2400 行
155 KiB
JSON
2400 行
155 KiB
JSON
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"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_ambientGround",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_fogColor",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
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|
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},
|
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|
{
|
||
|
|
"name": "cc_fogBase",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
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|
|
"precision": "mediump "
|
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|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_fogAdd",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_nearFar",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_viewPort",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
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"count": 1,
|
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"precision": "mediump "
|
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}
|
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|
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"defines": []
|
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|
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],
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|
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"buffers": [],
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"subpassInputs": []
|
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}
|
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|
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],
|
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|
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"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 highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n re
|
||
|
|
"frag": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture(tex, uv);\n#endif\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n vec4 tintColor;\n};\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * CCSampleWithAlphaSeparated(mainTexture, uv);\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
|
||
|
|
},
|
||
|
|
"glsl1": {
|
||
|
|
"vert": "\nprecision mediump float;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matViewInv;\n uniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n , mat4 viewInv\n) {\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\n uniform vec4 cc_size_rotation;\nvec4 vs_main() {\n vec4 pos = vec4(a_position, 1);\n pos = cc_matWorld * pos;\n vec2 vertOffset = a_texCoord.xy - 0.5;\n computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n pos = cc_matViewProj * pos;\n uv = a_texCoord.xy;\n color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
|
||
|
|
"frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture2D(tex, uv).rgb, texture2D(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture2D(tex, uv);\n#endif\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\n uniform vec4 tintColor;\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * CCSampleWithAlphaSeparated(mainTexture, uv);\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); }"
|
||
|
|
},
|
||
|
|
"builtins": {
|
||
|
|
"globals": {
|
||
|
|
"blocks": [
|
||
|
|
{
|
||
|
|
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|
||
|
|
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|
||
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|
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|
||
|
|
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|
||
|
|
"name": "CCCamera",
|
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|
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|
||
|
|
"locals": {
|
||
|
|
"blocks": [
|
||
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{
|
||
|
|
"name": "CCLocal",
|
||
|
|
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|
||
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|
||
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|
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|
"images": []
|
||
|
|
},
|
||
|
|
"statistics": {
|
||
|
|
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 61,
|
||
|
|
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 43
|
||
|
|
}
|
||
|
|
},
|
||
|
|
"defines": [
|
||
|
|
{
|
||
|
|
"name": "CC_USE_EMBEDDED_ALPHA",
|
||
|
|
"type": "boolean"
|
||
|
|
}
|
||
|
|
]
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"hash": 1991936173,
|
||
|
|
"name": "particles/builtin-billboard|vert:vs_main|tinted-fs:multiply",
|
||
|
|
"blocks": [
|
||
|
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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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|
||
|
|
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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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|
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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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|
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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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"typename": "vec4",
|
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"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 highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n re
|
||
|
|
"frag": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture(tex, uv);\n#endif\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n vec4 tintColor;\n};\nvec4 multiply () {\n vec4 col;\n vec4 texColor = CCSampleWithAlphaSeparated(mainTexture, uv);\n col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"
|
||
|
|
},
|
||
|
|
"glsl1": {
|
||
|
|
"vert": "\nprecision mediump float;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matViewInv;\n uniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n , mat4 viewInv\n) {\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\n uniform vec4 cc_size_rotation;\nvec4 vs_main() {\n vec4 pos = vec4(a_position, 1);\n pos = cc_matWorld * pos;\n vec2 vertOffset = a_texCoord.xy - 0.5;\n computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n pos = cc_matViewProj * pos;\n uv = a_texCoord.xy;\n color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
|
||
|
|
"frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture2D(tex, uv).rgb, texture2D(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture2D(tex, uv);\n#endif\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\n uniform vec4 tintColor;\nvec4 multiply () {\n vec4 col;\n vec4 texColor = CCSampleWithAlphaSeparated(mainTexture, uv);\n col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = multiply(); }"
|
||
|
|
},
|
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|
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"builtins": {
|
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"globals": {
|
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"blocks": [
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{
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"name": "CCGlobal",
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"defines": []
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{
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"name": "CCCamera",
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"defines": []
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"samplerTextures": [],
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"buffers": [],
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"images": []
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},
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"locals": {
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"blocks": [
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{
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"name": "CCLocal",
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"defines": []
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}
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],
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"samplerTextures": [],
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"buffers": [],
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"images": []
|
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},
|
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|
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"statistics": {
|
||
|
|
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 61,
|
||
|
|
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 43
|
||
|
|
}
|
||
|
|
},
|
||
|
|
"defines": [
|
||
|
|
{
|
||
|
|
"name": "CC_USE_EMBEDDED_ALPHA",
|
||
|
|
"type": "boolean"
|
||
|
|
}
|
||
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]
|
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},
|
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{
|
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|
|
"hash": 973719585,
|
||
|
|
