lawless/client/library/10/10f0d9bc-5c9e-4216-9a94-f3a2ff53bb5f.json
徐勤民 521603a899
一些检测仍在等待运行
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refactor(client): 删除游戏核心管理器和场景脚本
- 移除 ConfigManager 配置管理器类
- 移除 GameManager 全局单例管理器类
- 移除 NetworkManager 网络连接管理器类
- 移除 CharacterData 和 ItemData 数据模型类
- 移除 BagScene、BattleScene、LobbyScene 等场景脚本
- 移除 EncounterBubble 和 EventFeedPanel UI组件脚本
- 更新代理邀请文档中的服务器连接方式
- 更新同步状态表格中的代理任务分配信息
- 添加 MiMo 任务完成总结和审查修复记录
2026-07-03 21:34:51 +08:00

1436 行
81 KiB
JSON

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"frag": "\nprecision highp float;\nin vec2 v_uv;\nlayout(std140) uniform BloomUBO {\n mediump vec4 bloomParams;\n};\nuniform sampler2D inputTexture;\nlayout(location = 0)out vec4 fragColor;\nfloat luminance(vec3 color) {\n return dot(color, vec3(0.3, 0.5, 0.2));\n}\nvoid main() {\n vec4 color = texture(inputTexture, v_uv);\n float contribute = step(bloomParams.z, luminance(color.rgb));\n contribute *= mix(1.0, step(253.0 / 255.0, color.a), bloomParams.w);\n fragColor = vec4(color.xyz * contribute, 1.0);\n}"
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"glsl4": {
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 1, binding = 0) uniform Pipeline {\n vec4 g_platform;\n};\nlayout(location = 0) out vec2 v_uv;\nvoid main() {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n (v_uv).y = (g_platform.w > 1.0 ? 1.0-(v_uv).y : (v_uv).y);\n}",
"frag": "\nprecision highp float;\nlayout(location = 0) in vec2 v_uv;\nlayout(set = 1, binding = 1) uniform BloomTexUBO {\n mediump vec4 bloomTexSize;\n};\nlayout(set = 1, binding = 2) uniform sampler2D bloomTexture;\nlayout(location = 0)out vec4 fragColor;\nvec3 downsample4taps(vec2 uv, vec2 halfpixel) {\n vec3 sum = texture(bloomTexture, uv + vec2(-halfpixel.x, halfpixel.y)).xyz;\n sum += texture(bloomTexture, uv + vec2(halfpixel.x, halfpixel.y)).xyz;\n sum += texture(bloomTexture, uv + vec2(halfpixel.x, - halfpixel.y)).xyz;\n sum += texture(bloomTexture, uv + vec2(-halfpixel.x, - halfpixel.y)).xyz;\n return sum / 4.0;\n}\nvoid main()\n{\n vec3 result = downsample4taps(v_uv, 1.0 / bloomTexSize.xy).rgb;\n fragColor = vec4(result, 1.0);\n}"
},
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"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform Pipeline {\n vec4 g_platform;\n};\nout vec2 v_uv;\nvoid main() {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n (v_uv).y = (g_platform.w > 1.0 ? 1.0-(v_uv).y : (v_uv).y);\n}",
"frag": "\nprecision highp float;\nin vec2 v_uv;\nlayout(std140) uniform BloomTexUBO {\n mediump vec4 bloomTexSize;\n};\nuniform sampler2D bloomTexture;\nlayout(location = 0)out vec4 fragColor;\nvec3 downsample4taps(vec2 uv, vec2 halfpixel) {\n vec3 sum = texture(bloomTexture, uv + vec2(-halfpixel.x, halfpixel.y)).xyz;\n sum += texture(bloomTexture, uv + vec2(halfpixel.x, halfpixel.y)).xyz;\n sum += texture(bloomTexture, uv + vec2(halfpixel.x, - halfpixel.y)).xyz;\n sum += texture(bloomTexture, uv + vec2(-halfpixel.x, - halfpixel.y)).xyz;\n return sum / 4.0;\n}\nvoid main()\n{\n vec3 result = downsample4taps(v_uv, 1.0 / bloomTexSize.xy).rgb;\n fragColor = vec4(result, 1.0);\n}"
},
