{ "__type__": "cc.EffectAsset", "_name": "pipeline/deferred-lighting", "_objFlags": 0, "_native": "", "techniques": [ { "passes": [ { "phase": "deferred-lighting", "program": "pipeline/deferred-lighting|lighting-vs|lighting-fs", "depthStencilState": { "depthFunc": 4, "depthTest": true, "depthWrite": false } } ] } ], "shaders": [ { "blocks": [], "samplerTextures": [], "samplers": [], "textures": [], "buffers": [ { "name": "b_ccLightsBuffer", "memoryAccess": 1, "defines": [], "stageFlags": 16, "binding": 4 }, { "name": "b_clusterLightIndicesBuffer", "memoryAccess": 1, "defines": [], "stageFlags": 16, "binding": 5 }, { "name": "b_clusterLightGridBuffer", "memoryAccess": 1, "defines": [], "stageFlags": 16, "binding": 6 } ], "images": [], "subpassInputs": [ { "name": "gbuffer_albedoMap", "count": 1, "defines": [], "stageFlags": 16, "binding": 0 }, { "name": "gbuffer_normalMap", "count": 1, "defines": [], "stageFlags": 16, "binding": 1 }, { "name": "gbuffer_emissiveMap", "count": 1, "defines": [], "stageFlags": 16, "binding": 2 }, { "name": "depth_stencil", "count": 1, "defines": [], "stageFlags": 16, "binding": 3 } ], "attributes": [ { "name": "a_position", "defines": [], "format": 32, "location": 0 }, { "name": "a_normal", "defines": [], "format": 32, "location": 1 }, { "name": "a_texCoord", "defines": [], "format": 21, "location": 2 }, { "name": "a_tangent", "defines": [], "format": 44, "location": 3 }, { "name": "a_joints", "defines": [ "CC_USE_SKINNING" ], "location": 4 }, { "name": "a_weights", "defines": [ "CC_USE_SKINNING" ], "format": 44, "location": 5 }, { "name": "a_jointAnimInfo", "defines": [ "USE_INSTANCING", "CC_USE_BAKED_ANIMATION" ], "format": 44, "isInstanced": true, "location": 6 }, { "name": "a_matWorld0", "defines": [ "USE_INSTANCING" ], "format": 44, "isInstanced": true, "location": 7 }, { "name": "a_matWorld1", "defines": [ "USE_INSTANCING" ], "format": 44, "isInstanced": true, "location": 8 }, { "name": "a_matWorld2", "defines": [ "USE_INSTANCING" ], "format": 44, "isInstanced": true, "location": 9 }, { "name": "a_lightingMapUVParam", "defines": [ "USE_INSTANCING", "CC_USE_LIGHTMAP" ], "format": 44, "isInstanced": true, "location": 10 }, { "name": "a_localShadowBias", "defines": [ "USE_INSTANCING", "CC_RECEIVE_SHADOW" ], "format": 21, "isInstanced": true, "location": 11 }, { "name": "a_dyn_batch_id", "defines": [ "!USE_INSTANCING", "USE_BATCHING" ], "format": 11, "location": 12 }, { "name": "a_vertexId", "defines": [ "CC_USE_MORPH" ], "format": 11, "location": 13 } ], "varyings": [ { "name": "v_uv", "type": 14, "count": 1, "defines": [], "stageFlags": 17, "location": 0 } ], "fragColors": [ { "tags": [], "name": "fragColor", "typename": "vec4", "type": 16, "count": 1, "defines": [], "stageFlags": 16, "location": 0 } ], "hash": 3103216389, "glsl4": { "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183f\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)\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_RECEIVE_SHADOW\n layout(location = 11) in vec2 a_localShadowBias;\n #endif\n#elif USE_BATCHING\n layout(location = 12) in float a_dyn_batch_id;\n#endif\n#if CC_USE_MORPH\n#endif\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_debug_view_mode;\n mediump vec4 cc_debug_view_composite_pack_1;\n mediump vec4 cc_debug_view_composite_pack_2;\n mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(location = 0) out vec2 v_uv;\nvoid main () {\n vec4 position;\n position = vec4(a_position, 1.0);\n position.xy = cc_cameraPos.w == 0.0 ? vec2(position.xy.x, -position.xy.y) : position.xy;\n