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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 int getVertexId() {\n return gl_VertexIndex;\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(set = 2, binding = 4) uniform CCMorph {\n vec4 cc_displacementWeights[15];\n vec4 cc_displacementTextureInfo;\n };\n #if CC_MORPH_TARGET_HAS_POSITION\n layout(set = 2, binding = 8) uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n layout(set = 2, binding = 9) uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n layout(set = 2, binding = 10) 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 y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n ivec2 texSize = textureSize(tex, 0);\n return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture(tex, x)),\n decode32(texture(tex, y)),\n decode32(texture(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n layout(set = 2, binding = 3) uniform CCSkinningTexture {\n highp vec4 cc_jointTextureInfo;\n };\n layout(set = 2, binding = 2) uniform CCSkinningAnimation {\n highp vec4 cc_jointAnimInfo;\n };\n layout(set = 2, binding = 7) uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n layout(set = 2, binding = 7) uniform highp sampler2D cc_realtimeJoint;\n #else\n layout(set = 2, binding = 3) uniform CCSkinning {\n highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n };\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\nlayout(set = 0, binding = 0) 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(set = 0, binding = 1) 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 !USE_INSTANCING\n layout(set = 2, binding = 0) 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\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n vec3 scale = 1.0 / vec3(length(a_matWorld0.xyz), length(a_matWorld1.xyz), length(a_matWorld2.xyz));\n vec3 scale2 = scale * scale;\n matWorldIT = mat4(\n vec4(a_matWorld0.xyz * scale2.x, 0.0),\n vec4(a_matWorld1.xyz * scale2.y, 0.0),\n vec4(a_matWorld2.xyz * scale2.z, 0.0),\n vec4(0.0, 0.0, 0.0, 1.0)\n );\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\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 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 }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n#if !CC_USE_ACCURATE_FOG\nlayout(location = 0) out mediump float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\nlayout(location = 1) out highp vec4 v_shadowPos;\nlayout(set = 0, binding = 2) 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};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n layout(set = 0, binding = 3) uniform CCCSM {\n highp vec4 cc_csmViewDir0[4];\n highp vec4 cc_csmViewDir1[4];\n highp vec4 cc_csmViewDir2[4];\n highp vec4 cc_csmAtlas[4];\n highp mat4 cc_matCSMViewProj[4];\n highp vec4 cc_csmProjDepthInfo[4];\n highp vec4 cc_csmProjInfo[4];\n highp vec4 cc_csmSplitsInfo;\n };\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\n#if CC_RECEIVE_SHADOW\n layout(set = 0, binding = 4) uniform highp sampler2D cc_shadowMap;\n layout(set = 0, binding = 6) uniform highp sampler2D cc_spotShadowMap;\n #define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n #else\n #endif\n#endif\n#if CC_RECEIVE_SHADOW\n#endif\nlayout(location = 17) in vec4 a_color;\n#if HAS_SECOND_UV\n layout(location = 18) in vec2 a_texCoord1;\n#endif\nlayout(location = 2) out vec3 v_position;\nlayout(location = 3) out vec3 v_normal;\nlayout(location = 4) out vec3 v_tangent;\nlayout(location = 5) out vec3 v_bitangent;\nlayout(location = 6) out vec2 v_uv;\nlayout(location = 7) out vec2 v_uv1;\nlayout(location = 8) out vec4 v_color;\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n vec4 pos = matWorld * In.position;\n v_position = pos.xyz;\n v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n v_uv = a_texCoord;\n #if HAS_SECOND_UV\n v_uv1 = a_texCoord1;\n #endif\n v_color = a_color;\n CC_TRANSFER_FOG(pos);\n v_shadowPos = cc_matLightViewProj * pos;\n return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }",
