Commit 5e11a687 authored by Friends233's avatar Friends233

游戏修改

parent c6b95086
...@@ -117,13 +117,13 @@ ...@@ -117,13 +117,13 @@
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...@@ -5205,7 +5208,7 @@ ...@@ -5205,7 +5208,7 @@
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"__id__": 122 "__id__": 129
}, },
"_enabled": true, "_enabled": true,
"_materials": [ "_materials": [
...@@ -5841,7 +6215,7 @@ ...@@ -5841,7 +6215,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 122 "__id__": 129
}, },
"_enabled": true, "_enabled": true,
"alignMode": 0, "alignMode": 0,
...@@ -5868,7 +6242,7 @@ ...@@ -5868,7 +6242,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 121 "__id__": 128
}, },
"_enabled": true, "_enabled": true,
"_normalMaterial": null, "_normalMaterial": null,
...@@ -5941,7 +6315,7 @@ ...@@ -5941,7 +6315,7 @@
"__uuid__": "29158224-f8dd-4661-a796-1ffab537140e" "__uuid__": "29158224-f8dd-4661-a796-1ffab537140e"
}, },
"_N$target": { "_N$target": {
"__id__": 122 "__id__": 129
}, },
"_id": "6cOXQVh5BCV4WKrcZc4zUt" "_id": "6cOXQVh5BCV4WKrcZc4zUt"
}, },
...@@ -5955,7 +6329,7 @@ ...@@ -5955,7 +6329,7 @@
"_enabled": true, "_enabled": true,
"_layoutSize": { "_layoutSize": {
"__type__": "cc.Size", "__type__": "cc.Size",
"width": 250, "width": 400,
"height": 100 "height": 100
}, },
"_resize": 1, "_resize": 1,
......
...@@ -19,7 +19,9 @@ export const CUSTOM_EVENT = { ...@@ -19,7 +19,9 @@ export const CUSTOM_EVENT = {
/** 开始游戏 */ /** 开始游戏 */
GAME_START: 'GAME_START', GAME_START: 'GAME_START',
/** 初始化游戏数据 */ /** 初始化游戏数据 */
GAME_INIT:'GAME_INIT' GAME_INIT:'GAME_INIT',
/** 销毁游戏场景 */
GAME_DESTROY:'GAME_DESTROY'
} }
export const Config = { export const Config = {
......
...@@ -66,9 +66,6 @@ export default class GameScene extends cc.Component { ...@@ -66,9 +66,6 @@ export default class GameScene extends cc.Component {
/** 速度 */ /** 速度 */
clipSpeed = Config.normalPropSpeed clipSpeed = Config.normalPropSpeed
/** 是否在执行动画中 */
isAni = false
/** 抓取的目标 */ /** 抓取的目标 */
clipTarget: cc.Node = null clipTarget: cc.Node = null
...@@ -78,6 +75,9 @@ export default class GameScene extends cc.Component { ...@@ -78,6 +75,9 @@ export default class GameScene extends cc.Component {
/** 游戏配置 */ /** 游戏配置 */
gameConfig = { ...Config } gameConfig = { ...Config }
/** 加速倍率 */
speedMultiplier = 1
protected onLoad(): void { protected onLoad(): void {
// loadGameResources() // loadGameResources()
...@@ -107,6 +107,9 @@ export default class GameScene extends cc.Component { ...@@ -107,6 +107,9 @@ export default class GameScene extends cc.Component {
this.refreshLevelInfo() this.refreshLevelInfo()
this.refreshStageProps() this.refreshStageProps()
}, this) }, this)
exportEvent.on(CUSTOM_EVENT.GAME_DESTROY, () => {
this.node.destroy()
}, this)
// TODO 测试用 // TODO 测试用
const href = window?.location?.href const href = window?.location?.href
const isTest = getUrlParam('testPanel') const isTest = getUrlParam('testPanel')
...@@ -117,7 +120,8 @@ export default class GameScene extends cc.Component { ...@@ -117,7 +120,8 @@ export default class GameScene extends cc.Component {
next: 'nextLevel', next: 'nextLevel',
refreshProp: 'refreshStageProps', refreshProp: 'refreshStageProps',
start: 'testStartGame', start: 'testStartGame',
init: 'testInit' init: 'testInit',
addSpeed: 'addSpeeds'
} }
testNode.children.forEach((n) => { testNode.children.forEach((n) => {
const event = this?.[testEventMap[n.name]] const event = this?.[testEventMap[n.name]]
...@@ -134,10 +138,18 @@ export default class GameScene extends cc.Component { ...@@ -134,10 +138,18 @@ export default class GameScene extends cc.Component {
testInit() { testInit() {
console.log('测试初始化') console.log('测试初始化')
exportEvent.fire(CUSTOM_EVENT.GAME_INIT, { exportEvent.fire(CUSTOM_EVENT.GAME_INIT, {
countDowns: [10, 10, 10] countDowns: [999, 10, 10]
}) })
} }
addSpeeds() {
this.speedMultiplier += 1
const rotationAni = cc.find('clipMask/clipWrp', this.node)
.getComponent(cc.Animation)
.getAnimationState('clipRation')
rotationAni.speed += 1
}
/** /**
* 开始游戏 * 开始游戏
* @param config config * @param config config
...@@ -315,6 +327,7 @@ export default class GameScene extends cc.Component { ...@@ -315,6 +327,7 @@ export default class GameScene extends cc.Component {
this.setLable('starIcon/starProc', `${this.starNum}/${this.levelObjectives}`) this.setLable('starIcon/starProc', `${this.starNum}/${this.levelObjectives}`)
// 达到目标 // 达到目标
if (this.starNum >= this.levelObjectives) { if (this.starNum >= this.levelObjectives) {
