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- 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
375 行
57 KiB
JSON
375 行
57 KiB
JSON
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{
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"hash": 1811285614,
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"glsl4": {
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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}",
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"frag": "\nprecision highp float;\nprecision mediump int;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nvec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n #if defined(CC_USE_WGPU)\n return textureLod(tex, P, 0.0);\n #else\n return textureGrad(tex, P, dPdx, dPdy);\n #endif\n}\nvec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n #if defined(CC_USE_WGPU)\n return textureLod(tex, P, 0.0);\n #else\n return textureGrad(tex, P, dPdx, dPdy);\n #endif\n}\n#define int2 vec2\n#define float2 vec2\n#define float3 vec3\n#define float4 vec4\n#define FxaaBool3 bvec3\n#define FxaaInt2 vec2\n#define FxaaFloat2 vec2\n#define FxaaFloat3 vec3\n#define FxaaFloat4 vec4\n#define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n#define FxaaPow3(x, y) pow(x, y)\n#define FxaaSel3(f, t, b) mix((f), (t), (b))\n#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\nfloat4 FxaaTexLod0(sampler2D tex, float2 pos) {\n #if defined(CC_USE_WGPU)\n return textureLod(tex, pos.xy, 0.0);\n #else\n return texture(tex, pos.xy);\n #endif\n}\nfloat4 FxaaTexGrad(sampler2D tex, float2 pos, float2 grad) {\n return fragTextureGrad(tex, pos.xy, grad, grad);\n}\nfloat4 FxaaTexOff(sampler2D tex, float2 pos, int2 off, float2 rcpFrame) {\n return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n}\n#define FXAA_SRGB_ROP 0\n#ifndef FXAA_PRESET\n #define FXAA_PRESET 3\n#endif\n#if (FXAA_PRESET == 0)\n #define FXAA_EDGE_THRESHOLD (1.0/4.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)\n #define FXAA_SEARCH_STEPS 2\n #define FXAA_SEARCH_ACCELERATION 4\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 1\n #define FXAA_SUBPIX_CAP (2.0/3.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 1)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)\n #define FXAA_SEARCH_STEPS 4\n #define FXAA_SEARCH_ACCELERATION 3\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 2)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 8\n #define FXAA_SEARCH_ACCELERATION 2\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 3)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 16\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 4)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 24\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 5)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 32\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))\nfloat FxaaLuma(float3 rgb) {\n return rgb.y * (0.587/0.299) + rgb.x; }\nfloat3 FxaaLerp3(float3 a, float3 b, float amountOfA) {\n return (FxaaToFloat3(-amountOfA) * b) +\n ((a * FxaaToFloat3(amountOfA)) + b); }\nfloat3 FxaaFilterReturn(float3 rgb) {\n #if FXAA_SRGB_ROP\n return FxaaSel3(\n rgb * FxaaToFloat3(1.0/12.92),\n FxaaPow3(\n rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055),\n FxaaToFloat3(2.4)),\n rgb > FxaaToFloat3(0.04045));\n #else\n return rgb;\n #endif\n}\nfloat3 FxaaPixelShader(float2 pos, sampler2D tex, float2 rcpFrame) {\n float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz;\n float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz;\n float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz;\n float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz;\n float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz;\n float lumaN = FxaaLuma(rgbN);\n float lumaW = FxaaLuma(rgbW);\n float lumaM = FxaaLuma(rgbM);\n float lumaE = FxaaLuma(rgbE);\n float lumaS = FxaaLuma(rgbS);\n float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));\n float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));\n float range = rangeMax - rangeMin;\n #if FXAA_DEBUG\n float lumaO = lumaM / (1.0 + (0.587/0.299));\n #endif\n if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) {\n #if FXAA_DEBUG\n return FxaaFilterReturn(FxaaToFloat3(lumaO));\n #endif\n return FxaaFilterReturn(rgbM); }\n #if FXAA_SUBPIX > 0\n #if FXAA_SUBPIX_FASTER\n float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) *\n FxaaToFloat3(1.0/5.0);\n #else\n float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;\n #endif\n #endif\n #if FXAA_SUBPIX != 0\n float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;\n float rangeL = abs(lumaL - lumaM);\n #endif\n #if FXAA_SUBPIX == 1\n float blendL = max(0.0,\n (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;\n blendL = min(FXAA_SUBPIX_CAP, blendL);\n #endif\n #if FXAA_SUBPIX == 2\n float blendL = rangeL / range;\n #endif\n float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz;\n float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz;\n float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz;\n float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz;\n #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0)\n rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);\n rgbL *= FxaaToFloat3(1.0/9.0);\n #endif\n float lumaNW = FxaaLuma(rgbNW);\n float lumaNE = FxaaLuma(rgbNE);\n float lumaSW = FxaaLuma(rgbSW);\n float lumaSE = FxaaLuma(rgbSE);\n float edgeVert =\n abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +\n abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +\n abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));\n float edgeHorz =\n abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +\n abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +\n abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));\n bool horzSpan = edgeHorz >= edgeVert;\n float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;\n if(!horzSpan) lumaN = lumaW;\n if(!horzSpan) lumaS = lumaE;\n float gradientN = abs(lumaN - lumaM);\n float gradientS = abs(lumaS - lumaM);\n lumaN = (lumaN + lumaM) * 0.5;\n lumaS = (lumaS + lumaM) * 0.5;\n bool pairN = gradientN >= gradientS;\n if(!pairN) lumaN = lumaS;\n if(!pairN) gradientN = gradientS;\n if(!pairN) lengthSign *= -1.0;\n float2 posN;\n posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);\n posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);\n gradientN *= FXAA_SEARCH_THRESHOLD;\n float2 posP = posN;\n float2 offNP = horzSpan ?\n FxaaFloat2(rcpFrame.x, 0.0) :\n FxaaFloat2(0.0, rcpFrame.y);\n float lumaEndN = lumaN;\n float lumaEndP = lumaN;\n bool doneN = false;\n bool doneP = false;\n #if FXAA_SEARCH_ACCELERATION == 1\n posN += offNP * FxaaFloat2(-1.0, -1.0);\n posP += offNP * FxaaFloat2( 1.0, 1.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 2\n posN += offNP * FxaaFloat2(-1.5, -1.5);\n posP += offNP * FxaaFloat2( 1.5, 1.5);\n offNP *= FxaaFloat2(2.0, 2.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 3\n posN += offNP * FxaaFloat2(-2.0, -2.0);\n posP += offNP * FxaaFloat2( 2.0, 2.0);\n offNP *= FxaaFloat2(3.0, 3.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 4\n posN += offNP * FxaaFloat2(-2.5, -2.5);\n posP += offNP * FxaaFloat2( 2.5, 2.5);\n offNP *= FxaaFloat2(4.0, 4.0);\n #endif\n for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {\n #if FXAA_SEARCH_ACCELERATION == 1\n if(!doneN) lumaEndN =\n FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz);\n if(!doneP) lumaEndP =\n FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz);\n #else\n if(!doneN) lumaEndN =\n FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz);\n if(!doneP) lumaEndP =\n FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz);\n #endif\n doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);\n doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);\n if(doneN && doneP) break;\n if(!doneN) posN -= offNP;\n if(!doneP) posP += offNP; }\n float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;\n float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;\n bool directionN = dstN < dstP;\n lumaEndN = directionN ? lumaEndN : lumaEndP;\n if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))\n lengthSign = 0.0;\n float spanLength = (dstP + dstN);\n dstN = directionN ? dstN : dstP;\n float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;\n float3 rgbF = FxaaTexLod0(tex, FxaaFloat2(\n pos.x + (horzSpan ? 0.0 : subPixelOffset),\n pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;\n #if FXAA_SUBPIX == 0\n return FxaaFilterReturn(rgbF);\n #else\n return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL));\n #endif\n}\nlayout(set = 1, binding = 1) uniform fxaaUBO {\n vec4 texSize;\n};\nlayout(set = 1, binding = 2) uniform sampler2D sceneColorMap;\nlayout(location = 0) in vec2 v_uv;\nvec4 frag () {\n vec3 color = FxaaPixelShader(v_uv, sceneColorMap, texSize.zw);\n float alpha = texture(sceneColorMap, v_uv).a;\n return vec4(color, alpha);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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},
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"glsl3": {
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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}",