gl_Position = vec4(position.x, position.y, 1.0, 1.0);\n v_uv = a_texCoord;\n}", "frag": "\n precision highp float;\n layout(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_debug_view_mode;\n mediump vec4 cc_debug_view_composite_pack_1;\n mediump vec4 cc_debug_view_composite_pack_2;\n mediump vec4 cc_debug_view_composite_pack_3;\n };\n layout(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 #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 2.71828183f\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 CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n #define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n #define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n #define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n #define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n #define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n #define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n #define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n #define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n #define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n #define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n #define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n #define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n #define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n #define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n #define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n #define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n #define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n #define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n #define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n #define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n #define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n #define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\n vec3 SRGBToLinear (vec3 gamma) {\n #ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return gamma;\n }\n #endif\n #endif\n return gamma * gamma;\n }\n vec3 LinearToSRGB(vec3 linear) {\n #ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n #endif\n return sqrt(linear);\n }\n layout(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 float GetCameraDepthRH(float depthHS, mat4 matProj)\n {\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n }\n float GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n {\n return -matProj32 / (depthHS + matProj22);\n }\n vec4 GetWorldPosFromNDCPosRH(vec3 posHS, mat4 matProj, mat4 matViewProjInv)\n {\n float w = -GetCameraDepthRH(posHS.z, matProj);\n return matViewProjInv * vec4(posHS * w, w);\n }\n float GetLinearDepthFromViewSpace(vec3 viewPos, float near, float far) {\n float dist = length(viewPos);\n return (dist - near) / (far - near);\n }\n float CCGetLinearDepth(vec3 worldPos, float viewSpaceBias) {\n \tvec4 viewPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n viewPos.z += viewSpaceBias;\n \treturn GetLinearDepthFromViewSpace(viewPos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n }\n float CCGetLinearDepth(vec3 worldPos) {\n \treturn CCGetLinearDepth(worldPos, 0.0);\n }\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 highp float unpackHighpData (float mainPart, float modPart) {\n highp float data = mainPart;\n return data + modPart;\n }\n highp float unpackHighpData (float mainPart, float modPart, const float modValue) {\n highp float data = mainPart * modValue;\n return data + modPart * modValue;\n }\n highp vec2 unpackHighpData (vec2 mainPart, vec2 modPart) {\n highp vec2 data = mainPart;\n return data + modPart;\n }\n highp vec2 unpackHighpData (vec2 mainPart, vec2 modPart, const float modValue) {\n highp vec2 data = mainPart * modValue;\n return data + modPart * modValue;\n }\n highp vec3 unpackHighpData (vec3 mainPart, vec3 modPart) {\n highp vec3 data = mainPart;\n return data + modPart;\n }\n highp vec3 unpackHighpData (vec3 mainPart, vec3 modPart, const float modValue) {\n highp vec3 data = mainPart * modValue;\n return data + modPart * modValue;\n }\n highp vec4 unpackHighpData (vec4 mainPart, vec4 modPart) {\n highp vec4 data = mainPart;\n return data + modPart;\n }\n highp vec4 unpackHighpData (vec4 mainPart, vec4 modPart, const float modValue) {\n highp vec4 data = mainPart * modValue;\n return data + modPart * modValue;\n }\n float NativePCFShadowFactorHard (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n {\n #if CC_SHADOWMAP_FORMAT == 1\n return step(shadowNDCPos.z, dot(texture(shadowMap, shadowNDCPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n #else\n return step(shadowNDCPos.z, texture(shadowMap, shadowNDCPos.xy).x);\n #endif\n }\n float NativePCFShadowFactorSoft (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n {\n vec2 oneTap = 1.0 / shadowMapResolution;\n vec2 shadowNDCPos_offset = shadowNDCPos.xy + oneTap;\n float block0, block1, block2, block3;\n #if CC_SHADOWMAP_FORMAT == 1\n block0 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block1 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block2 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block3 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n #else\n block0 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)).x);\n block1 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos.y)).x);\n block2 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset.y)).x);\n block3 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos_offset.y)).x);\n #endif\n float coefX = mod(shadowNDCPos.x, oneTap.x) * shadowMapResolution.x;\n float resultX = mix(block0, block1, coefX);\n float resultY = mix(block2, block3, coefX);\n float coefY = mod(shadowNDCPos.y, oneTap.y) * shadowMapResolution.y;\n return mix(resultX, resultY, coefY);\n }\n float NativePCFShadowFactorSoft3X (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n {\n vec2 oneTap = 1.0 / shadowMapResolution;\n float shadowNDCPos_offset_L = shadowNDCPos.x - oneTap.x;\n float shadowNDCPos_offset_R = shadowNDCPos.x + oneTap.x;\n float shadowNDCPos_offset_U = shadowNDCPos.y - oneTap.y;\n float shadowNDCPos_offset_D = shadowNDCPos.y + oneTap.y;\n float block0, block1, block2, block3, block4, block5, block6, block7, block8;\n #if CC_SHADOWMAP_FORMAT == 1\n block0 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block1 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block2 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block3 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block4 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block5 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block6 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block7 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block8 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n #else\n block0 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_U)).x);\n block1 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_U)).x);\n block2 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_U)).x);\n block3 