"name": "particles/builtin-billboard|vert:vs_main|no-tint-fs:addSmooth",
|
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"blocks": [
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{
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"name": "Constants",
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"stageFlags": 1,
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"binding": 0,
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"members": [
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{
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"name": "mainTiling_Offset",
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"type": 16,
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"count": 1
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},
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{
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"name": "frameTile_velLenScale",
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"type": 16,
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"count": 1
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},
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{
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"name": "scale",
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"type": 16,
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"count": 1
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},
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{
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"name": "nodeRotation",
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"type": 16,
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"count": 1
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}
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"defines": []
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"name": "builtin",
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"binding": 1,
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"members": [
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"name": "cc_size_rotation",
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"count": 1
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}
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"samplerTextures": [
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"name": "mainTexture",
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"count": 1,
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"stageFlags": 16,
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"sampleType": 0,
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"defines": []
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}
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"samplers": [],
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"textures": [],
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"buffers": [],
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"images": [],
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"subpassInputs": [],
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"attributes": [
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{
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"name": "a_position",
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"format": 32,
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"defines": []
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},
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{
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"name": "a_texCoord",
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"format": 21,
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"location": 1,
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"defines": []
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},
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{
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"name": "a_color",
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"format": 44,
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"location": 2,
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"defines": []
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],
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"fragColors": [
|
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{
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"name": "cc_FragColor",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"stageFlags": 16,
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"location": 0,
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"defines": []
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}
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],
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"descriptors": [
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{
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"rate": 0,
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"blocks": [
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{
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"name": "CCLocal",
|
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"stageFlags": 1,
|
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"tags": {
|
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|
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"builtin": "local"
|
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},
|
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"members": [
|
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{
|
||
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"name": "cc_matWorld",
|
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|
"typename": "mat4",
|
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|
|
"type": 25,
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"count": 1,
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||
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|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_matWorldIT",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
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|
|
},
|
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{
|
||
|
|
"name": "cc_lightingMapUVParam",
|
||
|
|
"typename": "vec4",
|
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"type": 16,
|
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"count": 1,
|
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|
"precision": "highp "
|
||
|
|
},
|
||
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|
{
|
||
|
|
"name": "cc_localShadowBias",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_reflectionProbeData1",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_reflectionProbeData2",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_reflectionProbeBlendData1",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_reflectionProbeBlendData2",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
}
|
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|
|
],
|
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"defines": []
|
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|
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}
|
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"samplerTextures": [],
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"samplers": [],
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"textures": [],
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"buffers": [],
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"images": [],
|
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"subpassInputs": []
|
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},
|
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|
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{
|
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"rate": 1,
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"blocks": [
|
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{
|
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|
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"name": "Constants",
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|
"stageFlags": 1,
|
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|
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"binding": 0,
|
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|
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"members": [
|
||
|
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{
|
||
|
|
"name": "mainTiling_Offset",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "frameTile_velLenScale",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "scale",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "nodeRotation",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"defines": []
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "builtin",
|
||
|
|
"stageFlags": 1,
|
||
|
|
"binding": 1,
|
||
|
|
"members": [
|
||
|
|
{
|
||
|
|
"name": "cc_size_rotation",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"defines": []
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"samplerTextures": [
|
||
|
|
{
|
||
|
|
"name": "mainTexture",
|
||
|
|
