 vUv06;\nlayout(location = 8) in vec2 vUv07;\nlayout(location = 9) in vec2 vUv08;\nlayout(location = 10) in vec2 vUv09;\nlayout(location = 11) in vec2 vUv10;\nlayout(location = 12) in vec2 vUv11;\nlayout(set = 1, binding = 2) uniform sampler2D mainTexture;\nfloat clampToBorder(const in vec2 uv) {\n return float(uv.s >= 0.0 && uv.s <= 1.0 && uv.t >= 0.0 && uv.t <= 1.0);\n}\nvec4 frag() {\n vec4 c = vec4(0.0);\n vec4 w = WEIGHT_INNER * vec4(\n clampToBorder(vUv00),\n clampToBorder(vUv01),\n clampToBorder(vUv02),\n clampToBorder(vUv03)\n );\n c += w.x * texture(mainTexture, vUv00);\n c += w.y * texture(mainTexture, vUv01);\n c += w.z * texture(mainTexture, vUv02);\n c += w.w * texture(mainTexture, vUv03);\n w = WEIGHT_OUTER * vec4(\n clampToBorder(vUv04),\n clampToBorder(vUv05),\n clampToBorder(vUv06),\n clampToBorder(vUv07)\n );\n c += w.x * texture(mainTexture, vUv04);\n c += w.y * texture(mainTexture, vUv05);\n c += w.z * texture(mainTexture, vUv06);\n c += w.w * texture(mainTexture, vUv07);\n w = WEIGHT_OUTER * vec4(\n clampToBorder(vUv08),\n clampToBorder(vUv09),\n clampToBorder(vUv10),\n clampToBorder(vUv11)\n );\n c += w.x * texture(mainTexture, vUv08);\n c += w.y * texture(mainTexture, vUv09);\n c += w.z * texture(mainTexture, vUv10);\n c += w.w * texture(mainTexture, vUv11);\n c += WEIGHT_OUTER * texture(mainTexture, vUv);\n return c;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
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"vert": "\nprecision mediump 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};\nlayout(std140) uniform BloomUBO {\n mediump vec4 bloomParams;\n};\nout vec2 vUv;\nout vec2 vUv00;\nout vec2 vUv01;\nout vec2 vUv02;\nout vec2 vUv03;\nout vec2 vUv04;\nout vec2 vUv05;\nout vec2 vUv06;\nout vec2 vUv07;\nout vec2 vUv08;\nout vec2 vUv09;\nout vec2 vUv10;\nout vec2 vUv11;\nvec4 vert() {\n vUv = a_texCoord;\n vUv00 = vUv + bloomParams.xy * vec2(-1.0, 1.0);\n vUv01 = vUv + bloomParams.xy * vec2(1.0, 1.0);\n vUv02 = vUv + bloomParams.xy * vec2(-1.0, - 1.0);\n vUv03 = vUv + bloomParams.xy * vec2(1.0, - 1.0);\n vUv04 = vUv + bloomParams.xy * vec2(-2.0, 2.0);\n vUv05 = vUv + bloomParams.xy * vec2(0.0, 2.0);\n vUv06 = vUv + bloomParams.xy * vec2(2.0, 2.0);\n vUv07 = vUv + bloomParams.xy * vec2(-2.0, 0.0);\n vUv08 = vUv + bloomParams.xy * vec2(2.0, 0.0);\n vUv09 = vUv + bloomParams.xy * vec2(-2.0, - 2.0);\n vUv10 = vUv + bloomParams.xy * vec2(0.0, - 2.0);\n vUv11 = vUv + bloomParams.xy * vec2(2.0, - 2.0);\n StandardVertInput In;\n In.position = vec4(a_position
"frag": "\nprecision mediump float;\n#define WEIGHT_INNER 0.125\n#define WEIGHT_OUTER 0.0555555\nin vec2 vUv;\nin vec2 vUv00;\nin vec2 vUv01;\nin vec2 vUv02;\nin vec2 vUv03;\nin vec2 vUv04;\nin vec2 vUv05;\nin vec2 vUv06;\nin vec2 vUv07;\nin vec2 vUv08;\nin vec2 vUv09;\nin vec2 vUv10;\nin vec2 vUv11;\nuniform sampler2D mainTexture;\nfloat clampToBorder(const in vec2 uv) {\n return float(uv.s >= 0.0 && uv.s <= 1.0 && uv.t >= 0.0 && uv.t <= 1.0);\n}\nvec4 frag() {\n vec4 c = vec4(0.0);\n vec4 w = WEIGHT_INNER * vec4(\n clampToBorder(vUv00),\n clampToBorder(vUv01),\n clampToBorder(vUv02),\n