this.unschedule(this.startCd)
exportEvent.fire(CUSTOM_EVENT.PASS_LEVEL, { exportEvent.fire(CUSTOM_EVENT.PASS_LEVEL, {
score: this.starNum, score: this.starNum,
level: this.actLevel level: this.actLevel
...@@ -332,6 +345,7 @@ export default class GameScene extends cc.Component { ...@@ -332,6 +345,7 @@ export default class GameScene extends cc.Component {
return return
} }
this.refreshLevelInfo(nextLevel) this.refreshLevelInfo(nextLevel)
this.refreshStageProps()
this.schedule(this.startCd, 1) this.schedule(this.startCd, 1)
} }
...@@ -414,7 +428,7 @@ export default class GameScene extends cc.Component { ...@@ -414,7 +428,7 @@ export default class GameScene extends cc.Component {
this.setClipState(CLIP_STATE.STOP) this.setClipState(CLIP_STATE.STOP)
return return
} }
this.clip.y -= dt * this.gameConfig.playSpeed this.clip.y -= dt * this.gameConfig.playSpeed * this.speedMultiplier
} }
// 爪子回收 // 爪子回收
...@@ -425,10 +439,10 @@ export default class GameScene extends cc.Component { ...@@ -425,10 +439,10 @@ export default class GameScene extends cc.Component {
this.setClipState(CLIP_STATE.DEFAULT) this.setClipState(CLIP_STATE.DEFAULT)
return return
} }
this.clip.y += dt * this.clipSpeed this.clip.y += dt * this.clipSpeed * this.speedMultiplier
// 抓到物品,道具的移动 // 抓到物品,道具的移动
if (this.clipTarget) { if (this.clipTarget && this.clipTarget?.parent) {
const pos = this.clip.convertToWorldSpaceAR(cc.v2(0, -133)) const pos = this.clip.convertToWorldSpaceAR(cc.v2(0, -133))
const p = this.clipTarget.parent.convertToWorldSpaceAR(cc.v2(0, 0)) const p = this.clipTarget.parent.convertToWorldSpaceAR(cc.v2(0, 0))
this.clipTarget.setPosition(pos.x - p.x, pos.y - p.y) this.clipTarget.setPosition(pos.x - p.x, pos.y - p.y)
......
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mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n 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float;\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\n#if CC_USE_SKINNING\n in vec4 a_weights;\n in vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform SKINNING {\n vec2 jointsTextureSize;\n };\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);\n return mat4(v1, v2, v3, v4);\n }\n #endif\n #else\n uniform JOINT_MATRIX {\n mat4 jointMatrices[50];\n };\n mat4 getBoneMatrix(const in float i) {\n return jointMatrices[int(i)];\n }\n #endif\n mat4 skinMatrix() {\n return\n getBoneMatrix(a_joints.x) * a_weights.x +\n getBoneMatrix(a_joints.y) * a_weights.y +\n getBoneMatrix(a_joints.z) * a_weights.z +\n getBoneMatrix(a_joints.w) * a_weights.w\n ;\n }\n#endif\nstruct StandardVertInput {\n vec2 uv;\n vec4 position;\n vec3 normal;\n vec4 tangent;\n vec4 color;\n};\nin vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nin vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nin vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nin vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nin vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n In.position = vec4(a_position, 1.0);\n #if CC_USE_ATTRIBUTE_UV0\n In.uv = a_uv0;\n #else\n In.uv = vec2(0.0);\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n In.color = a_color;\n #else\n In.color = vec4(1.0);\n #endif\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = a_normal;\n #else\n In.normal = vec3(0.0, 1.0, 0.0);\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = a_tangent;\n #else\n In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n CCAttribute(In);\n #if CC_USE_SKINNING\n mat4 m = skinMatrix();\n In.position = m * In.position;\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = (m * vec4(In.normal, 0)).xyz;\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = m * In.tangent;\n #endif\n #endif\n}\nuniform MAIN_TILING {\n vec2 mainTiling;\n vec2 mainOffset;\n};\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n out mediump vec2 v_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n out lowp vec4 v_color;\n#endif\nvoid main () {\n StandardVertInput In;\n CCVertInput(In);\n #if CC_USE_ATTRIBUTE_COLOR\n v_color = In.color;\n #endif\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n v_uv0 = In.uv * mainTiling + mainOffset;\n #endif\n gl_Position = cc_matViewProj * cc_matWorld * In.position;\n}","frag":"\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nuniform UNLIT {\n lowp vec4 diffuseColor;\n};\n#if USE_DIFFUSE_TEXTURE\n uniform sampler2D diffuseTexture;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n