"type": 28,
|
||
|
|
"count": 1,
|
||
|
|
"stageFlags": 16,
|
||
|
|
"sampleType": 0,
|
||
|
|
"binding": 2,
|
||
|
|
"defines": []
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"samplers": [],
|
||
|
|
"textures": [],
|
||
|
|
"buffers": [],
|
||
|
|
"images": [],
|
||
|
|
"subpassInputs": []
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"rate": 2,
|
||
|
|
"blocks": [],
|
||
|
|
"samplerTextures": [],
|
||
|
|
"samplers": [],
|
||
|
|
"textures": [],
|
||
|
|
"buffers": [],
|
||
|
|
"images": [],
|
||
|
|
"subpassInputs": []
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"rate": 3,
|
||
|
|
"blocks": [
|
||
|
|
{
|
||
|
|
"name": "CCGlobal",
|
||
|
|
"stageFlags": 17,
|
||
|
|
"tags": {
|
||
|
|
"builtin": "global"
|
||
|
|
},
|
||
|
|
"members": [
|
||
|
|
{
|
||
|
|
"name": "cc_time",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_screenSize",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_nativeSize",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_probeInfo",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_debug_view_mode",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"defines": []
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "CCCamera",
|
||
|
|
"stageFlags": 17,
|
||
|
|
"tags": {
|
||
|
|
"builtin": "global"
|
||
|
|
},
|
||
|
|
"members": [
|
||
|
|
{
|
||
|
|
"name": "cc_matView",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_matViewInv",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_matProj",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_matProjInv",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_matViewProj",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_matViewProjInv",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_cameraPos",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_surfaceTransform",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_screenScale",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_exposure",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_mainLitDir",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_mainLitColor",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_ambientSky",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_ambientGround",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_fogColor",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_fogBase",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_fogAdd",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_nearFar",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_viewPort",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"defines": []
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"samplerTextures": [],
|
||
|
|
"samplers": [],
|
||
|
|
"textures": [],
|
||
|
|
"buffers": [],
|
||
|
|
"images": [],
|
||
|
|
"subpassInputs": []
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"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 highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n re
|
||
|
|
"frag": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture(tex, uv);\n#endif\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n vec4 col = color * CCSampleWithAlphaSeparated(mainTexture, uv);\n col.rgb *= col.a;\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"
|
||
|
|
},
|
||
|
|
"glsl1": {
|
||
|
|
"vert": "\nprecision mediump float;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matViewInv;\n uniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n , mat4 viewInv\n) {\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\n uniform vec4 cc_size_rotation;\nvec4 vs_main() {\n vec4 pos = vec4(a_position, 1);\n pos = cc_matWorld * pos;\n vec2 vertOffset = a_texCoord.xy - 0.5;\n computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n pos = cc_matViewProj * pos;\n uv = a_texCoord.xy;\n color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
|
||
|
|
"frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture2D(tex, uv).rgb, texture2D(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture2D(tex, uv);\n#endif\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n vec4 col = color * CCSampleWithAlphaSeparated(mainTexture, uv);\n col.rgb *= col.a;\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }"
|
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"name": "CCCamera",
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"statistics": {
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"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 61,
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"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42
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"type": "boolean"
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"hash": 1899085871,
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{
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}
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|
|
],
|
||
|
|
"defines": []
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "CCCamera",
|
||
|
|
"stageFlags": 17,
|
||
|
|
"tags": {
|
||
|
|
"builtin": "global"
|
||
|
|
},
|
||
|
|
"members": [
|
||
|
|
{
|
||
|
|
"name": "cc_matView",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_matViewInv",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_matProj",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_matProjInv",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_matViewProj",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_matViewProjInv",
|
||
|
|
"typename": "mat4",
|
||
|
|
"type": 25,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_cameraPos",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "highp "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_surfaceTransform",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_screenScale",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_exposure",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_mainLitDir",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_mainLitColor",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_ambientSky",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_ambientGround",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_fogColor",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_fogBase",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_fogAdd",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_nearFar",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "cc_viewPort",
|
||
|
|
"typename": "vec4",
|
||
|
|
"type": 16,
|
||
|
|
"count": 1,
|
||
|
|
"precision": "mediump "
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"defines": []
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"samplerTextures": [],
|
||
|
|
"samplers": [],
|
||
|
|
"textures": [],
|
||
|
|
"buffers": [],
|
||
|
|
"images": [],
|
||
|
|
"subpassInputs": []
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"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 highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n re
|
||
|
|
"frag": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture(tex, uv);\n#endif\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n vec4 col = color * CCSampleWithAlphaSeparated(mainTexture, uv) * color.a;\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"
|
||
|
|
},
|
||
|
|
"glsl1": {
|
||
|
|
"vert": "\nprecision mediump float;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matViewInv;\n uniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n , mat4 viewInv\n) {\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\n uniform vec4 cc_size_rotation;\nvec4 vs_main() {\n vec4 pos = vec4(a_position, 1);\n pos = cc_matWorld * pos;\n vec2 vertOffset = a_texCoord.xy - 0.5;\n computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n pos = cc_matViewProj * pos;\n uv = a_texCoord.xy;\n color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
|
||
|
|
"frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture2D(tex, uv).rgb, texture2D(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture2D(tex, uv);\n#endif\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n vec4 col = color * CCSampleWithAlphaSeparated(mainTexture, uv) * color.a;\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }"
|
||
|
|
},
|
||
|
|
"builtins": {
|
||
|
|
"globals": {
|
||
|
|
"blocks": [
|
||
|
|
{
|
||
|
|
"name": "CCGlobal",
|
||
|
|
"defines": []
|
||
|
|
},
|
||
|
|
{
|
||
|
|
"name": "CCCamera",
|
||
|
|
"defines": []
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"samplerTextures": [],
|
||
|
|
"buffers": [],
|
||
|
|
"images": []
|
||
|
|
},
|
||
|
|
"locals": {
|
||
|
|
"blocks": [
|
||
|
|
{
|
||
|
|
"name": "CCLocal",
|
||
|
|
"defines": []
|
||
|
|
}
|
||
|
|
],
|
||
|
|
"samplerTextures": [],
|
||
|
|
"buffers": [],
|
||
|
|
"images": []
|
||
|
|
},
|
||
|
|
"statistics": {
|
||
|
|
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 61,
|
||
|
|
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42
|
||
|
|
}
|
||
|
|
},
|
||
|
|
"defines": [
|
||
|
|
{
|
||
|
|
"name": "CC_USE_EMBEDDED_ALPHA",
|
||
|
|
"type": "boolean"
|
||
|
|
}
|
||
|
|
]
|
||
|
|
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