- "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) 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(set = 0, binding = 1) 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}\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 }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n\tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nlayout(location = 0) in mediump float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n float factor;\n CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n float factor = v_fog_factor;\n#endif\n CC_APPLY_FOG_BASE(color, factor);\n}\nlayout(location = 6) in vec2 v_uv;\nlayout(location = 2) in vec3 v_position;\nlayout(set = 1, binding = 1) uniform sampler2D mainTexture;\nlayout(set = 1, binding = 0) uniform Constant {\n vec4 mainColor;\n};\nvec4 frag () {\n vec4 col = mainColor * texture(mainTexture, v_uv);\n CC_APPLY_FOG(col, v_position);\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
- },
- "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 y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n ivec2 texSize = textureSize(tex, 0);\n return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture(tex, x)),\n decode32(texture(tex, y)),\n decode32(texture(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n layout(std140) uniform CCSkinningTexture {\n highp vec4 cc_jointTextureInfo;\n };\n layout(std140) uniform CCSkinningAnimation {\n highp vec4 cc_jointAnimInfo;\n };\n uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n uniform highp sampler2D cc_realtimeJoint;\n #else\n layout(std140) uniform CCSkinning {\n highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n };\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\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 !USE_INSTANCING\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\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n vec3 scale = 1.0 / vec3(length(a_matWorld0.xyz), length(a_matWorld1.xyz), length(a_matWorld2.xyz));\n vec3 scale2 = scale * scale;\n matWorldIT = mat4(\n vec4(a_matWorld0.xyz * scale2.x, 0.0),\n vec4(a_matWorld1.xyz * scale2.y, 0.0),\n vec4(a_matWorld2.xyz * scale2.z, 0.0),\n vec4(0.0, 0.0, 0.0, 1.0)\n );\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\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 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 }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n#if !CC_USE_ACCURATE_FOG\nout mediump float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\nout highp vec4 v_shadowPos;\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};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n layout(std140) uniform CCCSM {\n highp vec4 cc_csmViewDir0[4];\n highp vec4 cc_csmViewDir1[4];\n highp vec4 cc_csmViewDir2[4];\n highp vec4 cc_csmAtlas[4];\n highp mat4 cc_matCSMViewProj[4];\n highp vec4 cc_csmProjDepthInfo[4];\n highp vec4 cc_csmProjInfo[4];\n highp vec4 cc_csmSplitsInfo;\n };\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\n#if CC_RECEIVE_SHADOW\n uniform highp sampler2D cc_shadowMap;\n uniform highp sampler2D cc_spotShadowMap;\n #define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n #else\n #endif\n#endif\n#if CC_RECEIVE_SHADOW\n#endif\nin vec4 a_color;\n#if HAS_SECOND_UV\n in vec2 a_texCoord1;\n#endif\nout vec3 v_position;\nout vec3 v_normal;\nout vec3 v_tangent;\nout vec3 v_bitangent;\nout vec2 v_uv;\nout vec2 v_uv1;\nout vec4 v_color;\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n vec4 pos = matWorld * In.position;\n v_position = pos.xyz;\n v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n v_uv = a_texCoord;\n #if HAS_SECOND_UV\n v_uv1 = a_texCoord1;\n #endif\n v_color = a_color;\n CC_TRANSFER_FOG(pos);\n v_shadowPos = cc_matLightViewProj * pos;\n return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }",
- "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\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 }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n\tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nin mediump float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n float factor;\n CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n float factor = v_fog_factor;\n#endif\n CC_APPLY_FOG_BASE(color, factor);\n}\nin vec2 v_uv;\nin vec3 v_position;\nuniform sampler2D mainTexture;\nlayout(std140) uniform Constant {\n vec4 mainColor;\n};\nvec4 frag () {\n vec4 col = mainColor * texture(mainTexture, v_uv);\n CC_APPLY_FOG(col, v_position);\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