in lowp vec4 v_color;\n#endif\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n in mediump vec2 v_uv0;\n#endif\nvoid main () {\n vec4 color = diffuseColor;\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n vec4 diffuseTexture_tmp = texture(diffuseTexture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_diffuseTexture\n diffuseTexture_tmp.a *= texture(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);\n color.a *= diffuseTexture_tmp.a;\n #else\n color *= diffuseTexture_tmp;\n #endif\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n color *= v_color;\n #endif\n ALPHA_TEST(color);\n gl_FragColor = CCFragOutput(color);\n}"},"glsl1":{"vert":"\nprecision highp float;\nuniform mat4 cc_matWorld;\nuniform mat4 cc_matViewProj;\n#if CC_USE_SKINNING\n attribute vec4 a_weights;\n attribute vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform vec2 jointsTextureSize;\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture2D(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture2D(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture2D(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture2D(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture2D(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);\n return mat4(v1, v2, v3, v4);\n }\n #endif\n #else\n uniform mat4 jointMatrices[50];\n mat4 getBoneMatrix(const in float i) {\n return jointMatrices[int(i)];\n }\n #endif\n mat4 skinMatrix() {\n return\n getBoneMatrix(a_joints.x) * a_weights.x +\n getBoneMatrix(a_joints.y) * a_weights.y +\n getBoneMatrix(a_joints.z) * a_weights.z +\n getBoneMatrix(a_joints.w) * a_weights.w\n ;\n }\n#endif\nstruct StandardVertInput {\n vec2 uv;\n vec4 position;\n vec3 normal;\n vec4 tangent;\n vec4 color;\n};\nattribute vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nattribute vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nattribute vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nattribute vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nattribute vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n In.position = vec4(a_position, 1.0);\n #if CC_USE_ATTRIBUTE_UV0\n In.uv = a_uv0;\n #else\n In.uv = vec2(0.0);\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n In.color = a_color;\n #else\n In.color = vec4(1.0);\n #endif\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = a_normal;\n #else\n In.normal = vec3(0.0, 1.0, 0.0);\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = a_tangent;\n #else\n In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n CCAttribute(In);\n #if CC_USE_SKINNING\n mat4 m = skinMatrix();\n In.position = m * In.position;\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = (m * vec4(In.normal, 0)).xyz;\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = m * In.tangent;\n #endif\n #endif\n}\nuniform vec2 mainTiling;\nuniform vec2 mainOffset;\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n varying mediump vec2 v_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n varying lowp vec4 v_color;\n#endif\nvoid main () {\n StandardVertInput In;\n CCVertInput(In);\n #if CC_USE_ATTRIBUTE_COLOR\n v_color = In.color;\n #endif\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n v_uv0 = In.uv * mainTiling + mainOffset;\n #endif\n gl_Position = cc_matViewProj * cc_matWorld * In.position;\n}","frag":"\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nuniform lowp vec4 diffuseColor;\n#if USE_DIFFUSE_TEXTURE\n uniform sampler2D diffuseTexture;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n varying lowp vec4 v_color;\n#endif\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n varying mediump vec2 v_uv0;\n#endif\nvoid main () {\n vec4 color = diffuseColor;\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n vec4 diffuseTexture_tmp = texture2D(diffuseTexture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_diffuseTexture\n diffuseTexture_tmp.a *= texture2D(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);\n color.a *= diffuseTexture_tmp.a;\n #else\n color *= diffuseTexture_tmp;\n #endif\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n color *= v_color;\n #endif\n ALPHA_TEST(color);\n 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float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}","frag":"\n#if CC_SUPPORT_standard_derivatives\n #extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_SDF\nuniform Outline {\n vec4 outlineColor;\n float