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"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n attribute vec4 a_joints;\n attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n attribute highp vec4 a_jointAnimInfo;\n #endif\n attribute vec4 a_matWorld0;\n attribute vec4 a_matWorld1;\n attribute vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n attribute vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\n uniform vec4 g_platform;\nvarying vec2 v_uv;\nvoid main() {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n (v_uv).y = (g_platform.w > 1.0 ? 1.0-(v_uv).y : (v_uv).y);\n}",
"frag": "\nprecision highp float;\nvarying vec2 v_uv;\n uniform mediump vec4 bloomTexSize;\nuniform sampler2D bloomTexture;\nvec3 downsample4taps(vec2 uv, vec2 halfpixel) {\n vec3 sum = texture2D(bloomTexture, uv + vec2(-halfpixel.x, halfpixel.y)).xyz;\n sum += texture2D(bloomTexture, uv + vec2(halfpixel.x, halfpixel.y)).xyz;\n sum += texture2D(bloomTexture, uv + vec2(halfpixel.x, - halfpixel.y)).xyz;\n sum += texture2D(bloomTexture, uv + vec2(-halfpixel.x, - halfpixel.y)).xyz;\n return sum / 4.0;\n}\nvoid main()\n{\n vec3 result = downsample4taps(v_uv, 1.0 / bloomTexSize.xy).rgb;\n gl_FragColor = vec4(result, 1.0);\n}"
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"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 1, binding = 0) uniform Pipeline {\n vec4 g_platform;\n};\nlayout(location = 0) out vec2 v_uv;\nvoid main() {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n (v_uv).y = (g_platform.w > 1.0 ? 1.0-(v_uv).y : (v_uv).y);\n}",
"frag": "\nprecision highp float;\nlayout(location = 0) in vec2 v_uv;\nlayout(set = 1, binding = 1) uniform BloomTexUBO {\n mediump vec4 bloomTexSize;\n};\nlayout(set = 1, binding = 2) uniform sampler2D bloomTexture;\nlayout(location = 0)out vec4 fragColor;\nvec3 upsample(vec2 uv, vec2 halfpixel) {\n vec3 sum = texture(bloomTexture, uv + vec2(-halfpixel.x * 2.0, 0.0)).xyz;\n sum += texture(bloomTexture, uv + vec2(-halfpixel.x, halfpixel.y)).xyz * 2.0;\n sum += texture(bloomTexture, uv + vec2(0.0, halfpixel.y * 2.0)).xyz;\n sum += texture(bloomTexture, uv + vec2(halfpixel.x, halfpixel.y)).xyz * 2.0;\n sum += texture(bloomTexture, uv + vec2(halfpixel.x * 2.0, 0.0)).xyz;\n sum += texture(bloomTexture, uv + vec2(halfpixel.x, - halfpixel.y)).xyz * 2.0;\n sum += texture(bloomTexture, uv + vec2(0.0, - halfpixel.y * 2.0)).xyz;\n sum += texture(bloomTexture, uv + vec2(-halfpixel.x, - halfpixel.y)).xyz * 2.0;\n return sum / 12.0;\n}\nvoid main() {\n vec3 result = upsample(v_uv, 0.5 / bloomTexSize.xy).rgb;\n fragColor = vec4(result, 1.0);\n}"
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"frag": "\nprecision highp float;\nin vec2 v_uv;\nlayout(std140) uniform BloomTexUBO {\n mediump vec4 bloomTexSize;\n};\nuniform sampler2D bloomTexture;\nlayout(location = 0)out vec4 fragColor;\nvec3 upsample(vec2 uv, vec2 halfpixel) {\n vec3 sum = texture(bloomTexture, uv + vec2(-halfpixel.x * 2.0, 0.0)).xyz;\n sum += texture(bloomTexture, uv + vec2(-halfpixel.x, halfpixel.y)).xyz * 2.0;\n sum += texture(bloomTexture, uv + vec2(0.0, halfpixel.y * 2.0)).xyz;\n sum += texture(bloomTexture, uv + vec2(halfpixel.x, halfpixel.y)).xyz * 2.0;\n sum += texture(bloomTexture, uv + vec2(halfpixel.x * 2.0, 0.0)).xyz;\n sum += texture(bloomTexture, uv + vec2(halfpixel.x, - halfpixel.y)).xyz * 2.0;\n sum += texture(bloomTexture, uv + vec2(0.0, - halfpixel.y * 2.0)).xyz;\n sum += texture(bloomTexture, uv + vec2(-halfpixel.x, - halfpixel.y)).xyz * 2.0;\n return sum / 12.0;\n}\nvoid main() {\n vec3 result = upsample(v_uv, 0.5 / bloomTexSize.xy).rgb;\n fragColor = vec4(result, 1.0);\n}"