clampToBorder(vUv03)\n );\n c += w.x * texture(mainTexture, vUv00);\n c += w.y * texture(mainTexture, vUv01);\n c += w.z * texture(mainTexture, vUv02);\n c += w.w * texture(mainTexture, vUv03);\n w = WEIGHT_OUTER * vec4(\n clampToBorder(vUv04),\n clampToBorder(vUv05),\n clampToBorder(vUv06),\n clampToBorder(vUv07)\n );\n c += w.x * texture(mainTexture, vUv04);\n c += w.y * texture(mainTexture, vUv05);\n c += w.z * texture(mainTexture, vUv06);\n c += w.w * texture(mainTexture, vUv07);\n w = WEIGHT_OUTER * vec4(\n clampToBorder(vUv08),\n clampToBorder(vUv09),\n clampToBorder(vUv10),\n clampToBorder(vUv11)\n );\n c += w.x * texture(mainTexture, vUv08);\n c += w.y * texture(mainTexture, vUv09);\n c += w.z * texture(mainTexture, vUv10);\n c += w.w * texture(mainTexture, vUv11);\n c += WEIGHT_OUTER * texture(mainTexture, vUv);\n return c;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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"vert": "\nprecision mediump 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;\n uniform mediump vec4 bloomParams;\nvarying vec2 vUv;\nvarying vec2 vUv00;\nvarying vec2 vUv01;\nvarying vec2 vUv02;\nvarying vec2 vUv03;\nvarying vec2 vUv04;\nvarying vec2 vUv05;\nvarying vec2 vUv06;\nvarying vec2 vUv07;\nvarying vec2 vUv08;\nvarying vec2 vUv09;\nvarying vec2 vUv10;\nvarying vec2 vUv11;\nvec4 vert() {\n vUv = a_texCoord;\n vUv00 = vUv + bloomParams.xy * vec2(-1.0, 1.0);\n vUv01 = vUv + bloomParams.xy * vec2(1.0, 1.0);\n vUv02 = vUv + bloomParams.xy * vec2(-1.0, - 1.0);\n vUv03 = vUv + bloomParams.xy * vec2(1.0, - 1.0);\n vUv04 = vUv + bloomParams.xy * vec2(-2.0, 2.0);\n vUv05 = vUv + bloomParams.xy * vec2(0.0, 2.0);\n vUv06 = vUv + bloomParams.xy * vec2(2.0, 2.0);\n vUv07 = vUv + bloomParams.xy * vec2(-2.0, 0.0);\n vUv08 = vUv + bloomParams.xy * vec2(2.0, 0.0);\n vUv09 = vUv + bloomParams.xy * vec2(-2.0, - 2.0);\n vUv10 = vUv + bloomParams.xy * vec2(0.0, - 2.0);\n vUv11
"frag": "\nprecision mediump float;\n#define WEIGHT_INNER 0.125\n#define WEIGHT_OUTER 0.0555555\nvarying vec2 vUv;\nvarying vec2 vUv00;\nvarying vec2 vUv01;\nvarying vec2 vUv02;\nvarying vec2 vUv03;\nvarying vec2 vUv04;\nvarying vec2 vUv05;\nvarying vec2 vUv06;\nvarying vec2 vUv07;\nvarying vec2 vUv08;\nvarying vec2 vUv09;\nvarying vec2 vUv10;\nvarying vec2 vUv11;\nuniform sampler2D mainTexture;\nfloat clampToBorder(const in vec2 uv) {\n return float(uv.s >= 0.0 && uv.s <= 1.0 && uv.t >= 0.0 && uv.t <= 1.0);\n}\nvec4 frag() {\n vec4 c = vec4(0.0);\n vec4 w = WEIGHT_INNER * vec4(\n clampToBorder(vUv00),\n clampToBorder(vUv01),\n clampToBorder(vUv02),\n clampToBorder(vUv03)\n );\n c += w.x * texture2D(mainTexture, vUv00);\n c += w.y * texture2D(mainTexture, vUv01);\n c += w.z * texture2D(mainTexture, vUv02);\n c += w.w * texture2D(mainTexture, vUv03);\n w = WEIGHT_OUTER * vec4(\n clampToBorder(vUv04),\n clampToBorder(vUv05),\n clampToBorder(vUv06),\n clampToBorder(vUv07)\n );\n c += w.x * texture2D(mainTexture, vUv04);\n c += w.y * texture2D(mainTexture, vUv05);\n c += w.z * texture2D(mainTexture, vUv06);\n c += w.w * texture2D(mainTexture, vUv07);\n w = WEIGHT_OUTER * vec4(\n clampToBorder(vUv08),\n clampToBorder(vUv09),\n clampToBorder(vUv10),\n clampToBorder(vUv11)\n );\n c += w.x * texture2D(mainTexture, vUv08);\n c += w.y * texture2D(mainTexture, vUv09);\n c += w.z * texture2D(mainTexture, vUv10);\n c += w.w * texture2D(mainTexture, vUv11);\n c += WEIGHT_OUTER * texture2D(mainTexture, vUv);\n return c;\n}\nvoid main() { gl_FragColor = frag(); }"