outlineSize;\n};\n#endif\nvoid main () {\n#if USE_SDF\n #if USE_TEXTURE_ALPHAONLY\n float dist = texture(texture, v_uv0).a;\n #else\n float dist = texture(texture, v_uv0).r;\n #endif\n #if USE_SDF_EXTEND\n const float EDGE_VALUE = 0.45;\n #else\n const float EDGE_VALUE = 0.5;\n #endif\n #if CC_SUPPORT_standard_derivatives\n float smoothing = fwidth(dist);\n #else\n float smoothing = 0.05;\n #endif\n float outEdge = EDGE_VALUE - outlineSize;\n float bg = smoothstep(outEdge - smoothing, outEdge, dist);\n float fg = smoothstep(EDGE_VALUE - smoothing, EDGE_VALUE, dist);\n vec4 fgColor = outlineColor * (1.0 - fg) + v_color * fg;\n gl_FragColor = vec4(fgColor.rgb, fgColor.a * bg);\n#else\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n #if USE_TEXTURE_ALPHAONLY\n o.a *= texture(texture, v_uv0).a;\n #else\n o *= texture(texture, v_uv0);\n #endif\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n#endif\n}"},"glsl1":{"vert":"\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}","frag":"\n#if CC_SUPPORT_standard_derivatives\n #extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_SDF\nuniform vec4 outlineColor;\nuniform float outlineSize;\n#endif\nvoid main () {\n#if USE_SDF\n #if USE_TEXTURE_ALPHAONLY\n float dist = texture2D(texture, v_uv0).a;\n #else\n float dist = texture2D(texture, v_uv0).r;\n #endif\n #if USE_SDF_EXTEND\n const float EDGE_VALUE = 0.45;\n #else\n const float EDGE_VALUE = 0.5;\n #endif\n #if CC_SUPPORT_standard_derivatives\n float smoothing = fwidth(dist);\n #else\n float smoothing = 0.05;\n #endif\n float outEdge = EDGE_VALUE - outlineSize;\n float bg = smoothstep(outEdge - smoothing, outEdge, dist);\n float fg = smoothstep(EDGE_VALUE - smoothing, EDGE_VALUE, dist);\n vec4 fgColor = outlineColor * (1.0 - fg) + v_color * fg;\n gl_FragColor = vec4(fgColor.rgb, fgColor.a * bg);\n#else\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n #if USE_TEXTURE_ALPHAONLY\n o.a *= texture2D(texture, v_uv0).a;\n #else\n o *= texture2D(texture, v_uv0);\n #endif\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = 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\ No newline at end of file
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a_position;\nin vec4 a_color;\n#if USE_TINT\n in vec4 a_color0;\n#endif\nin vec2 a_uv0;\nout vec2 v_uv0;\nout vec4 v_light;\n#if USE_TINT\n out vec4 v_dark;\n#endif\nvoid main () {\n mat4 mvp;\n #if CC_USE_MODEL\n mvp = cc_matViewProj * cc_matWorld;\n #else\n mvp = cc_matViewProj;\n #endif\n v_uv0 = a_uv0;\n v_light = a_color;\n #if USE_TINT\n v_dark = a_color0;\n #endif\n gl_Position = mvp * vec4(a_position, 1);\n}","frag":"\nprecision highp float;\nuniform sampler2D texture;\nin vec2 v_uv0;\nin vec4 v_light;\n#if USE_TINT\n in vec4 v_dark;\n#endif\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvoid main () {\n vec4 texColor = vec4(1.0);\n vec4 texture_tmp = texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n texColor.a *= texture_tmp.a;\n #else\n texColor *= texture_tmp;\n #endif\n vec4 finalColor;\n #if USE_TINT\n finalColor.a = v_light.a * texColor.a;\n finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n #else\n finalColor = texColor * v_light;\n #endif\n ALPHA_TEST(finalColor);\n gl_FragColor = finalColor;\n}"},"glsl1":{"vert":"\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\n#if USE_TINT\n attribute vec4 a_color0;\n#endif\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\nvarying vec4 v_light;\n#if USE_TINT\n varying vec4 v_dark;\n#endif\nvoid main () {\n mat4 mvp;\n #if CC_USE_MODEL\n mvp = cc_matViewProj * cc_matWorld;\n #else\n mvp = cc_matViewProj;\n #endif\n v_uv0 = a_uv0;\n v_light = a_color;\n #if USE_TINT\n v_dark = a_color0;\n #endif\n gl_Position = mvp * vec4(a_position, 1);\n}","frag":"\nprecision highp float;\nuniform sampler2D texture;\nvarying vec2 v_uv0;\nvarying vec4 v_light;\n#if USE_TINT\n varying vec4 v_dark;\n#endif\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvoid main () {\n vec4 texColor = vec4(1.0);\n vec4 texture_tmp = texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n texColor.a *= texture_tmp.a;\n #else\n texColor *= texture_tmp;\n #endif\n vec4 finalColor;\n #if USE_TINT\n finalColor.a = v_light.a * texColor.a;\n finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * 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vec4(gray, gray, gray, color.a);\n}"},"glsl1":{"vert":"\nprecision highp float;\nuniform mat4 cc_matViewProj;\nattribute vec3 a_position;\nattribute