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos.y)).x);\n block4 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)).x);\n block5 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos.y)).x);\n block6 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_D)).x);\n block7 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_D)).x);\n block8 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_D)).x);\n #endif\n float coefX = mod(shadowNDCPos.x, oneTap.x) * shadowMapResolution.x;\n float coefY = mod(shadowNDCPos.y, oneTap.y) * shadowMapResolution.y;\n float shadow = 0.0;\n float resultX = mix(block0, block1, coefX);\n float resultY = mix(block3, block4, coefX);\n shadow += mix(resultX , resultY, coefY);\n resultX = mix(block1, block2, coefX);\n resultY = mix(block4, block5, coefX);\n shadow += mix(resultX , resultY, coefY);\n resultX = mix(block3, block4, coefX);\n resultY = mix(block6, block7, coefX);\n shadow += mix(resultX, resultY, coefY);\n resultX = mix(block4, block5, coefX);\n resultY = mix(block7, block8, coefX);\n shadow += mix(resultX, resultY, coefY);\n return shadow * 0.25;\n }\n bool GetShadowNDCPos(out vec3 shadowNDCPos, vec4 shadowPosWithDepthBias)\n {\n \tshadowNDCPos = shadowPosWithDepthBias.xyz / shadowPosWithDepthBias.w * 0.5 + 0.5;\n \tif (shadowNDCPos.x < 0.0 || shadowNDCPos.x > 1.0 ||\n \t\tshadowNDCPos.y < 0.0 || shadowNDCPos.y > 1.0 ||\n \t\tshadowNDCPos.z < 0.0 || shadowNDCPos.z > 1.0) {\n \t\treturn false;\n \t}\n \tshadowNDCPos.xy = cc_cameraPos.w == 1.0 ? vec2(shadowNDCPos.xy.x, 1.0 - shadowNDCPos.xy.y) : shadowNDCPos.xy;\n \treturn true;\n }\n vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, vec3 matViewDir0, vec3 matViewDir1, vec3 matViewDir2, vec2 projScaleXY)\n {\n vec4 newShadowPos = shadowPos;\n if (normalBias > EPSILON_LOWP)\n {\n vec3 viewNormal = vec3(dot(matViewDir0, worldNormal), dot(matViewDir1, worldNormal), dot(matViewDir2, worldNormal));\n if (viewNormal.z < 0.1)\n newShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);\n }\n return newShadowPos;\n }\n vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, mat4 matLightView, vec2 projScaleXY)\n {\n \tvec4 newShadowPos = shadowPos;\n \tif (normalBias > EPSILON_LOWP)\n \t{\n \t\tvec4 viewNormal = matLightView * vec4(worldNormal, 0.0);\n \t\tif (viewNormal.z < 0.1)\n \t\t\tnewShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);\n \t}\n \treturn newShadowPos;\n }\n vec4 ApplyShadowDepthBias_Perspective(vec4 shadowPos, float viewspaceDepthBias)\n {\n \tvec3 viewSpacePos;\n \tviewSpacePos.xy = shadowPos.xy * cc_shadowProjInfo.zw;\n \tviewSpacePos.z = shadowPos.z * cc_shadowInvProjDepthInfo.x + shadowPos.w * cc_shadowInvProjDepthInfo.y;\n \tviewSpacePos.xyz += cc_shadowProjDepthInfo.z * normalize(viewSpacePos.xyz) * viewspaceDepthBias;\n \tvec4 clipSpacePos;\n \tclipSpacePos.xy = viewSpacePos.xy * cc_shadowProjInfo.xy;\n \tclipSpacePos.zw = viewSpacePos.z * cc_shadowProjDepthInfo.xz + vec2(cc_shadowProjDepthInfo.y, 0.0);\n \t#if CC_SHADOWMAP_USE_LINEAR_DEPTH\n \t\tclipSpacePos.z = GetLinearDepthFromViewSpace(viewSpacePos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n \t\tclipSpacePos.z = (clipSpacePos.z * 2.0 - 1.0) * clipSpacePos.w;\n \t#endif\n \treturn clipSpacePos;\n }\n vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias, float projScaleZ, float projBiasZ)\n {\n \tfloat coeffA = projScaleZ;\n \tfloat coeffB = projBiasZ;\n \tfloat viewSpacePos_z = (shadowPos.z - coeffB) / coeffA;\n \tviewSpacePos_z += viewspaceDepthBias;\n \tvec4 result = shadowPos;\n \tresult.z = viewSpacePos_z * coeffA + coeffB;\n \treturn result;\n }\n vec4 ApplyShadowDepthBias_PerspectiveLinearDepth(vec4 shadowPos, float viewspaceDepthBias, vec3 worldPos)\n {\n shadowPos.z = CCGetLinearDepth(worldPos, viewspaceDepthBias) * 2.0 - 1.0;\n shadowPos.z *= shadowPos.w;\n return shadowPos;\n }\n float CCGetDirLightShadowFactorHard (vec4 shadowPosWithDepthBias) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorHard(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetDirLightShadowFactorSoft (vec4 shadowPosWithDepthBias) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorSoft(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetDirLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetSpotLightShadowFactorHard (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorHard(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetSpotLightShadowFactorSoft (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorSoft(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetSpotLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCSpotShadowFactorBase(vec4 shadowPos, vec3 worldPos, vec2 shadowBias)\n {\n float pcf = cc_shadowWHPBInfo.z;\n vec4 pos = vec4(1.0);\n #if CC_SHADOWMAP_USE_LINEAR_DEPTH\n pos = ApplyShadowDepthBias_PerspectiveLinearDepth(shadowPos, shadowBias.x, worldPos);\n #else\n pos = ApplyShadowDepthBias_Perspective(shadowPos, shadowBias.x);\n #endif\n if (pcf > 1.9) {\n return CCGetSpotLightShadowFactorSoft3X(pos, worldPos);\n }else if (pcf > 0.9) {\n return CCGetSpotLightShadowFactorSoft(pos, worldPos);\n }else {\n return CCGetSpotLightShadowFactorHard(pos, worldPos);\n }\n }\n float CCShadowFactorBase(vec4 shadowPos, vec3 N, vec2 shadowBias)\n {\n float realtimeShadow = 1.0;\n vec4 pos = ApplyShadowDepthBias_FaceNormal(shadowPos, N, shadowBias.y, cc_matLightView, cc_shadowProjInfo.xy);\n pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, cc_shadowProjDepthInfo.x, cc_shadowProjDepthInfo.y);\n float pcf = cc_shadowWHPBInfo.z;\n if (pcf > 1.9) {\n realtimeShadow = CCGetDirLightShadowFactorSoft3X(pos);\n }else if (pcf > 0.9) {\n realtimeShadow = CCGetDirLightShadowFactorSoft(pos);\n }else {\n realtimeShadow = CCGetDirLightShadowFactorHard(pos);\n }\n return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);\n }\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {\n int layer = -1;\n highp float layerThreshold = cc_csmViewDir0[0].w;\n for (int i = 0; i < 4; i++) {\n vec4 shadowPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);\n vec3 clipPos = shadowPos.xyz / shadowPos.w * 0.5 + 0.5;\n if (clipPos.x >= (0.0 + layerThreshold) && clipPos.x <= (1.0 - layerThreshold) &&\n clipPos.y >= (0.0 + layerThreshold) && clipPos.y <= (1.0 - layerThreshold) &&\n clipPos.z >= 0.0 && clipPos.z <= 1.0 && layer < 0) {\n csmPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);\n csmPos.xy = csmPos.xy * cc_csmAtlas[i].xy + cc_csmAtlas[i].zw;\n shadowProjDepthInfo = cc_csmProjDepthInfo[i];\n shadowProjInfo = cc_csmProjInfo[i];\n shadowViewDir0 = cc_csmViewDir0[i].xyz;\n shadowViewDir1 = cc_csmViewDir1[i].xyz;\n shadowViewDir2 = cc_csmViewDir2[i].xyz;\n layer = i;\n }\n }\n return layer;\n }\n float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias)\n {\n vec4 csmPos = vec4(1.0);\n vec4 shadowProjDepthInfo, shadowProjInfo;\n vec3 shadowViewDir0, shadowViewDir1, shadowViewDir2;\n int level = CCGetCSMLevel(csmPos, shadowProjDepthInfo, shadowProjInfo, shadowViewDir0, shadowViewDir1, shadowViewDir2, worldPos);\n if (level < 0) { return 1.0; }\n float realtimeShadow = 1.0;\n