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{
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}
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"hash": 4038118176,
"glsl4": {
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 1, binding = 0) uniform Pipeline {\n vec4 g_platform;\n};\nlayout(location = 0) out vec2 v_uv;\nvoid main() {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n (v_uv).y = (g_platform.w > 1.0 ? 1.0-(v_uv).y : (v_uv).y);\n}",
"frag": "\nprecision highp float;\nlayout(location = 0) in vec2 v_uv;\nlayout(set = 1, binding = 1) uniform BloomUBO {\n mediump vec4 bloomParams;\n};\nlayout(set = 1, binding = 2) uniform sampler2D bloomTexture;\nlayout(location = 0)out vec4 fragColor;\nvoid main() {\n vec3 bloomColor = texture(bloomTexture, v_uv).rgb * bloomParams.w;\n fragColor = vec4(bloomColor, 0);\n}"
},
"glsl3": {
"vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform Pipeline {\n vec4 g_platform;\n};\nout vec2 v_uv;\nvoid main() {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n (v_uv).y = (g_platform.w > 1.0 ? 1.0-(v_uv).y : (v_uv).y);\n}",
"frag": "\nprecision highp float;\nin vec2 v_uv;\nlayout(std140) uniform BloomUBO {\n mediump vec4 bloomParams;\n};\nuniform sampler2D bloomTexture;\nlayout(location = 0)out vec4 fragColor;\nvoid main() {\n vec3 bloomColor = texture(bloomTexture, v_uv).rgb * bloomParams.w;\n fragColor = vec4(bloomColor, 0);\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#endif\n uniform vec4 g_platform;\nvarying vec2 v_uv;\nvoid main() {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n (v_uv).y = (g_platform.w > 1.0 ? 1.0-(v_uv).y : (v_uv).y);\n}",
"frag": "\nprecision highp float;\nvarying vec2 v_uv;\n uniform mediump vec4 bloomParams;\nuniform sampler2D bloomTexture;\nvoid main() {\n vec3 bloomColor = texture2D(bloomTexture, v_uv).rgb * bloomParams.w;\n gl_FragColor = vec4(bloomColor, 0);\n}"
},
"builtins": {
"globals": {
"blocks": [],
"samplerTextures": [],
"buffers": [],
"images": []
},
"locals": {
"blocks": [],
"samplerTextures": [],
"buffers": [],
"images": []
},
"statistics": {
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 1,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 1
}
},
"defines": [
{
"name": "USE_INSTANCING",
"type": "boolean",
"defines": [],
"editor": {
"elevated": true
}
},
{
"name": "CC_USE_SKINNING",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_BAKED_ANIMATION",
"type": "boolean",
"defines": [
"USE_INSTANCING"
]
},
{
"name": "CC_USE_LIGHTMAP",
"type": "boolean",
"defines": [
"USE_INSTANCING"
]
},
{
"name": "CC_USE_REFLECTION_PROBE",
"type": "boolean",
"defines": [
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]
},
{
"name": "CC_RECEIVE_SHADOW",
"type": "boolean",
"defines": [
"USE_INSTANCING"
]
},
{
"name": "CC_USE_LIGHT_PROBE",
"type": "boolean",
"defines": [
"USE_INSTANCING"
]
},
{
"name": "CC_USE_MORPH",
"type": "boolean",
"defines": []
}
],
"name": "pipeline/post-process/bloom-kawase-dual|bloom-vs|combine-fs"
}
],
"combinations": [],
"hideInEditor": false
}