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"glsl4": {
"vert": "\nprecision mediump 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(set = 1, binding = 1) uniform BloomUBO {\n mediump vec4 bloomParams;\n};\nlayout(location = 0) out vec2 vUv;\nlayout(location = 1) out vec2 vUv0;\nlayout(location = 2) out vec2 vUv1;\nlayout(location = 3) out vec2 vUv2;\nlayout(location = 4) out vec2 vUv3;\nlayout(location = 5) out vec2 vUv4;\nlayout(location = 6) out vec2 vUv5;\nlayout(location = 7) out vec2 vUv6;\nlayout(location = 8) out vec2 vUv7;\nvec4 vert() {\n vUv = a_texCoord;\n vUv0 = vUv + bloomParams.xy * vec2(-1.0, 1.0);\n vUv1 = vUv + bloomParams.xy * vec2(0.0, 1.0);\n vUv2 = vUv + bloomParams.xy * vec2(1.0, 1.0);\n vUv3 = vUv + bloomParams.xy * vec2(-1.0, 0.0);\n vUv4 = vUv + bloomParams.xy * v
"frag": "\nprecision mediump float;\nlayout(location = 0) in vec2 vUv;\nlayout(location = 1) in vec2 vUv0;\nlayout(location = 2) in vec2 vUv1;\nlayout(location = 3) in vec2 vUv2;\nlayout(location = 4) in vec2 vUv3;\nlayout(location = 5) in vec2 vUv4;\nlayout(location = 6) in vec2 vUv5;\nlayout(location = 7) in vec2 vUv6;\nlayout(location = 8) in vec2 vUv7;\nlayout(set = 1, binding = 2) uniform lowp sampler2D mainTexture;\nlayout(set = 1, binding = 3) uniform lowp sampler2D downsampleTexture;\nvec4 frag() {\n vec4 c = vec4(0.0);\n c += texture(mainTexture, vUv0) * 0.0625;\n c += texture(mainTexture, vUv1) * 0.125;\n c += texture(mainTexture, vUv2) * 0.0625;\n c += texture(mainTexture, vUv3) * 0.125;\n c += texture(mainTexture, vUv) * 0.25;\n c += texture(mainTexture, vUv4) * 0.125;\n c += texture(mainTexture, vUv5) * 0.0625;\n c += texture(mainTexture, vUv6) * 0.125;\n c += texture(mainTexture, vUv7) * 0.0625;\n vec4 baseColor = texture(downsampleTexture, vUv);\n return mix(baseColor, c, 0.85);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl3": {
"vert": "\nprecision mediump 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};\nlayout(std140) uniform BloomUBO {\n mediump vec4 bloomParams;\n};\nout vec2 vUv;\nout vec2 vUv0;\nout vec2 vUv1;\nout vec2 vUv2;\nout vec2 vUv3;\nout vec2 vUv4;\nout vec2 vUv5;\nout vec2 vUv6;\nout vec2 vUv7;\nvec4 vert() {\n vUv = a_texCoord;\n vUv0 = vUv + bloomParams.xy * vec2(-1.0, 1.0);\n vUv1 = vUv + bloomParams.xy * vec2(0.0, 1.0);\n vUv2 = vUv + bloomParams.xy * vec2(1.0, 1.0);\n vUv3 = vUv + bloomParams.xy * vec2(-1.0, 0.0);\n vUv4 = vUv + bloomParams.xy * vec2(1.0, 0.0);\n vUv5 = vUv + bloomParams.xy * vec2(-1.0, - 1.0);\n vUv6 = vUv + bloomParams.xy * vec2(0.0, - 1.0);\n vUv7 = vUv + bloomParams.xy * vec2(1.0, - 1.0);\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 return In.position;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nin vec2 vUv;\nin vec2 