lawless/client/temp/asset-db/internal/a3/a3cd009f-0ab0-420d-9278-b9fdab939bbc/build1.0.1/release.json

2387 行
190 KiB
JSON

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"glsl3": {
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n int getVertexId() {\n return int(a_vertexId);\n }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n layout(std140) uniform CCMorph {\n vec4 cc_displacementWeights[15];\n vec4 cc_displacementTextureInfo;\n };\n #if CC_MORPH_TARGET_HAS_POSITION\n uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float
"frag": "\nprecision highp float;\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return gamma;\n }\n #endif\n#endif\n return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec4 packRGBE (vec3 rgb) {\n highp float maxComp = max(max(rgb.r, rgb.g), rgb.b);\n highp float e = 128.0;\n if (maxComp > 0.0001) {\n e = log(maxComp) / log(1.1);\n e = ceil(e);\n e = clamp(e + 128.0, 0.0, 255.0);\n }\n highp float sc = 1.0 / pow(1.1, e - 128.0);\n vec3 encode = clamp(rgb * sc, vec3(0.0), vec3(1.0)) * 255.0;\n vec3 encode_rounded = floor(encode) + step(encode - floor(encode), vec3(0.5));\n return vec4(encode_rounded, e) / 255.0;\n}\nvec4 CCFragOutput (vec4 color) {\n #if CC_USE_RGBE_OUTPUT\n color = packRGBE(color.rgb);\n #elif !CC_USE_FLOAT_OUTPUT\n #if CC_USE_HDR && CC_TONE_MAPPING_TYPE == HDR_TONE_MAPPING_ACES\n color.rgb = ACESToneMap(color.rgb);\n #endif\n color.rgb = LinearToSRGB(color.rgb);\n #endif\n return color;\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};\n#if CC_USE_FOG != 4\n float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n vec4 wPos = pos;\n float cam_dis = distance(cameraPos, wPos.xyz);\n return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n }\n float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n vec4 wPos = pos;\n float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n float f = exp(-cam_dis * fogDensity);\n return f;\n }\n float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n vec4 wPos = pos;\n float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n return f;\n }\n float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n vec4 wPos = pos;\n vec3 camWorldProj = cameraPos.xyz;\n camWorldProj.y = 0.;\n vec3 worldPosProj = wPos.xyz;\n worldPosProj.y = 0.;\n float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n float fDeltaY, fDensityIntegral;\n if (cameraPos.y > fogTop) {\n if (wPos.y < fogTop) {\n fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n }\n else {\n fDeltaY = 0.;\n fDensityIntegral = 0.;\n }\n }\n else {\n if (wPos.y < fogTop) {\n
},
"glsl1": {
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n attribute vec4 a_joints;\n attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n attribute highp vec4 a_jointAnimInfo;\n #endif\n attribute vec4 a_matWorld0;\n attribute vec4 a_matWorld1;\n attribute vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n attribute vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n int getVertexId() {\n return int(a_vertexId);\n }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n uniform vec4 cc_displacementWeights[15];\n uniform vec4 cc_displacementTextureInfo;\n #if CC_MORPH_TARGET_HAS_POSITION\n uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelInd
"frag": "\nprecision highp float;\nvec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return gamma;\n }\n #endif\n#endif\n return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\nvec4 packRGBE (vec3 rgb) {\n highp float maxComp = max(max(rgb.r, rgb.g), rgb.b);\n highp float e = 128.0;\n if (maxComp > 0.0001) {\n e = log(maxComp) / log(1.1);\n e = ceil(e);\n e = clamp(e + 128.0, 0.0, 255.0);\n }\n highp float sc = 1.0 / pow(1.1, e - 128.0);\n vec3 encode = clamp(rgb * sc, vec3(0.0), vec3(1.0)) * 255.0;\n vec3 encode_rounded = floor(encode) + step(encode - floor(encode), vec3(0.5));\n return vec4(encode_rounded, e) / 255.0;\n}\nvec4 CCFragOutput (vec4 color) {\n #if CC_USE_RGBE_OUTPUT\n color = packRGBE(color.rgb);\n #elif !CC_USE_FLOAT_OUTPUT\n #if CC_USE_HDR && CC_TONE_MAPPING_TYPE == HDR_TONE_MAPPING_ACES\n color.rgb = ACESToneMap(color.rgb);\n #endif\n color.rgb = LinearToSRGB(color.rgb);\n #endif\n return color;\n}\nuniform highp vec4 cc_cameraPos;\n uniform mediump vec4 cc_fogColor;\n uniform mediump vec4 cc_fogBase;\n uniform mediump vec4 cc_fogAdd;\n#if CC_USE_FOG != 4\n float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n vec4 wPos = pos;\n float cam_dis = distance(cameraPos, wPos.xyz);\n return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n }\n float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n vec4 wPos = pos;\n float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n float f = exp(-cam_dis * fogDensity);\n return f;\n }\n float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n vec4 wPos = pos;\n float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n return f;\n }\n float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n vec4 wPos = pos;\n vec3 camWorldProj = cameraPos.xyz;\n camWorldProj.y = 0.;\n vec3 worldPosProj = wPos.xyz;\n worldPosProj.y = 0.;\n float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n float fDeltaY, fDensityIntegral;\n if (cameraPos.y > fogTop) {\n if (wPos.y < fogTop) {\n fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n }\n else {\n fDeltaY = 0.;\n fDensityIntegral = 0.;\n }\n }\n else {\n if (wPos.y < fogTop) {\n float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n fDeltaY = abs(fDeltaA - fDeltaB);\n fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n }\n else {\n fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n }\n }\n float fDensity;\n if (fDeltaY != 0.) {\n fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n }\n else {\n fDensity = 0.;\n }
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
},
{
"name": "CCCamera",
"defines": []
}
],
"samplerTextures": [],
"buffers": [],
"images": []
},
"locals": {
"blocks": [
{
"name": "CCMorph",
"defines": [
"CC_USE_MORPH"
]
},
{
"name": "CCSkinningTexture",
"defines": [
"CC_USE_SKINNING",
"CC_USE_BAKED_ANIMATION"
]
},
{
"name": "CCSkinningAnimation",
"defines": [
"CC_USE_SKINNING",
"CC_USE_BAKED_ANIMATION"
]
},
{
"name": "CCSkinning",
"defines": [
"CC_USE_SKINNING",
"!CC_USE_BAKED_ANIMATION",
"!CC_USE_REAL_TIME_JOINT_TEXTURE"
]
},
{
"name": "CCLocal",
"defines": [
"!USE_INSTANCING"
]
}
],
"samplerTextures": [
{
"name": "cc_PositionDisplacements",
"defines": [
"CC_USE_MORPH",
"CC_MORPH_TARGET_HAS_POSITION"
]
},
{
"name": "cc_NormalDisplacements",
"defines": [
"CC_USE_MORPH",
"CC_MORPH_TARGET_HAS_NORMAL"
]
},
{
"name": "cc_TangentDisplacements",
"defines": [
"CC_USE_MORPH",
"CC_MORPH_TARGET_HAS_TANGENT"
]
},
{
"name": "cc_jointTexture",
"defines": [
"CC_USE_SKINNING",
"CC_USE_BAKED_ANIMATION"
]
},
{
"name": "cc_realtimeJoint",
"defines": [
"CC_USE_SKINNING",
"!CC_USE_BAKED_ANIMATION",
"CC_USE_REAL_TIME_JOINT_TEXTURE"
]
}
],
"buffers": [],
"images": []
},
"statistics": {
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 75,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 44
}
},
"defines": [
{
"name": "USE_INSTANCING",
"type": "boolean"
},
{
"name": "CC_USE_SKINNING",
"type": "boolean"
},
{
"name": "CC_USE_BAKED_ANIMATION",
"type": "boolean"
},
{
"name": "CC_USE_LIGHTMAP",
"type": "boolean"
},
{
"name": "CC_USE_REFLECTION_PROBE",
"type": "boolean"
},
{
"name": "CC_RECEIVE_SHADOW",
"type": "boolean"
},
{
"name": "CC_USE_LIGHT_PROBE",
"type": "boolean"
},
{
"name": "CC_USE_MORPH",
"type": "boolean"
},
{
"name": "CC_MORPH_TARGET_COUNT",
"type": "number",
"range": [
2,
8
]
},
{
"name": "CC_MORPH_TARGET_HAS_POSITION",
"type": "boolean"
},
{
"name": "CC_MORPH_TARGET_HAS_NORMAL",
"type": "boolean"