mediump vec2 a_uv0;\nvarying mediump vec2 v_uv0;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n v_uv0 = a_uv0;\n v_color = a_color;\n}","frag":"\nprecision highp float;\nuniform sampler2D texture;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\nvoid main () {\n vec4 color = v_color;\n vec4 texture_tmp = texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n color.a *= texture_tmp.a;\n #else\n color *= texture_tmp;\n #endif\n float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;\n gl_FragColor = vec4(gray, gray, gray, color.a);\n}"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]}],"samplers":[]},"locals":{"blocks":[],"samplers":[]}},"defines":[{"name":"CC_USE_ALPHA_ATLAS_texture","type":"boolean","defines":[]},{"name":"INPUT_IS_GAMMA","type":"boolean","defines":[]}],"blocks":[],"samplers":[{"name":"texture","type":29,"count":1,"binding":30,"defines":[]}]}],[{"passes":[{"program":"builtin-2d-gray-sprite|vs|fs","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"properties":{"texture":{"value":"white","type":29}}}]}]]],0,0,[],[],[]],[[[0,"builtin-2d-sprite",[{"hash":2440430725,"record":null,"name":"builtin-2d-sprite|vs|fs","glsl3":{"vert":"\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}","frag":"\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n vec4 texture_tmp = texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_BGRA\n gl_FragColor = o.bgra;\n #else\n gl_FragColor = o.rgba;\n #endif\n}"},"glsl1":{"vert":"\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}","frag":"\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n vec4 texture_tmp = texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_BGRA\n gl_FragColor = o.bgra;\n #else\n gl_FragColor = o.rgba;\n #endif\n}"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]}],"samplers":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplers":[]}},"defines":[{"name":"USE_TEXTURE","type":"boolean","defines":[]},{"name":"CC_USE_MODEL","type":"boolean","defines":[]},{"name":"USE_ALPHA_TEST","type":"boolean","defines":[]},{"name":"CC_USE_ALPHA_ATLAS_texture","type":"boolean","defines":["USE_TEXTURE"]},{"name":"INPUT_IS_GAMMA","type":"boolean","defines":["USE_TEXTURE"]},{"name":"USE_BGRA","type":"boolean","defines":[]}],"blocks":[{"name":"ALPHA_TEST","binding":0,"members":[{"name":"alphaThreshold","type":13,"count":1}],"defines":["USE_ALPHA_TEST"]}],"samplers":[{"name":"texture","type":29,"count":1,"binding":30,"defines":["USE_TEXTURE"]}]}],[{"passes":[{"program":"builtin-2d-sprite|vs|fs","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"properties":{"texture":{"value":"white","type":29},"alphaThreshold":{"type":13,"value":[0.5]}}}]}]]],0,0,[],[],[]],[[[2,"builtin-unlit",[{},"0",11,[{"defines":{"USE_DIFFUSE_TEXTURE":true}},"props",11,[{},"diffuseTexture",6,0]]]]],0,0,[0,0],[1,0],[0,2]],[[[0,"builtin-3d-trail",[{"hash":2929688198,"record":null,"name":"builtin-3d-trail|particle-trail:vs_main|tinted-fs:add","glsl3":{"vert":"\nprecision mediump float;\nuniform Constants{\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n};\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n#endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\n#if CC_DRAW_WIRE_FRAME\n in vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform FragConstants {\n vec4 tintColor;\n};\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n #if CC_DRAW_WIRE_FRAME\n if (any(lessThan(vBarycentric, vec3(0.02)))) {\n col = vec4(0., 1., 1., 1.);\n }\n #endif\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"},"glsl1":{"vert":"\nprecision mediump float;\nuniform vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n vBarycentric = a_texCoord2;\n#endif\n return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\n#if CC_DRAW_WIRE_FRAME\n varying vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n #if CC_DRAW_WIRE_FRAME\n if (any(lessThan(vBarycentric, vec3(0.02)))) {\n col = vec4(0., 1., 1., 1.);\n }\n #endif\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); 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mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n 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mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n highp vec4 pos = vec4(a_position, 1);\n vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n velocity = cc_matWorld * velocity;\n#endif\n float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n pos.xyz += camUp * vertOffset;\n pos = cc_matViewProj * pos;\n uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n color = a_color;\n#if CC_DRAW_WIRE_FRAME\n 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#endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\nvarying float v_dist;\nvoid main () {\n vec4 o = v_color;\n ALPHA_TEST(o);\n #if CC_SUPPORT_standard_derivatives\n float aa = fwidth(v_dist);\n #else\n float aa = 0.05;\n #endif\n float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);\n o.rgb *= o.a;\n o *= alpha;\n gl_FragColor = 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float;\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\n#if CC_USE_SKINNING\n in vec4 a_weights;\n in vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform SKINNING {\n vec2 jointsTextureSize;\n };\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);\n return mat4(v1, v2, v3, v4);\n }\n #endif\n #else\n uniform JOINT_MATRIX {\n mat4 jointMatrices[50];\n };\n mat4 getBoneMatrix(const in float i) {\n return jointMatrices[int(i)];\n }\n #endif\n mat4 skinMatrix() {\n return\n getBoneMatrix(a_joints.x) * a_weights.x +\n getBoneMatrix(a_joints.y) * a_weights.y +\n getBoneMatrix(a_joints.z) * a_weights.z +\n getBoneMatrix(a_joints.w) * a_weights.w\n ;\n }\n#endif\nstruct StandardVertInput {\n vec2 uv;\n vec4 position;\n vec3 normal;\n vec4 tangent;\n vec4 color;\n};\nin vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nin vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nin vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nin vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nin vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n In.position = vec4(a_position, 1.0);\n #if CC_USE_ATTRIBUTE_UV0\n In.uv = a_uv0;\n #else\n In.uv = vec2(0.0);\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n In.color = a_color;\n #else\n In.color = vec4(1.0);\n #endif\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = a_normal;\n #else\n In.normal = vec3(0.0, 1.0, 0.0);\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = a_tangent;\n #else\n In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n CCAttribute(In);\n #if CC_USE_SKINNING\n mat4 m = skinMatrix();\n In.position = m * In.position;\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = (m * vec4(In.normal, 0)).xyz;\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = m * In.tangent;\n #endif\n #endif\n}\nuniform MAIN_TILING {\n vec2 mainTiling;\n vec2 mainOffset;\n};\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n out mediump vec2 v_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n out lowp vec4 v_color;\n#endif\nvoid main () {\n StandardVertInput In;\n CCVertInput(In);\n #if CC_USE_ATTRIBUTE_COLOR\n v_color = In.color;\n #endif\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n v_uv0 = In.uv * mainTiling + mainOffset;\n #endif\n gl_Position = cc_matViewProj * cc_matWorld * In.position;\n}","frag":"\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nuniform UNLIT {\n lowp vec4 diffuseColor;\n};\n#if USE_DIFFUSE_TEXTURE\n uniform sampler2D diffuseTexture;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n in lowp vec4 v_color;\n#endif\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n in mediump vec2 v_uv0;\n#endif\nvoid main () {\n vec4 color = diffuseColor;\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n vec4 diffuseTexture_tmp = texture(diffuseTexture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_diffuseTexture\n diffuseTexture_tmp.a *= texture(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);\n color.a *= diffuseTexture_tmp.a;\n #else\n color *= diffuseTexture_tmp;\n #endif\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n color *= v_color;\n #endif\n ALPHA_TEST(color);\n gl_FragColor = CCFragOutput(color);\n}"},"glsl1":{"vert":"\nprecision highp float;\nuniform mat4 cc_matWorld;\nuniform mat4 cc_matViewProj;\n#if CC_USE_SKINNING\n attribute vec4 a_weights;\n attribute vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform vec2 jointsTextureSize;\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture2D(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture2D(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture2D(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture2D(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture2D(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);\n return mat4(v1, v2, v3, v4);\n }\n #endif\n #else\n uniform mat4 