vUv0;\nin vec2 vUv1;\nin vec2 vUv2;\nin vec2 vUv3;\nin vec2 vUv4;\nin vec2 vUv5;\nin vec2 vUv6;\nin vec2 vUv7;\nuniform lowp sampler2D mainTexture;\nuniform lowp sampler2D downsampleTexture;\nvec4 frag() {\n vec4 c = vec4(0.0);\n c += texture(mainTexture, vUv0) * 0.0625;\n c += texture(mainTexture, vUv1) * 0.125;\n c += texture(mainTexture, vUv2) * 0.0625;\n c += texture(mainTexture, vUv3) * 0.125;\n c += texture(mainTexture, vUv) * 0.25;\n c += texture(mainTexture, vUv4) * 0.125;\n c += texture(mainTexture, vUv5) * 0.0625;\n c += texture(mainTexture, vUv6) * 0.125;\n c += texture(mainTexture, vUv7) * 0.0625;\n vec4 baseColor = texture(downsampleTexture, vUv);\n return mix(baseColor, c, 0.85);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl1": {
"vert": "\nprecision mediump 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;\n uniform mediump vec4 bloomParams;\nvarying vec2 vUv;\nvarying vec2 vUv0;\nvarying vec2 vUv1;\nvarying vec2 vUv2;\nvarying vec2 vUv3;\nvarying vec2 vUv4;\nvarying vec2 vUv5;\nvarying vec2 vUv6;\nvarying vec2 vUv7;\nvec4 vert() {\n vUv = a_texCoord;\n vUv0 = vUv + bloomParams.xy * vec2(-1.0, 1.0);\n vUv1 = vUv + bloomParams.xy * vec2(0.0, 1.0);\n vUv2 = vUv + bloomParams.xy * vec2(1.0, 1.0);\n vUv3 = vUv + bloomParams.xy * vec2(-1.0, 0.0);\n vUv4 = vUv + bloomParams.xy * vec2(1.0, 0.0);\n vUv5 = vUv + bloomParams.xy * vec2(-1.0, - 1.0);\n vUv6 = vUv + bloomParams.xy * vec2(0.0, - 1.0);\n vUv7 = vUv + bloomParams.xy * vec2(1.0, - 1.0);\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 return In.position;\n}\nvoid main() { gl_Position = v
"frag": "\nprecision mediump float;\nvarying vec2 vUv;\nvarying vec2 vUv0;\nvarying vec2 vUv1;\nvarying vec2 vUv2;\nvarying vec2 vUv3;\nvarying vec2 vUv4;\nvarying vec2 vUv5;\nvarying vec2 vUv6;\nvarying vec2 vUv7;\nuniform lowp sampler2D mainTexture;\nuniform lowp sampler2D downsampleTexture;\nvec4 frag() {\n vec4 c = vec4(0.0);\n c += texture2D(mainTexture, vUv0) * 0.0625;\n c += texture2D(mainTexture, vUv1) * 0.125;\n c += texture2D(mainTexture, vUv2) * 0.0625;\n c += texture2D(mainTexture, vUv3) * 0.125;\n c += texture2D(mainTexture, vUv) * 0.25;\n c += texture2D(mainTexture, vUv4) * 0.125;\n c += texture2D(mainTexture, vUv5) * 0.0625;\n c += texture2D(mainTexture, vUv6) * 0.125;\n c += texture2D(mainTexture, vUv7) * 0.0625;\n vec4 baseColor = texture2D(downsampleTexture, vUv);\n return mix(baseColor, c, 0.85);\n}\nvoid main() { gl_FragColor = frag(); }"
},
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"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 0
}
},
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},
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},
{
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},
{
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},
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},
{
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}
],
"name": "pipeline/post-process/bloom-mipmap-blur|upsample-vs:vert|upsample-fs:frag"
},
{
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},
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},