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"frag": "\nprecision highp float;\nprecision mediump int;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nvec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n #if defined(CC_USE_WGPU)\n return textureLod(tex, P, 0.0);\n #else\n return textureGrad(tex, P, dPdx, dPdy);\n #endif\n}\nvec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n #if defined(CC_USE_WGPU)\n return textureLod(tex, P, 0.0);\n #else\n return textureGrad(tex, P, dPdx, dPdy);\n #endif\n}\n#define int2 vec2\n#define float2 vec2\n#define float3 vec3\n#define float4 vec4\n#define FxaaBool3 bvec3\n#define FxaaInt2 vec2\n#define FxaaFloat2 vec2\n#define FxaaFloat3 vec3\n#define FxaaFloat4 vec4\n#define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n#define FxaaPow3(x, y) pow(x, y)\n#define FxaaSel3(f, t, b) mix((f), (t), (b))\n#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\nfloat4 FxaaTexLod0(sampler2D tex, float2 pos) {\n #if defined(CC_USE_WGPU)\n return textureLod(tex, pos.xy, 0.0);\n #else\n return texture(tex, pos.xy);\n #endif\n}\nfloat4 FxaaTexGrad(sampler2D tex, float2 pos, float2 grad) {\n return fragTextureGrad(tex, pos.xy, grad, grad);\n}\nfloat4 FxaaTexOff(sampler2D tex, float2 pos, int2 off, float2 rcpFrame) {\n return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n}\n#define FXAA_SRGB_ROP 0\n#ifndef FXAA_PRESET\n #define FXAA_PRESET 3\n#endif\n#if (FXAA_PRESET == 0)\n #define FXAA_EDGE_THRESHOLD (1.0/4.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)\n #define FXAA_SEARCH_STEPS 2\n #define FXAA_SEARCH_ACCELERATION 4\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 1\n #define FXAA_SUBPIX_CAP (2.0/3.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 1)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)\n #define FXAA_SEARCH_STEPS 4\n #define FXAA_SEARCH_ACCELERATION 3\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 2)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 8\n #define FXAA_SEARCH_ACCELERATION 2\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 3)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 16\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 4)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 24\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 5)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 32\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))\nfloat FxaaLuma(float3 rgb) {\n return rgb.y * (0.587/0.299) + rgb.x; }\nfloat3 FxaaLerp3(float3 a, float3 b, float amountOfA) {\n return (FxaaToFloat3(-amountOfA) * b) +\n ((a * FxaaToFloat3(amountOfA)) + b); }\nfloat3 FxaaFilterReturn(float3 rgb) {\n #if FXAA_SRGB_ROP\n return FxaaSel3(\n rgb * FxaaToFloat3(1.0/12.92),\n FxaaPow3(\n rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055),\n FxaaToFloat3(2.4)),\n rgb > FxaaToFloat3(0.04045));\n #else\n return rgb;\n #endif\n}\nfloat3 FxaaPixelShader(float2 pos, sampler2D tex, float2 rcpFrame) {\n float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz;\n float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz;\n float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz;\n float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz;\n float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz;\n float lumaN = FxaaLuma(rgbN);\n float lumaW = FxaaLuma(rgbW);\n float lumaM = FxaaLuma(rgbM);\n float lumaE = FxaaLuma(rgbE);\n float lumaS = FxaaLuma(rgbS);\n float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));\n float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));\n float range = rangeMax - rangeMin;\n #if FXAA_DEBUG\n float lumaO = lumaM / (1.0 + (0.587/0.299));\n #endif\n if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) {\n #if FXAA_DEBUG\n return FxaaFilterReturn(FxaaToFloat3(lumaO));\n #endif\n return FxaaFilterReturn(rgbM); }\n #if FXAA_SUBPIX > 0\n #if FXAA_SUBPIX_FASTER\n float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) *\n FxaaToFloat3(1.0/5.0);\n #else\n float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;\n #endif\n #endif\n #if FXAA_SUBPIX != 0\n float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;\n float rangeL = abs(lumaL - lumaM);\n #endif\n #if FXAA_SUBPIX == 1\n float blendL = max(0.0,\n (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;\n blendL = min(FXAA_SUBPIX_CAP, blendL);\n #endif\n #if FXAA_SUBPIX == 2\n float blendL = rangeL / range;\n #endif\n float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz;\n float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz;\n float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz;\n float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz;\n #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0)\n rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);\n rgbL *= FxaaToFloat3(1.0/9.0);\n #endif\n float lumaNW = FxaaLuma(rgbNW);\n float lumaNE = FxaaLuma(rgbNE);\n float lumaSW = FxaaLuma(rgbSW);\n float lumaSE = FxaaLuma(rgbSE);\n float edgeVert =\n abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +\n abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +\n abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));\n float edgeHorz =\n abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +\n abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +\n abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));\n bool horzSpan = edgeHorz >= edgeVert;\n float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;\n if(!horzSpan) lumaN = lumaW;\n if(!horzSpan) lumaS = lumaE;\n float gradientN = abs(lumaN - lumaM);\n float gradientS = abs(lumaS - lumaM);\n lumaN = (lumaN + lumaM) * 0.5;\n lumaS = (lumaS + lumaM) * 0.5;\n bool pairN = gradientN >= gradientS;\n if(!pairN) lumaN = lumaS;\n if(!pairN) gradientN = gradientS;\n if(!pairN) lengthSign *= -1.0;\n float2 posN;\n posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);\n posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);\n gradientN *= FXAA_SEARCH_THRESHOLD;\n float2 posP = posN;\n float2 offNP = horzSpan ?\n FxaaFloat2(rcpFrame.x, 0.0) :\n FxaaFloat2(0.0, rcpFrame.y);\n float lumaEndN = lumaN;\n float lumaEndP = lumaN;\n bool doneN = false;\n bool doneP = false;\n #if FXAA_SEARCH_ACCELERATION == 1\n posN += offNP * FxaaFloat2(-1.0, -1.0);\n posP += offNP * FxaaFloat2( 1.0, 1.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 2\n posN += offNP * FxaaFloat2(-1.5, -1.5);\n posP += offNP * FxaaFloat2( 1.5, 1.5);\n offNP *= FxaaFloat2(2.0, 2.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 3\n posN += offNP * FxaaFloat2(-2.0, -2.0);\n posP += offNP * FxaaFloat2( 2.0, 2.0);\n offNP *= FxaaFloat2(3.0, 3.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 4\n posN += offNP * FxaaFloat2(-2.5, -2.5);\n posP += offNP * FxaaFloat2( 2.5, 2.5);\n offNP *= FxaaFloat2(4.0, 4.0);\n #endif\n for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {\n #if FXAA_SEARCH_ACCELERATION == 1\n if(!doneN) lumaEndN =\n FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz);\n if(!doneP) lumaEndP =\n FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz);\n #else\n if(!doneN) lumaEndN =\n FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz);\n if(!doneP) lumaEndP =\n FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz);\n #endif\n doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);\n doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);\n if(doneN && doneP) break;\n if(!doneN) posN -= offNP;\n if(!doneP) posP += offNP; }\n float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;\n float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;\n bool directionN = dstN < dstP;\n lumaEndN = directionN ? lumaEndN : lumaEndP;\n if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))\n lengthSign = 0.0;\n float spanLength = (dstP + dstN);\n dstN = directionN ? dstN : dstP;\n float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;\n float3 rgbF = FxaaTexLod0(tex, FxaaFloat2(\n pos.x + (horzSpan ? 0.0 : subPixelOffset),\n pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;\n #if FXAA_SUBPIX == 0\n return FxaaFilterReturn(rgbF);\n #else\n return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL));\n #endif\n}\nlayout(std140) uniform fxaaUBO {\n vec4 texSize;\n};\nuniform sampler2D sceneColorMap;\nin vec2 v_uv;\nvec4 frag () {\n vec3 color = FxaaPixelShader(v_uv, sceneColorMap, texSize.zw);\n float alpha = texture(sceneColorMap, v_uv).a;\n return vec4(color, alpha);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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},
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"glsl1": {
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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}",
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"frag": "\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\nprecision highp float;\nprecision mediump int;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nvec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n #ifdef GL_EXT_shader_texture_lod\n return texture2DGradEXT(tex, P, dPdx, dPdy);\n #else\n return texture2D(tex, P);\n #endif\n}\nvec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n #ifdef GL_EXT_shader_texture_lod\n return textureCubeGradEXT(tex, P, dPdx, dPdy);\n #else\n return textureCube(tex, P);\n #endif\n}\n#define int2 vec2\n#define float2 vec2\n#define float3 vec3\n#define float4 vec4\n#define FxaaBool3 bvec3\n#define FxaaInt2 vec2\n#define FxaaFloat2 vec2\n#define FxaaFloat3 vec3\n#define FxaaFloat4 vec4\n#define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n#define FxaaPow3(x, y) pow(x, y)\n#define FxaaSel3(f, t, b) mix((f), (t), (b))\n#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\nfloat4 FxaaTexLod0(sampler2D tex, float2 pos) {\n #if defined(CC_USE_WGPU)\n return texture2DLod(tex, pos.xy, 0.0);\n #else\n return texture2D(tex, pos.xy);\n #endif\n}\nfloat4 FxaaTexGrad(sampler2D tex, float2 pos, float2 grad) {\n return fragTextureGrad(tex, pos.xy, grad, grad);\n}\nfloat4 FxaaTexOff(sampler2D tex, float2 pos, int2 off, float2 rcpFrame) {\n return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n}\n#define FXAA_SRGB_ROP 0\n#ifndef FXAA_PRESET\n #define FXAA_PRESET 3\n#endif\n#if (FXAA_PRESET == 0)\n #define FXAA_EDGE_THRESHOLD (1.0/4.