vec4 pos = ApplyShadowDepthBias_FaceNormal(csmPos, N, shadowBias.y, shadowViewDir0, shadowViewDir1, shadowViewDir2, shadowProjInfo.xy);\n pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, shadowProjDepthInfo.x, shadowProjDepthInfo.y);\n float pcf = cc_shadowWHPBInfo.z;\n if (pcf > 1.9) {\n realtimeShadow = CCGetDirLightShadowFactorSoft3X(pos);\n } else if (pcf > 0.9) {\n realtimeShadow = CCGetDirLightShadowFactorSoft(pos);\n }else {\n realtimeShadow = CCGetDirLightShadowFactorHard(pos);\n }\n return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);\n }\n #else\n int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {\n return -1;\n }\n float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias) {\n vec4 shadowPos = cc_matLightViewProj * vec4(worldPos, 1.0);\n return CCShadowFactorBase(shadowPos, N, shadowBias);\n }\n #endif\n #endif\n #if CC_USE_IBL\n layout(set = 0, binding = 5) uniform samplerCube cc_environment;\n vec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n return textureLod(tex, coord, lod);\n }\n vec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n return textureLod(tex, coord, lod);\n }\n vec3 unpackRGBE (vec4 rgbe) {\n return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n }\n #if CC_USE_DIFFUSEMAP\n layout(set = 0, binding = 7) uniform samplerCube cc_diffuseMap;\n #endif\n #endif\n float GGXMobile (float roughness, float NoH, vec3 H, vec3 N) {\n vec3 NxH = cross(N, H);\n float OneMinusNoHSqr = dot(NxH, NxH);\n float a = roughness * roughness;\n float n = NoH * a;\n float p = a / (OneMinusNoHSqr + n * n);\n return p * p;\n }\n float CalcSpecular (float roughness, float NoH, vec3 H, vec3 N) {\n return (roughness * 0.25 + 0.25) * GGXMobile(roughness, NoH, H, N);\n }\n vec3 BRDFApprox (vec3 specular, float roughness, float NoV) {\n const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);\n const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);\n vec4 r = roughness * c0 + c1;\n float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;\n vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;\n AB.y *= clamp(50.0 * specular.g, 0.0, 1.0);\n return specular * AB.x + AB.y;\n }\n #if USE_REFLECTION_DENOISE\n vec3 GetEnvReflectionWithMipFiltering(vec3 R, float roughness, float mipCount, float denoiseIntensity) {\n #if CC_USE_IBL\n \tfloat mip = roughness * (mipCount - 1.0);\n \tfloat delta = (dot(dFdx(R), dFdy(R))) * 1000.0;\n \tfloat mipBias = mix(0.0, 5.0, clamp(delta, 0.0, 1.0));\n \tvec4 biased = fragTextureLod(cc_environment, R, mip + mipBias);\n \tvec4 filtered = texture(cc_environment, R);\n #if CC_USE_IBL == 2\n \tbiased.rgb = unpackRGBE(biased);\n \tfiltered.rgb = unpackRGBE(filtered);\n #else\n \tbiased.rgb = SRGBToLinear(biased.rgb);\n \tfiltered.rgb = SRGBToLinear(filtered.rgb);\n #endif\n return mix(biased.rgb, filtered.rgb, denoiseIntensity);\n #else\n return vec3(0.0, 0.0, 0.0);\n #endif\n }\n #endif\n struct StandardSurface {\n vec4 albedo;\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n vec3 position, position_fract_part;\n #else\n vec3 position;\n #endif\n vec3 normal;\n vec3 emissive;\n vec3 lightmap;\n float lightmap_test;\n float roughness;\n float metallic;\n float occlusion;\n float specularIntensity;\n #if CC_RECEIVE_SHADOW\n vec2 shadowBias;\n #endif\n };\n vec4 CCStandardShadingBase (StandardSurface s, vec4 shadowPos) {\n vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n vec3 specular = mix(vec3(0.08 * s.specularIntensity), s.albedo.rgb, s.metallic);\n vec3 position;\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n