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},
{
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},
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},
{
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},
{
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],
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},
{
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],
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},
{
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},
{
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],
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},
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},
{
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}
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{
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],
"hash": 695986747,
"glsl4": {
"vert": "\nprecision mediump 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 vUv;\nlayout(location = 1) out vec2 vUv00;\nlayout(location = 2) out vec2 vUv01;\nlayout(location = 3) out vec2 vUv02;\nlayout(location = 4) out vec2 vUv03;\nlayout(location = 5) out vec2 vUv04;\nvec4 vert() {\n vUv = a_texCoord;\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 return In.position;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nlayout(set = 1, binding = 1) uniform BloomUBO {\n mediump vec4 bloomParams;\n};\nlayout(location = 0) in vec2 vUv;\nlayout(set = 1, binding = 2) uniform sampler2D bloomTexture;\nvec4 frag() {\n vec4 bloomColor = texture(bloomTexture, vUv);\n vec3 color = bloomColor.rgb * bloomParams.w;\n return vec4(color, 1);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl3": {
"vert": "\nprecision mediump 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 vUv;\nout vec2 vUv00;\nout vec2 vUv01;\nout vec2 vUv02;\nout vec2 vUv03;\nout vec2 vUv04;\nvec4 vert() {\n vUv = a_texCoord;\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 return In.position;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nlayout(std140) uniform BloomUBO {\n mediump vec4 bloomParams;\n};\nin vec2 vUv;\nuniform sampler2D bloomTexture;\nvec4 frag() {\n vec4 bloomColor = texture(bloomTexture, vUv);\n vec3 color = bloomColor.rgb * bloomParams.w;\n return vec4(color, 1);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl1": {
"vert": "\nprecision mediump 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 vUv;\nvarying vec2 vUv00;\nvarying vec2 vUv01;\nvarying vec2 vUv02;\nvarying vec2 vUv03;\nvarying vec2 vUv04;\nvec4 vert() {\n vUv = a_texCoord;\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 return In.position;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\n uniform mediump vec4 bloomParams;\nvarying vec2 vUv;\nuniform sampler2D bloomTexture;\nvec4 frag() {\n vec4 bloomColor = texture2D(bloomTexture, vUv);\n vec3 color = bloomColor.rgb * bloomParams.w;\n return vec4(color, 1);\n}\nvoid main() { gl_FragColor = frag(); }"
},
"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": "pipeline/post-process/bloom-mipmap-blur|base-vs:vert|combine-fs:frag"
}
],
"combinations": [],
"hideInEditor": false
}