- },
- "glsl1": {
- "vert": "\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\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 pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 uv = getPixelCoordFromLocation(location, cc_displacementTextureInfo.xy);\n return texture2D(tex, uv);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture2D(tex, x)),\n decode32(texture2D(tex, y)),\n decode32(texture2D(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n uniform highp vec4 cc_jointTextureInfo;\n uniform highp vec4 cc_jointAnimInfo;\n uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n uniform highp sampler2D cc_realtimeJoint;\n #else\n uniform highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matProj;\n uniform highp vec4 cc_cameraPos;\n uniform mediump vec4 cc_fogBase;\n uniform mediump vec4 cc_fogAdd;\n#if !USE_INSTANCING\n uniform highp mat4 cc_matWorld;\n uniform highp mat4 cc_matWorldIT;\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n vec3 scale = 1.0 / vec3(length(a_matWorld0.xyz), length(a_matWorld1.xyz), length(a_matWorld2.xyz));\n vec3 scale2 = scale * scale;\n matWorldIT = mat4(\n vec4(a_matWorld0.xyz * scale2.x, 0.0),\n vec4(a_matWorld1.xyz * scale2.y, 0.0),\n vec4(a_matWorld2.xyz * scale2.z, 0.0),\n vec4(0.0, 0.0, 0.0, 1.0)\n );\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\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 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 }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n#if !CC_USE_ACCURATE_FOG\nvarying mediump float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\nvarying highp vec4 v_shadowPos;\nuniform highp mat4 cc_matLightViewProj;\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n #endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\n#if CC_RECEIVE_SHADOW\n uniform highp sampler2D cc_shadowMap;\n uniform highp sampler2D cc_spotShadowMap;\n #define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n #else\n #endif\n#endif\n#if CC_RECEIVE_SHADOW\n#endif\nattribute vec4 a_color;\n#if HAS_SECOND_UV\n attribute vec2 a_texCoord1;\n#endif\nvarying vec3 v_position;\nvarying vec3 v_normal;\nvarying vec3 v_tangent;\nvarying vec3 v_bitangent;\nvarying vec2 v_uv;\nvarying vec2 v_uv1;\nvarying vec4 v_color;\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n vec4 pos = matWorld * In.position;\n v_position = pos.xyz;\n v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n v_uv = a_texCoord;\n #if HAS_SECOND_UV\n v_uv1 = a_texCoord1;\n #endif\n v_color = a_color;\n CC_TRANSFER_FOG(pos);\n v_shadowPos = cc_matLightViewProj * pos;\n return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }",
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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 int getVertexId() {\n return gl_VertexIndex;\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(set = 2, binding = 4) uniform CCMorph {\n vec4 cc_displacementWeights[15];\n vec4 cc_displacementTextureInfo;\n };\n #if CC_MORPH_TARGET_HAS_POSITION\n layout(set = 2, binding = 8) uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n layout(set = 2, binding = 9) uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n layout(set = 2, binding = 10) 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 y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n ivec2 texSize = textureSize(tex, 0);\n return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location 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iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n layout(set = 2, binding = 3) uniform CCSkinningTexture {\n highp vec4 cc_jointTextureInfo;\n };\n layout(set = 2, binding = 2) uniform CCSkinningAnimation {\n highp vec4 cc_jointAnimInfo;\n };\n layout(set = 2, binding = 7) uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n layout(set = 2, binding = 7) uniform highp sampler2D cc_realtimeJoint;\n #else\n layout(set = 2, binding = 3) uniform CCSkinning {\n highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n };\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\nlayout(set = 0, binding = 0) 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(set = 0, binding = 1) 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 !USE_INSTANCING\n layout(set = 2, binding = 0) 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\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n vec3 scale = 1.0 / vec3(length(a_matWorld0.xyz), length(a_matWorld1.xyz), length(a_matWorld2.xyz));\n vec3 scale2 = scale * scale;\n matWorldIT = mat4(\n vec4(a_matWorld0.xyz * scale2.x, 0.0),\n vec4(a_matWorld1.xyz * scale2.y, 0.0),\n vec4(a_matWorld2.xyz * scale2.z, 0.0),\n vec4(0.0, 0.0, 0.0, 1.0)\n );\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\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 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 }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n#if !CC_USE_ACCURATE_FOG\nlayout(location = 0) out mediump float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\nlayout(location = 1) out highp vec4 v_shadowPos;\nlayout(set = 0, binding = 2) 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};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n layout(set = 0, binding = 3) uniform CCCSM {\n highp vec4 cc_csmViewDir0[4];\n highp vec4 cc_csmViewDir1[4];\n highp vec4 cc_csmViewDir2[4];\n highp vec4 cc_csmAtlas[4];\n highp mat4 cc_matCSMViewProj[4];\n highp vec4 cc_csmProjDepthInfo[4];\n highp vec4 cc_csmProjInfo[4];\n highp vec4 cc_csmSplitsInfo;\n };\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\n#if CC_RECEIVE_SHADOW\n layout(set = 0, binding = 4) uniform highp sampler2D cc_shadowMap;\n layout(set = 0, binding = 6) uniform highp sampler2D cc_spotShadowMap;\n #define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n #else\n #endif\n#endif\n#if CC_RECEIVE_SHADOW\n#endif\nlayout(location = 17) in vec4 a_color;\n#if HAS_SECOND_UV\n layout(location = 18) in vec2 a_texCoord1;\n#endif\nlayout(location = 2) out vec3 v_position;\nlayout(location = 3) out vec3 v_normal;\nlayout(location = 4) out vec3 v_tangent;\nlayout(location = 5) out vec3 v_bitangent;\nlayout(location = 6) out vec2 v_uv;\nlayout(location = 7) out vec2 v_uv1;\nlayout(location = 8) out vec4 v_color;\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n vec4 pos = matWorld * In.position;\n v_position = pos.xyz;\n v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n v_uv = a_texCoord;\n #if HAS_SECOND_UV\n v_uv1 = a_texCoord1;\n #endif\n v_color = a_color;\n CC_TRANSFER_FOG(pos);\n v_shadowPos = cc_matLightViewProj * pos;\n return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }",
- "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) 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(set = 0, binding = 1) 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}\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 }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n\tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nlayout(location = 0) in mediump float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n float factor;\n CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n float factor = v_fog_factor;\n#endif\n CC_APPLY_FOG_BASE(color, factor);\n}\nlayout(location = 6) in vec2 v_uv;\nlayout(location = 2) in vec3 v_position;\nlayout(set = 1, binding = 1) uniform sampler2D mainTexture;\nlayout(set = 1, binding = 0) uniform Constant {\n vec4 mainColor;\n};\nvec4 frag () {\n vec4 col = mainColor * texture(mainTexture, v_uv);\n CC_APPLY_FOG(col, v_position);\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
- },
- "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 y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n ivec2 texSize = textureSize(tex, 0);\n return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture(tex, x)),\n decode32(texture(tex, y)),\n decode32(texture(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n layout(std140) uniform CCSkinningTexture {\n highp vec4 cc_jointTextureInfo;\n };\n layout(std140) uniform CCSkinningAnimation {\n highp vec4 cc_jointAnimInfo;\n };\n uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n uniform highp sampler2D cc_realtimeJoint;\n #else\n layout(std140) uniform CCSkinning {\n highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n };\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\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 !USE_INSTANCING\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\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n vec3 scale = 1.0 / vec3(length(a_matWorld0.xyz), length(a_matWorld1.xyz), length(a_matWorld2.xyz));\n vec3 scale2 = scale * scale;\n matWorldIT = mat4(\n vec4(a_matWorld0.xyz * scale2.x, 0.0),\n vec4(a_matWorld1.xyz * scale2.y, 0.0),\n vec4(a_matWorld2.xyz * scale2.z, 0.0),\n vec4(0.0, 0.0, 0.0, 1.0)\n );\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\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 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 }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n#if !CC_USE_ACCURATE_FOG\nout mediump float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\nout highp vec4 v_shadowPos;\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};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n layout(std140) uniform CCCSM {\n highp vec4 cc_csmViewDir0[4];\n highp vec4 cc_csmViewDir1[4];\n highp vec4 cc_csmViewDir2[4];\n highp vec4 cc_csmAtlas[4];\n highp mat4 cc_matCSMViewProj[4];\n highp vec4 cc_csmProjDepthInfo[4];\n highp vec4 cc_csmProjInfo[4];\n highp vec4 cc_csmSplitsInfo;\n };\n#endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\n#if CC_RECEIVE_SHADOW\n uniform highp sampler2D cc_shadowMap;\n uniform highp sampler2D cc_spotShadowMap;\n #define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n #else\n #endif\n#endif\n#if CC_RECEIVE_SHADOW\n#endif\nin vec4 a_color;\n#if HAS_SECOND_UV\n in vec2 a_texCoord1;\n#endif\nout vec3 v_position;\nout vec3 v_normal;\nout vec3 v_tangent;\nout vec3 v_bitangent;\nout vec2 v_uv;\nout vec2 v_uv1;\nout vec4 v_color;\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n vec4 pos = matWorld * In.position;\n v_position = pos.xyz;\n v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n v_uv = a_texCoord;\n #if HAS_SECOND_UV\n v_uv1 = a_texCoord1;\n #endif\n v_color = a_color;\n CC_TRANSFER_FOG(pos);\n v_shadowPos = cc_matLightViewProj * pos;\n return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }",
- "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\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 }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n\tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nin mediump float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n float factor;\n CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n float factor = v_fog_factor;\n#endif\n CC_APPLY_FOG_BASE(color, factor);\n}\nin vec2 v_uv;\nin vec3 v_position;\nuniform sampler2D mainTexture;\nlayout(std140) uniform Constant {\n vec4 mainColor;\n};\nvec4 frag () {\n vec4 col = mainColor * texture(mainTexture, v_uv);\n CC_APPLY_FOG(col, v_position);\n return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
- },
- "glsl1": {
- "vert": "\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\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 pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 uv = getPixelCoordFromLocation(location, cc_displacementTextureInfo.xy);\n return texture2D(tex, uv);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture2D(tex, x)),\n decode32(texture2D(tex, y)),\n decode32(texture2D(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n uniform highp vec4 cc_jointTextureInfo;\n uniform highp vec4 cc_jointAnimInfo;\n uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n uniform highp sampler2D cc_realtimeJoint;\n #else\n uniform highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matProj;\n uniform highp vec4 cc_cameraPos;\n uniform mediump vec4 cc_fogBase;\n uniform mediump vec4 cc_fogAdd;\n#if !USE_INSTANCING\n uniform highp mat4 cc_matWorld;\n uniform highp mat4 cc_matWorldIT;\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n vec3 scale = 1.0 / vec3(length(a_matWorld0.xyz), length(a_matWorld1.xyz), length(a_matWorld2.xyz));\n vec3 scale2 = scale * scale;\n matWorldIT = mat4(\n vec4(a_matWorld0.xyz * scale2.x, 0.0),\n vec4(a_matWorld1.xyz * scale2.y, 0.0),\n vec4(a_matWorld2.xyz * scale2.z, 0.0),\n vec4(0.0, 0.0, 0.0, 1.0)\n );\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\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 