position = unpackHighpData(s.position, s.position_fract_part);\n #else\n position = s.position;\n #endif\n vec3 N = normalize(s.normal);\n vec3 V = normalize(cc_cameraPos.xyz - position);\n vec3 L = normalize(-cc_mainLitDir.xyz);\n float NL = max(dot(N, L), 0.0);\n float shadow = 1.0;\n #if CC_RECEIVE_SHADOW\n if (NL > 0.0 && cc_mainLitDir.w > 0.0) {\n if (cc_shadowLPNNInfo.w > 0.0) {\n shadow = CCCSMFactorBase(position, N, s.shadowBias);\n } else {\n shadow = CCShadowFactorBase(shadowPos, N, s.shadowBias);\n }\n }\n #endif\n #if CC_USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n vec3 finalColor = diffuse * s.lightmap.rgb * shadow;\n #else\n float NV = max(abs(dot(N, V)), 0.0);\n specular = BRDFApprox(specular, s.roughness, NV);\n vec3 H = normalize(L + V);\n float NH = max(dot(N, H), 0.0);\n vec3 finalColor = NL * cc_mainLitColor.rgb * cc_mainLitColor.w;\n vec3 diffuseContrib = diffuse / PI;\n vec3 specularContrib = specular * CalcSpecular(s.roughness, NH, H, N);\n vec3 dirlightContrib = (diffuseContrib + specularContrib);\n dirlightContrib *= shadow;\n finalColor *= dirlightContrib;\n #endif\n float fAmb = 0.5 - N.y * 0.5;\n vec3 ambDiff = mix(cc_ambientSky.rgb, cc_ambientGround.rgb, fAmb);\n #if CC_USE_IBL\n #if CC_USE_DIFFUSEMAP\n vec4 diffuseMap = texture(cc_diffuseMap, N);\n #if CC_USE_DIFFUSEMAP == 2\n ambDiff = unpackRGBE(diffuseMap);\n #else\n ambDiff = SRGBToLinear(diffuseMap.rgb);\n #endif\n #endif\n vec3 R = normalize(reflect(-V, N));\n #if USE_REFLECTION_DENOISE && !CC_IBL_CONVOLUTED\n vec3 env = GetEnvReflectionWithMipFiltering(R, s.roughness, cc_ambientGround.w, 0.6);\n #else\n vec4 envmap = fragTextureLod(cc_environment, R, s.roughness * (cc_ambientGround.w - 1.0));\n #if CC_USE_IBL == 2\n vec3 env = unpackRGBE(envmap);\n #else\n vec3 env = SRGBToLinear(envmap.rgb);\n #endif\n #endif\n finalColor += env * cc_ambientSky.w * specular * s.occlusion;\n #endif\n finalColor += ambDiff.rgb * cc_ambientSky.w * diffuse * s.occlusion;\n finalColor += s.emissive;\n return vec4(finalColor, s.albedo.a);\n }\n #if CC_PIPELINE_TYPE == 0\n #define LIGHTS_PER_PASS 1\n #else\n #define LIGHTS_PER_PASS 10\n #endif\n #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 0\n layout(set = 2, binding = 1) uniform CCForwardLight {\n highp vec4 cc_lightPos[LIGHTS_PER_PASS];\n vec4 cc_lightColor[LIGHTS_PER_PASS];\n vec4 cc_lightSizeRangeAngle[LIGHTS_PER_PASS];\n vec4 cc_lightDir[LIGHTS_PER_PASS];\n };\n #endif\n float SmoothDistAtt (float distSqr, float invSqrAttRadius) {\n float factor = distSqr * invSqrAttRadius;\n float smoothFactor = clamp(1.0 - factor * factor, 0.0, 1.0);\n return smoothFactor * smoothFactor;\n }\n float GetDistAtt (float distSqr, float invSqrAttRadius) {\n float attenuation = 1.0 / max(distSqr, 0.01*0.01);\n attenuation *= SmoothDistAtt(distSqr , invSqrAttRadius);\n return attenuation;\n }\n float GetAngleAtt (vec3 L, vec3 litDir, float litAngleScale, float litAngleOffset) {\n float cd = dot(litDir, L);\n float attenuation = clamp(cd * litAngleScale + litAngleOffset, 0.0, 1.0);\n return (attenuation * attenuation);\n }\n #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 0\n vec4 CCStandardShadingAdditive (StandardSurface s, vec4 shadowPos) {\n vec3 position;\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n position = unpackHighpData(s.position, s.position_fract_part);\n #else\n position = s.position;\n #endif\n vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n vec3 diffuseContrib = diffuse / PI;\n vec3 N = normalize(s.normal);\n