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0)\n #define FXAA_SEARCH_STEPS 2\n #define FXAA_SEARCH_ACCELERATION 4\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 1\n #define FXAA_SUBPIX_CAP (2.0/3.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 1)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)\n #define FXAA_SEARCH_STEPS 4\n #define FXAA_SEARCH_ACCELERATION 3\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 2)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 8\n #define FXAA_SEARCH_ACCELERATION 2\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 3)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 16\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 4)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 24\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#if (FXAA_PRESET == 5)\n #define FXAA_EDGE_THRESHOLD (1.0/8.0)\n #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)\n #define FXAA_SEARCH_STEPS 32\n #define FXAA_SEARCH_ACCELERATION 1\n #define FXAA_SEARCH_THRESHOLD (1.0/4.0)\n #define FXAA_SUBPIX 1\n #define FXAA_SUBPIX_FASTER 0\n #define FXAA_SUBPIX_CAP (3.0/4.0)\n #define FXAA_SUBPIX_TRIM (1.0/4.0)\n#endif\n#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))\nfloat FxaaLuma(float3 rgb) {\n return rgb.y * (0.587/0.299) + rgb.x; }\nfloat3 FxaaLerp3(float3 a, float3 b, float amountOfA) {\n return (FxaaToFloat3(-amountOfA) * b) +\n ((a * FxaaToFloat3(amountOfA)) + b); }\nfloat3 FxaaFilterReturn(float3 rgb) {\n #if FXAA_SRGB_ROP\n return FxaaSel3(\n rgb * FxaaToFloat3(1.0/12.92),\n FxaaPow3(\n rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055),\n FxaaToFloat3(2.4)),\n rgb > FxaaToFloat3(0.04045));\n #else\n return rgb;\n #endif\n}\nfloat3 FxaaPixelShader(float2 pos, sampler2D tex, float2 rcpFrame) {\n float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz;\n float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz;\n float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz;\n float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz;\n float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz;\n float lumaN = FxaaLuma(rgbN);\n float lumaW = FxaaLuma(rgbW);\n float lumaM = FxaaLuma(rgbM);\n float lumaE = FxaaLuma(rgbE);\n float lumaS = FxaaLuma(rgbS);\n float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));\n float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));\n float range = rangeMax - rangeMin;\n #if FXAA_DEBUG\n float lumaO = lumaM / (1.0 + (0.587/0.299));\n #endif\n if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) {\n #if FXAA_DEBUG\n return FxaaFilterReturn(FxaaToFloat3(lumaO));\n #endif\n return FxaaFilterReturn(rgbM); }\n #if FXAA_SUBPIX > 0\n #if FXAA_SUBPIX_FASTER\n float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) *\n FxaaToFloat3(1.0/5.0);\n #else\n float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;\n #endif\n #endif\n #if FXAA_SUBPIX != 0\n float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;\n float rangeL = abs(lumaL - lumaM);\n #endif\n #if FXAA_SUBPIX == 1\n float blendL = max(0.0,\n (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;\n blendL = min(FXAA_SUBPIX_CAP, blendL);\n #endif\n #if FXAA_SUBPIX == 2\n float blendL = rangeL / range;\n #endif\n float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz;\n float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz;\n float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz;\n float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz;\n #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0)\n rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);\n rgbL *= FxaaToFloat3(1.0/9.0);\n #endif\n float lumaNW = FxaaLuma(rgbNW);\n float lumaNE = FxaaLuma(rgbNE);\n float lumaSW = FxaaLuma(rgbSW);\n float lumaSE = FxaaLuma(rgbSE);\n float edgeVert =\n abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +\n abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +\n abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));\n float edgeHorz =\n abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +\n abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +\n abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));\n bool horzSpan = edgeHorz >= edgeVert;\n float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;\n if(!horzSpan) lumaN = lumaW;\n if(!horzSpan) lumaS = lumaE;\n float gradientN = abs(lumaN - lumaM);\n float gradientS = abs(lumaS - lumaM);\n lumaN = (lumaN + lumaM) * 0.5;\n lumaS = (lumaS + lumaM) * 0.5;\n bool pairN = gradientN >= gradientS;\n if(!pairN) lumaN = lumaS;\n if(!pairN) gradientN = gradientS;\n if(!pairN) lengthSign *= -1.0;\n float2 posN;\n posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);\n posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);\n gradientN *= FXAA_SEARCH_THRESHOLD;\n float2 posP = posN;\n float2 offNP = horzSpan ?