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 }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n#if !CC_USE_ACCURATE_FOG\nvarying mediump float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\nvarying highp vec4 v_shadowPos;\nuniform highp mat4 cc_matLightViewProj;\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n #endif\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\n#if CC_RECEIVE_SHADOW\n uniform highp sampler2D cc_shadowMap;\n uniform highp sampler2D cc_spotShadowMap;\n #define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n #else\n #endif\n#endif\n#if CC_RECEIVE_SHADOW\n#endif\nattribute vec4 a_color;\n#if HAS_SECOND_UV\n attribute vec2 a_texCoord1;\n#endif\nvarying vec3 v_position;\nvarying vec3 v_normal;\nvarying vec3 v_tangent;\nvarying vec3 v_bitangent;\nvarying vec2 v_uv;\nvarying vec2 v_uv1;\nvarying vec4 v_color;\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n vec4 pos = matWorld * In.position;\n v_position = pos.xyz;\n v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n v_uv = a_texCoord;\n #if HAS_SECOND_UV\n v_uv1 = a_texCoord1;\n #endif\n v_color = a_color;\n CC_TRANSFER_FOG(pos);\n v_shadowPos = cc_matLightViewProj * pos;\n return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }",
- "frag": "\nprecision highp float;\nuniform highp vec4 cc_cameraPos;\n uniform mediump vec4 cc_fogColor;\n uniform mediump vec4 cc_fogBase;\n uniform mediump vec4 cc_fogAdd;\nvec4 CCFragOutput (vec4 color) {\n return color;\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 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 }\n float f = exp(-fDensity);\n return f;\n }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n\tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nvarying mediump float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n float factor;\n CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n float factor = v_fog_factor;\n#endif\n CC_APPLY_FOG_BASE(color, factor);\n}\nvarying vec2 v_uv;\nvarying vec3 v_position;\nuniform sampler2D mainTexture;\n uniform vec4 mainColor;\nvec4 frag () {\n vec4 col = mainColor * texture2D(mainTexture, v_uv);\n CC_APPLY_FOG(col, v_position);\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = frag(); }"
- },
- "builtins": {
- "globals": {
- "blocks": [
- {
- "name": "CCGlobal",
- "defines": []
- },
- {
- "name": "CCCamera",
- "defines": []
- },
- {
- "name": "CCShadow",
- "defines": []
- },
- {
- "name": "CCCSM",
- "defines": [
- "CC_SUPPORT_CASCADED_SHADOW_MAP"
- ]
- }
- ],
- "samplerTextures": [
- {
- "name": "cc_shadowMap",
- "defines": [
- "CC_RECEIVE_SHADOW"
- ]
- },
- {
- "name": "cc_spotShadowMap",
- "defines": [
- "CC_RECEIVE_SHADOW"
- ]
- }
- ],
- "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": 131,
- "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 43
- }
- },
- "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": []
- },
- {
- "name": "CC_USE_LIGHT_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_MORPH",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_MORPH_TARGET_COUNT",
- "type": "number",
- "defines": [
- "CC_USE_MORPH"
- ],
- "range": [
- 2,
- 8
- ]
- },
- {
- "name": "CC_MORPH_TARGET_HAS_POSITION",
- "type": "boolean",
- "defines": [
- "CC_USE_MORPH"
- ]
- },
- {
- "name": "CC_MORPH_TARGET_HAS_NORMAL",
- "type": "boolean",
- "defines": [
- "CC_USE_MORPH"
- ]
- },
- {
- "name": "CC_MORPH_TARGET_HAS_TANGENT",
- "type": "boolean",
- "defines": [
- "CC_USE_MORPH"
- ]
- },
- {
- "name": "CC_MORPH_PRECOMPUTED",
- "type": "boolean",
- "defines": [
- "CC_USE_MORPH"
- ]
- },
- {
- "name": "CC_USE_REAL_TIME_JOINT_TEXTURE",
- "type": "boolean",
- "defines": [
- "CC_USE_SKINNING",
- "!CC_USE_BAKED_ANIMATION"
- ]
- },
- {
- "name": "CC_USE_FOG",
- "type": "number",
- "defines": [],
- "range": [
- 0,
- 4
- ]
- },
- {
- "name": "CC_USE_ACCURATE_FOG",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_SUPPORT_CASCADED_SHADOW_MAP",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "HAS_SECOND_UV",
- "type": "boolean",
- "defines": []
- }
- ],
- "name": "../default_file_content/effect/default|general-vs:vert|unlit-fs:frag"
- }
- ],
- "combinations": [],
- "hideInEditor": false
- }
|