},
{
"name": "CC_MORPH_TARGET_HAS_TANGENT",
"type": "boolean"
},
{
"name": "CC_MORPH_PRECOMPUTED",
"type": "boolean"
},
{
"name": "CC_USE_REAL_TIME_JOINT_TEXTURE",
"type": "boolean"
},
{
"name": "CC_USE_FOG",
"type": "number",
"range": [
0,
4
]
},
{
"name": "CC_USE_ACCURATE_FOG",
"type": "boolean"
},
{
"name": "USE_VERTEX_COLOR",
"type": "boolean"
},
{
"name": "USE_TEXTURE",
"type": "boolean"
},
{
"name": "SAMPLE_FROM_RT",
"type": "boolean"
},
{
"name": "CC_USE_2D",
"type": "boolean"
},
{
"name": "CC_USE_DEBUG_VIEW",
"type": "number",
"range": [
0,
3
]
},
{
"name": "CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC",
"type": "boolean"
},
{
"name": "CC_SURFACES_ENABLE_DEBUG_VIEW",
"type": "boolean"
},
{
"name": "CC_USE_RGBE_OUTPUT",
"type": "boolean"
},
{
"name": "CC_USE_FLOAT_OUTPUT",
"type": "boolean"
},
{
"name": "CC_USE_HDR",
"type": "boolean"
},
{
"name": "CC_TONE_MAPPING_TYPE",
"type": "number",
"range": [
0,
3
]
},
{
"name": "HDR_TONE_MAPPING_ACES",
"type": "boolean"
},
{
"name": "USE_ALPHA_TEST",
"type": "boolean"
},
{
"name": "ALPHA_TEST_CHANNEL",
"type": "string",
"options": [
"a",
"r",
"g",
"b"
]
}
]
},
{
"hash": 3680218420,
"name": "builtin-unlit|planar-shadow-vs:vert|planar-shadow-fs:frag",
"blocks": [],
"samplerTextures": [],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": [],
"attributes": [
{
"name": "a_position",
"format": 32,
"location": 0,
"defines": []
},
{
"name": "a_normal",
"format": 32,
"location": 1,
"defines": []
},
{
"name": "a_texCoord",
"format": 21,
"location": 2,
"defines": []
},
{
"name": "a_tangent",
"format": 44,
"location": 3,
"defines": []
},
{
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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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"type": 16,
"count": 1,
"precision": "lowp "
},
{
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"count": 1,
"precision": "mediump "
}
],
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}
],
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}
],
"glsl3": {
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\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 int getVertexId() {\n return int(a_vertexId);\n }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n layout(std140) uniform CCMorph {\n vec4 cc_displacementWeights[15];\n vec4 cc_displacementTextureInfo;\n };\n #if CC_MORPH_TARGET_HAS_POSITION\n uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n uniform sampler2D cc_NormalDisplac
"frag": "\nprecision highp float;\nlayout(std140) uniform CCShadow {\n highp mat4 cc_matLightView;\n highp mat4 cc_matLightViewProj;\n highp vec4 cc_shadowInvProjDepthInfo;\n highp vec4 cc_shadowProjDepthInfo;\n highp vec4 cc_shadowProjInfo;\n mediump vec4 cc_shadowNFLSInfo;\n mediump vec4 cc_shadowWHPBInfo;\n mediump vec4 cc_shadowLPNNInfo;\n lowp vec4 cc_shadowColor;\n mediump vec4 cc_planarNDInfo;\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};\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin float v_dist;\nvec4 frag () {\n if(v_dist < 0.0)\n discard;\n return CCFragOutput(cc_shadowColor);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl1": {
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\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 int getVertexId() {\n return int(a_vertexId);\n }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n uniform vec4 cc_displacementWeights[15];\n uniform vec4 cc_displacementTextureInfo;\n #if CC_MORPH_TARGET_HAS_POSITION\n uniform sampler2D cc_PositionDisplacem
"frag": "\nprecision highp float;\nuniform lowp vec4 cc_shadowColor;\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying float v_dist;\nvec4 frag () {\n if(v_dist < 0.0)\n discard;\n return CCFragOutput(cc_shadowColor);\n}\nvoid main() { gl_FragColor = frag(); }"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