\n FxaaFloat2(rcpFrame.x, 0.0) :\n FxaaFloat2(0.0, rcpFrame.y);\n float lumaEndN = lumaN;\n float lumaEndP = lumaN;\n bool doneN = false;\n bool doneP = false;\n #if FXAA_SEARCH_ACCELERATION == 1\n posN += offNP * FxaaFloat2(-1.0, -1.0);\n posP += offNP * FxaaFloat2( 1.0, 1.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 2\n posN += offNP * FxaaFloat2(-1.5, -1.5);\n posP += offNP * FxaaFloat2( 1.5, 1.5);\n offNP *= FxaaFloat2(2.0, 2.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 3\n posN += offNP * FxaaFloat2(-2.0, -2.0);\n posP += offNP * FxaaFloat2( 2.0, 2.0);\n offNP *= FxaaFloat2(3.0, 3.0);\n #endif\n #if FXAA_SEARCH_ACCELERATION == 4\n posN += offNP * FxaaFloat2(-2.5, -2.5);\n posP += offNP * FxaaFloat2( 2.5, 2.5);\n offNP *= FxaaFloat2(4.0, 4.0);\n #endif\n for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {\n #if FXAA_SEARCH_ACCELERATION == 1\n if(!doneN) lumaEndN =\n FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz);\n if(!doneP) lumaEndP =\n FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz);\n #else\n if(!doneN) lumaEndN =\n FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz);\n if(!doneP) lumaEndP =\n FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz);\n #endif\n doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);\n doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);\n if(doneN && doneP) break;\n if(!doneN) posN -= offNP;\n if(!doneP) posP += offNP; }\n float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;\n float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;\n bool directionN = dstN < dstP;\n lumaEndN = directionN ? lumaEndN : lumaEndP;\n if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))\n lengthSign = 0.0;\n float spanLength = (dstP + dstN);\n dstN = directionN ? dstN : dstP;\n float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;\n float3 rgbF = FxaaTexLod0(tex, FxaaFloat2(\n pos.x + (horzSpan ? 0.0 : subPixelOffset),\n pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;\n #if FXAA_SUBPIX == 0\n return FxaaFilterReturn(rgbF);\n #else\n return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL));\n #endif\n}\n uniform vec4 texSize;\nuniform sampler2D sceneColorMap;\nvarying vec2 v_uv;\nvec4 frag () {\n vec3 color = FxaaPixelShader(v_uv, sceneColorMap, texSize.zw);\n float alpha = texture2D(sceneColorMap, v_uv).a;\n return vec4(color, alpha);\n}\nvoid main() { gl_FragColor = frag(); }"
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},
|
|
"builtins": {
|
|
"globals": {
|
|
"blocks": [],
|
|
"samplerTextures": [],
|
|
"buffers": [],
|
|
"images": []
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|
},
|
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"locals": {
|
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"blocks": [],
|
|
"samplerTextures": [],
|
|
"buffers": [],
|
|
"images": []
|
|
},
|
|
"statistics": {
|
|
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 1,
|
|
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 1
|
|
}
|
|
},
|
|
"defines": [
|
|
{
|
|
"name": "USE_INSTANCING",
|
|
"type": "boolean",
|
|
"defines": [],
|
|
"editor": {
|
|
"elevated": true
|
|
}
|
|
},
|
|
{
|
|
"name": "CC_USE_SKINNING",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CC_USE_BAKED_ANIMATION",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"USE_INSTANCING"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_USE_LIGHTMAP",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"USE_INSTANCING"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_USE_REFLECTION_PROBE",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"USE_INSTANCING"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_RECEIVE_SHADOW",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"USE_INSTANCING"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_USE_LIGHT_PROBE",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"USE_INSTANCING"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_USE_MORPH",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "FXAA_DEBUG",
|
|
"type": "boolean",
|
|
"defines": []
|
|
}
|
|
],
|
|
"name": "pipeline/post-process/fxaa-hq1|fxaa-vs|fxaa-edge-fs:frag"
|
|
}
|
|
],
|
|
"combinations": [],
|
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"hideInEditor": false
|
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} |