03ccd410a.json 18 KB

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cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#if USE_LOCAL\n layout(std140) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\n };\n#endif\n#if SAMPLE_FROM_RT\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\n#endif\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nout vec4 color;\nout vec3 uv0;\nvec4 vert () {\n vec4 pos = vec4(a_position, 1);\n #if USE_LOCAL\n pos = cc_matWorld * pos;\n #endif\n #if USE_PIXEL_ALIGNMENT\n pos = cc_matView * pos;\n pos.xyz = floor(pos.xyz);\n pos = cc_matProj * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n float id = mod(a_texCoord.x,10.0);\n uv0.x = (a_texCoord.x - id)*0.000001;\n uv0.y = a_texCoord.y;\n uv0.z = id;\n #if SAMPLE_FROM_RT\n uv0.xy = cc_cameraPos.w > 1.0 ? vec2(uv0.xy.x, 1.0 - uv0.xy.y) : uv0.xy;\n #endif\n color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture(tex, uv);\n#endif\n}\n#if USE_ALPHA_TEST\n layout(std140) uniform ALPHA_TEST_DATA {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 color;\n#if USE_TEXTURE\n in vec3 uv0;\n uniform sampler2D texture0;\n uniform sampler2D texture1;\n uniform sampler2D texture2;\n uniform sampler2D texture3;\n uniform sampler2D texture4;\n uniform sampler2D texture5;\n uniform sampler2D texture6;\n uniform sampler2D texture7;\n#endif\nvec4 frag () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n if(uv0.z<0.5)\n o *= CCSampleWithAlphaSeparated(texture0, uv0.xy);\n else if(uv0.z<1.5)\n o *= CCSampleWithAlphaSeparated(texture1, uv0.xy);\n else if(uv0.z<2.5)\n o *= CCSampleWithAlphaSeparated(texture2, uv0.xy);\n else if(uv0.z<3.5)\n o *= CCSampleWithAlphaSeparated(texture3, uv0.xy);\n else if(uv0.z<4.5)\n o *= CCSampleWithAlphaSeparated(texture4, uv0.xy);\n else if(uv0.z<5.5)\n o *= CCSampleWithAlphaSeparated(texture5, uv0.xy);\n else if(uv0.z<6.5)\n o *= CCSampleWithAlphaSeparated(texture6, uv0.xy);\n else\n o *= CCSampleWithAlphaSeparated(texture7, uv0.xy);\n #if IS_GRAY\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n o.r = o.g = o.b = gray;\n #endif\n #endif\n o *= color;\n ALPHA_TEST(o);\n return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"},"glsl1":{"vert":"\nprecision highp float;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matProj;\n uniform highp mat4 cc_matViewProj;\n uniform highp vec4 cc_cameraPos;\n#if USE_LOCAL\n uniform highp mat4 cc_matWorld;\n#endif\n#if SAMPLE_FROM_RT\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\n#endif\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nvarying vec4 color;\nvarying vec3 uv0;\nvec4 vert () {\n vec4 pos = vec4(a_position, 1);\n #if USE_LOCAL\n pos = cc_matWorld * pos;\n #endif\n #if USE_PIXEL_ALIGNMENT\n pos = cc_matView * pos;\n pos.xyz = floor(pos.xyz);\n pos = cc_matProj * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n float id = mod(a_texCoord.x,10.0);\n uv0.x = (a_texCoord.x - id)*0.000001;\n uv0.y = a_texCoord.y;\n uv0.z = id;\n #if SAMPLE_FROM_RT\n uv0.xy = cc_cameraPos.w > 1.0 ? vec2(uv0.xy.x, 1.0 - uv0.xy.y) : uv0.xy;\n #endif\n color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture2D(tex, uv).rgb, texture2D(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture2D(tex, uv);\n#endif\n}\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 color;\n#if USE_TEXTURE\n varying vec3 uv0;\n uniform sampler2D texture0;\n uniform sampler2D texture1;\n uniform sampler2D texture2;\n uniform sampler2D texture3;\n uniform sampler2D texture4;\n uniform sampler2D texture5;\n uniform sampler2D texture6;\n uniform sampler2D texture7;\n#endif\nvec4 frag () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n if(uv0.z<0.5)\n o *= CCSampleWithAlphaSeparated(texture0, uv0.xy);\n else if(uv0.z<1.5)\n o *= CCSampleWithAlphaSeparated(texture1, uv0.xy);\n else if(uv0.z<2.5)\n o *= CCSampleWithAlphaSeparated(texture2, uv0.xy);\n else if(uv0.z<3.5)\n o *= CCSampleWithAlphaSeparated(texture3, uv0.xy);\n else if(uv0.z<4.5)\n o *= CCSampleWithAlphaSeparated(texture4, uv0.xy);\n else if(uv0.z<5.5)\n o *= CCSampleWithAlphaSeparated(texture5, uv0.xy);\n else if(uv0.z<6.5)\n o *= CCSampleWithAlphaSeparated(texture6, uv0.xy);\n else\n o *= CCSampleWithAlphaSeparated(texture7, uv0.xy);\n #if IS_GRAY\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n o.r = o.g = o.b = gray;\n #endif\n #endif\n o *= color;\n ALPHA_TEST(o);\n return o;\n}\nvoid main() { gl_FragColor = frag(); 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