},
{
"name": "CCCamera",
"defines": []
},
{
"name": "CCShadow",
"defines": []
}
],
"samplerTextures": [],
"buffers": [],
"images": []
},
"locals": {
"blocks": [
{
"name": "CCMorph",
"defines": [
"CC_USE_MORPH"
]
},
{
"name": "CCSkinningTexture",
"defines": [
"CC_USE_SKINNING",
"CC_USE_BAKED_ANIMATION"
]
},
{
"name": "CCSkinningAnimation",
"defines": [
"CC_USE_SKINNING",
"CC_USE_BAKED_ANIMATION"
]
},
{
"name": "CCSkinning",
"defines": [
"CC_USE_SKINNING",
"!CC_USE_BAKED_ANIMATION",
"!CC_USE_REAL_TIME_JOINT_TEXTURE"
]
},
{
"name": "CCLocal",
"defines": [
"!USE_INSTANCING"
]
}
],
"samplerTextures": [
{
"name": "cc_PositionDisplacements",
"defines": [
"CC_USE_MORPH",
"CC_MORPH_TARGET_HAS_POSITION"
]
},
{
"name": "cc_NormalDisplacements",
"defines": [
"CC_USE_MORPH",
"CC_MORPH_TARGET_HAS_NORMAL"
]
},
{
"name": "cc_TangentDisplacements",
"defines": [
"CC_USE_MORPH",
"CC_MORPH_TARGET_HAS_TANGENT"
]
},
{
"name": "cc_jointTexture",
"defines": [
"CC_USE_SKINNING",
"CC_USE_BAKED_ANIMATION"
]
},
{
"name": "cc_realtimeJoint",
"defines": [
"CC_USE_SKINNING",
"!CC_USE_BAKED_ANIMATION",
"CC_USE_REAL_TIME_JOINT_TEXTURE"
]
}
],
"buffers": [],
"images": []
},
"statistics": {
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 90,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 58
}
},
"defines": [
{
"name": "USE_INSTANCING",
"type": "boolean"
},
{
"name": "CC_USE_SKINNING",
"type": "boolean"
},
{
"name": "CC_USE_BAKED_ANIMATION",
"type": "boolean"
},
{
"name": "CC_USE_LIGHTMAP",
"type": "boolean"
},
{
"name": "CC_USE_REFLECTION_PROBE",
"type": "boolean"
},
{
"name": "CC_RECEIVE_SHADOW",
"type": "boolean"
},
{
"name": "CC_USE_LIGHT_PROBE",
"type": "boolean"
},
{
"name": "CC_USE_MORPH",
"type": "boolean"
},
{
"name": "CC_MORPH_TARGET_COUNT",
"type": "number",
"range": [
2,
8
]
},
{
"name": "CC_MORPH_TARGET_HAS_POSITION",
"type": "boolean"
},
{
"name": "CC_MORPH_TARGET_HAS_NORMAL",
"type": "boolean"
},
{
"name": "CC_MORPH_TARGET_HAS_TANGENT",
"type": "boolean"
},
{
"name": "CC_MORPH_PRECOMPUTED",
"type": "boolean"
},
{
"name": "CC_USE_REAL_TIME_JOINT_TEXTURE",
"type": "boolean"
}
]
}
],
[
{
"name": "opaque",
"passes": [
{
"program": "builtin-unlit|unlit-vs:vert|unlit-fs:frag",
"properties": {
"mainTexture": {
"value": "grey",
"type": 28
},
"tilingOffset": {
"type": 16,
"value": [
1,
1,
0,
0
]
},
"mainColor": {
"linear": true,
"type": 16,
"value": [
1,
1,
1,
1
]
},
"colorScale": {
"type": 15,
"value": [
1,
1,
1
],
"handleInfo": [
"colorScaleAndCutoff",
0,
15
]
},
"alphaThreshold": {
"type": 13,
"value": [
0.5
],
"handleInfo": [
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3,
13
]
},
"color": {
"linear": true,
"type": 16,
"handleInfo": [
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0,
16
]
},
"colorScaleAndCutoff": {
"type": 16,
"value": [
1,
1,
1,
0.5
]
}
}
},
{
"phase": "planar-shadow",
"propertyIndex": 0,
"program": "builtin-unlit|planar-shadow-vs:vert|planar-shadow-fs:frag",
"blendState": {
"targets": [
{
"blend": true,
"blendSrc": 2,
"blendDst": 4,
"blendDstAlpha": 4
}
]
},
"depthStencilState": {
"depthTest": true,
"depthWrite": false,
"stencilTestFront": true,
"stencilFuncFront": 5,
"stencilPassOpFront": 2,
"stencilRefBack": 128,
"stencilRefFront": 128,
"stencilReadMaskBack": 128,
"stencilReadMaskFront": 128,
"stencilWriteMaskBack": 128,
"stencilWriteMaskFront": 128
}
},
{
"phase": "deferred-forward",
"propertyIndex": 0,
"program": "builtin-unlit|unlit-vs:vert|unlit-fs:frag"
}
]
},
{
"name": "transparent",
"passes": [
{
"program": "builtin-unlit|unlit-vs:vert|unlit-fs:frag",
"blendState": {
"targets": [
{
"blend": true,
"blendSrc": 2,
"blendDst": 4,
"blendDstAlpha": 4
}
]
},
"depthStencilState": {
"depthTest": true,
"depthWrite": false
},
"properties": {
"mainTexture": {
"value": "grey",
"type": 28
},
"tilingOffset": {
"type": 16,
"value": [
1,