jointMatrices[50];\n mat4 getBoneMatrix(const in float i) {\n return jointMatrices[int(i)];\n }\n #endif\n mat4 skinMatrix() {\n return\n getBoneMatrix(a_joints.x) * a_weights.x +\n getBoneMatrix(a_joints.y) * a_weights.y +\n getBoneMatrix(a_joints.z) * a_weights.z +\n getBoneMatrix(a_joints.w) * a_weights.w\n ;\n }\n#endif\nstruct StandardVertInput {\n vec2 uv;\n vec4 position;\n vec3 normal;\n vec4 tangent;\n vec4 color;\n};\nattribute vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nattribute vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nattribute vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nattribute vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nattribute vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n In.position = vec4(a_position, 1.0);\n #if CC_USE_ATTRIBUTE_UV0\n In.uv = a_uv0;\n #else\n In.uv = vec2(0.0);\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n In.color = a_color;\n #else\n In.color = vec4(1.0);\n #endif\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = a_normal;\n #else\n In.normal = vec3(0.0, 1.0, 0.0);\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = a_tangent;\n #else\n In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n CCAttribute(In);\n #if CC_USE_SKINNING\n mat4 m = skinMatrix();\n In.position = m * In.position;\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = (m * vec4(In.normal, 0)).xyz;\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = m * In.tangent;\n #endif\n #endif\n}\nuniform vec2 mainTiling;\nuniform vec2 mainOffset;\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n varying mediump vec2 v_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n varying lowp vec4 v_color;\n#endif\nvoid main () {\n StandardVertInput In;\n CCVertInput(In);\n #if CC_USE_ATTRIBUTE_COLOR\n v_color = In.color;\n #endif\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n v_uv0 = In.uv * mainTiling + mainOffset;\n #endif\n gl_Position = cc_matViewProj * cc_matWorld * In.position;\n}","frag":"\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nuniform lowp vec4 diffuseColor;\n#if USE_DIFFUSE_TEXTURE\n uniform sampler2D diffuseTexture;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n varying lowp vec4 v_color;\n#endif\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n varying mediump vec2 v_uv0;\n#endif\nvoid main () {\n vec4 color = diffuseColor;\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n vec4 diffuseTexture_tmp = texture2D(diffuseTexture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_diffuseTexture\n diffuseTexture_tmp.a *= texture2D(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);\n color.a *= diffuseTexture_tmp.a;\n #else\n color *= diffuseTexture_tmp;\n #endif\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n color *= v_color;\n #endif\n ALPHA_TEST(color);\n gl_FragColor = CCFragOutput(color);\n}"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]}],"samplers":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplers":[]}},"defines":[{"name":"CC_USE_SKINNING","type":"boolean","defines":[]},{"name":"CC_USE_JOINTS_TEXTRUE","type":"boolean","defines":["CC_USE_SKINNING"]},{"name":"CC_JOINTS_TEXTURE_FLOAT32","type":"boolean","defines":["CC_USE_SKINNING","CC_USE_JOINTS_TEXTRUE"]},{"name":"CC_USE_ATTRIBUTE_UV0","type":"boolean","defines":[]},{"name":"CC_USE_ATTRIBUTE_COLOR","type":"boolean","defines":[]},{"name":"CC_USE_ATTRIBUTE_NORMAL","type":"boolean","defines":[]},{"name":"CC_USE_ATTRIBUTE_TANGENT","type":"boolean","defines":[]},{"name":"USE_DIFFUSE_TEXTURE","type":"boolean","defines":[]},{"name":"USE_ALPHA_TEST","type":"boolean","defines":[]},{"name":"OUTPUT_TO_GAMMA","type":"boolean","defines":[]},{"name":"CC_USE_ALPHA_ATLAS_diffuseTexture","type":"boolean","defines":["CC_USE_ATTRIBUTE_UV0","USE_DIFFUSE_TEXTURE"]},{"name":"INPUT_IS_GAMMA","type":"boolean","defines":["CC_USE_ATTRIBUTE_UV0","USE_DIFFUSE_TEXTURE"]}],"blocks":[{"name":"SKINNING","binding":0,"members":[{"name":"jointsTextureSize","type":14,"count":1}],"defines":["CC_USE_SKINNING","CC_USE_JOINTS_TEXTRUE"]},{"name":"JOINT_MATRIX","binding":1,"members":[{"name":"jointMatrices","type":26,"count":50}],"defines":["CC_USE_SKINNING"]},{"name":"MAIN_TILING","binding":2,"members":[{"name":"mainTiling","type":14,"count":1},{"name":"mainOffset","type":14,"count":1}],"defines":[]},{"name":"ALPHA_TEST","binding":3,"members":[{"name":"alphaThreshold","type":13,"count":1}],"defines":["USE_ALPHA_TEST"]},{"name":"UNLIT","binding":4,"members":[{"name":"diffuseColor","type":16,"count":1}],"defines":[]}],"samplers":[{"name":"jointsTexture","type":29,"count":1,"binding":30,"defines":["CC_USE_SKINNING","CC_USE_JOINTS_TEXTRUE"]},{"name":"diffuseTexture","type":29,"count":1,"binding":31,"defines":["USE_DIFFUSE_TEXTURE"]}]}],[{"name":"opaque","passes":[{"program":"builtin-unlit|unlit-vs|unlit-fs","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":true,"depthWrite":true},"properties":{"diffuseTexture":{"value":"white","type":29},"diffuseColor":{"type":16,"value":[1,1,1,1],"editor":{"type":"color"}},"alphaThreshold":{"type":13,"value":[0.5]},"mainTiling":{"type":14,"value":[1,1]},"mainOffset":{"type":14,"value":[0,0]}}}]},{"name":"transparent","passes":[{"stage":"transparent","program":"builtin-unlit|unlit-vs|unlit-fs","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"diffuseTexture":{"value":"white","type":29},"diffuseColor":{"type":16,"value":[1,1,1,1],"editor":{"type":"color"}},"alphaThreshold":{"type":13,"value":[0.5]},"mainTiling":{"type":14,"value":[1,1]},"mainOffset":{"type":14,"value":[0,0]}}}]}]]],0,0,[],[],[]],[[[1,"builtin-2d-base",{}]],0,0,[0],[0],[1]],[[[1,"builtin-2d-spine",{}]],0,0,[0],[0],[5]],[[[1,"builtin-2d-graphics",{"0":{"defines":{}}}]],0,0,[0],[0],[6]],[[[0,"builtin-clear-stencil",[{"hash":2075641479,"record":null,"name":"builtin-clear-stencil|vs|fs","glsl3":{"vert":"\nprecision highp float;\nin vec3 a_position;\nvoid main () {\n gl_Position = vec4(a_position, 1);\n}","frag":"\nprecision highp float;\nvoid main () {\n gl_FragColor = vec4(1.0);\n}"},"glsl1":{"vert":"\nprecision highp float;\nattribute vec3 a_position;\nvoid main () {\n gl_Position = vec4(a_position, 1);\n}","frag":"\nprecision highp float;\nvoid main () {\n gl_FragColor = vec4(1.0);\n}"},"builtins":{"globals":{"blocks":[],"samplers":[]},"locals":{"blocks":[],"samplers":[]}},"defines":[],"blocks":[],"samplers":[]}],[{"passes":[{"program":"builtin-clear-stencil|vs|fs","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0}}]}]]],0,0,[],[],[]],[[[1,"builtin-clear-stencil",{}]],0,0,[0],[0],[7]],[[[1,"builtin-2d-label",{"0":{"defines":{"USE_TEXTURE":true}}}]],0,0,[0],[0],[8]],[[[1,"builtin-2d-sprite",{"0":{"defines":{"USE_TEXTURE":true}}}]],0,0,[0],[0],[1]],[[[0,"builtin-2d-label",[{"hash":1105459032,"record":null,"name":"builtin-2d-label|vs|fs","glsl3":{"vert":"\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}","frag":"\n#if CC_SUPPORT_standard_derivatives\n #extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_SDF\nuniform Outline {\n vec4 outlineColor;\n float outlineSize;\n};\n#endif\nvoid main () {\n#if USE_SDF\n #if USE_TEXTURE_ALPHAONLY\n float dist = texture(texture, v_uv0).a;\n #else\n float dist = texture(texture, v_uv0).r;\n #endif\n #if USE_SDF_EXTEND\n const float EDGE_VALUE = 0.45;\n #else\n const float EDGE_VALUE = 0.5;\n #endif\n #if CC_SUPPORT_standard_derivatives\n float smoothing = fwidth(dist);\n #else\n float smoothing = 0.05;\n #endif\n float outEdge = EDGE_VALUE - outlineSize;\n float bg = smoothstep(outEdge - smoothing, outEdge, dist);\n float fg = smoothstep(EDGE_VALUE - smoothing, EDGE_VALUE, dist);\n vec4 fgColor = outlineColor * (1.0 - fg) + v_color * fg;\n gl_FragColor = vec4(fgColor.rgb, fgColor.a * bg);\n#else\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n #if USE_TEXTURE_ALPHAONLY\n o.a *= texture(texture, v_uv0).a;\n #else\n o *= texture(texture, v_uv0);\n #endif\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n#endif\n}"},"glsl1":{"vert":"\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}","frag":"\n#if CC_SUPPORT_standard_derivatives\n #extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_SDF\nuniform vec4 outlineColor;\nuniform float outlineSize;\n#endif\nvoid main () {\n#if USE_SDF\n #if USE_TEXTURE_ALPHAONLY\n float dist = texture2D(texture, v_uv0).a;\n #else\n float dist = texture2D(texture, v_uv0).r;\n #endif\n #if USE_SDF_EXTEND\n const float EDGE_VALUE = 0.45;\n #else\n const float EDGE_VALUE = 0.5;\n #endif\n #if CC_SUPPORT_standard_derivatives\n float smoothing = fwidth(dist);\n #else\n float smoothing = 0.05;\n #endif\n float outEdge = EDGE_VALUE - outlineSize;\n float bg = smoothstep(outEdge - smoothing, outEdge, dist);\n float fg = smoothstep(EDGE_VALUE - smoothing, EDGE_VALUE, dist);\n vec4 fgColor = outlineColor * (1.0 - fg) + v_color * fg;\n gl_FragColor = 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