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0
]
},
"mainColor": {
"linear": true,
"type": 16,
"value": [
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1,
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1
]
},
"colorScale": {
"type": 15,
"value": [
1,
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],
"handleInfo": [
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0,
15
]
},
"alphaThreshold": {
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"value": [
0.5
],
"handleInfo": [
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13
]
},
"color": {
"linear": true,
"type": 16,
"handleInfo": [
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0,
16
]
},
"colorScaleAndCutoff": {
"type": 16,
"value": [
1,
1,
1,
0.5
]
}
}
},
{
"phase": "planar-shadow",
"propertyIndex": 0,
"program": "builtin-unlit|planar-shadow-vs:vert|planar-shadow-fs:frag",
"blendState": {
"targets": [
{
"blend": true,
"blendSrc": 2,
"blendDst": 4,
"blendDstAlpha": 4
}
]
},
"depthStencilState": {
"depthTest": true,
"depthWrite": false,
"stencilTestFront": true,
"stencilFuncFront": 5,
"stencilPassOpFront": 2,
"stencilRefBack": 128,
"stencilRefFront": 128,
"stencilReadMaskBack": 128,
"stencilReadMaskFront": 128,
"stencilWriteMaskBack": 128,
"stencilWriteMaskFront": 128
}
},
{
"phase": "deferred-forward",
"propertyIndex": 0,
"program": "builtin-unlit|unlit-vs:vert|unlit-fs:frag",
"blendState": {
"targets": [
{
"blend": true,
"blendSrc": 2,
"blendDst": 4,
"blendDstAlpha": 4
}
]
},
"depthStencilState": {
"depthTest": true,
"depthWrite": false
}
}
]
},
{
"name": "add",
"passes": [
{
"program": "builtin-unlit|unlit-vs:vert|unlit-fs:frag",
"rasterizerState": {
"cullMode": 0
},
"blendState": {
"targets": [
{
"blend": true,
"blendSrc": 2,
"blendDst": 1,
"blendSrcAlpha": 2,
"blendDstAlpha": 1
}
]
},
"depthStencilState": {
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"depthWrite": false
},
"properties": {
"mainTexture": {
"value": "grey",
"type": 28
},
"tilingOffset": {
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"value": [
1,
1,
0,
0
]
},
"mainColor": {
"linear": true,
"type": 16,
"value": [
1,
1,
1,
1
]
},
"colorScale": {
"type": 15,
"value": [
1,
1,
1
],
"handleInfo": [
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},
"alphaThreshold": {
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],
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},
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}
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},
{
"phase": "deferred-forward",
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"program": "builtin-unlit|unlit-vs:vert|unlit-fs:frag",
"rasterizerState": {
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},
"blendState": {
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"blendDstAlpha": 1
}
]
},
"depthStencilState": {
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}
}
]
},
{
"name": "alpha-blend",
"passes": [
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"program": "builtin-unlit|unlit-vs:vert|unlit-fs:frag",
"rasterizerState": {
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},
"blendState": {
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}
]
},
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},
"properties": {
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},
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]
},
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},
"color": {
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}
}
},
{
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},
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"blend": true,
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"blendDstAlpha": 4
}
]
},
"depthStencilState": {
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}
}
]
}
]
]
],
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]