vec3 V = normalize(cc_cameraPos.xyz - position);\n float NV = max(abs(dot(N, V)), 0.0);\n specular = BRDFApprox(specular, s.roughness, NV);\n vec3 finalColor = vec3(0.0);\n int numLights = CC_PIPELINE_TYPE == 0 ? LIGHTS_PER_PASS : int(cc_lightDir[0].w);\n for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n if (i >= numLights) break;\n vec3 SLU = cc_lightPos[i].xyz - position;\n vec3 SL = normalize(SLU);\n vec3 SH = normalize(SL + V);\n float SNL = max(dot(N, SL), 0.0);\n float SNH = max(dot(N, SH), 0.0);\n float distSqr = dot(SLU, SLU);\n float litRadius = cc_lightSizeRangeAngle[i].x;\n float litRadiusSqr = litRadius * litRadius;\n float illum = litRadiusSqr / max(litRadiusSqr, distSqr);\n float attRadiusSqrInv = 1.0 / max(cc_lightSizeRangeAngle[i].y, 0.01);\n attRadiusSqrInv *= attRadiusSqrInv;\n float att = GetDistAtt(distSqr, attRadiusSqrInv);\n vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n if (cc_lightPos[i].w > 0.0) {\n float cosInner = max(dot(-cc_lightDir[i].xyz, SL), 0.01);\n float cosOuter = cc_lightSizeRangeAngle[i].z;\n float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n float litAngleOffset = -cosOuter * litAngleScale;\n att *= GetAngleAtt(SL, -cc_lightDir[i].xyz, litAngleScale, litAngleOffset);\n }\n vec3 lightColor = cc_lightColor[i].rgb;\n float shadow = 1.0;\n #if CC_RECEIVE_SHADOW\n if (cc_lightPos[i].w > 0.0 && cc_lightSizeRangeAngle[i].w > 0.0) {\n shadow = CCSpotShadowFactorBase(shadowPos, position, s.shadowBias);\n }\n #endif\n lightColor *= shadow;\n finalColor += SNL * lightColor * cc_lightColor[i].w * illum * att * (diffuseContrib + lspec);\n }\n return vec4(finalColor, 0.0);\n }\n #endif\n #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 1\n layout(set = 1, binding = 4) readonly buffer b_ccLightsBuffer { vec4 b_ccLights[]; };\n layout(set = 1, binding = 5) readonly buffer b_clusterLightIndicesBuffer { uint b_clusterLightIndices[]; };\n layout(set = 1, binding = 6) readonly buffer b_clusterLightGridBuffer { uvec4 b_clusterLightGrid[]; };\n struct CCLight\n {\n vec4 cc_lightPos;\n vec4 cc_lightColor;\n vec4 cc_lightSizeRangeAngle;\n vec4 cc_lightDir;\n };\n struct Cluster\n {\n vec3 minBounds;\n vec3 maxBounds;\n };\n struct LightGrid\n {\n uint offset;\n uint ccLights;\n };\n CCLight getCCLight(uint i)\n {\n CCLight light;\n light.cc_lightPos = b_ccLights[4u * i + 0u];\n light.cc_lightColor = b_ccLights[4u * i + 1u];\n light.cc_lightSizeRangeAngle = b_ccLights[4u * i + 2u];\n light.cc_lightDir = b_ccLights[4u * i + 3u];\n return light;\n }\n LightGrid getLightGrid(uint cluster)\n {\n uvec4 gridvec = b_clusterLightGrid[cluster];\n LightGrid grid;\n grid.offset = gridvec.x;\n grid.ccLights = gridvec.y;\n return grid;\n }\n uint getGridLightIndex(uint start, uint offset)\n {\n return b_clusterLightIndices[start + offset];\n }\n uint getClusterZIndex(vec4 worldPos)\n {\n float scale = float(24) / log(cc_nearFar.y / cc_nearFar.x);\n float bias = -(float(24) * log(cc_nearFar.x) / log(cc_nearFar.y / cc_nearFar.x));\n float eyeDepth = -(cc_matView * worldPos).z;\n uint zIndex = uint(max(log(eyeDepth) * scale + bias, 0.0));\n return zIndex;\n }\n uint getClusterIndex(vec4 fragCoord, vec4 worldPos)\n {\n uint zIndex = getClusterZIndex(worldPos);\n float clusterSizeX = ceil(cc_viewPort.z / float(16));\n float clusterSizeY = ceil(cc_viewPort.w / float(8));\n uvec3 indices = uvec3(uvec2(fragCoord.xy / vec2(clusterSizeX, clusterSizeY)), zIndex);\n uint cluster = (16u * 8u) * indices.z + 16u * indices.y + indices.x;\n return cluster;\n }\n vec4 CCClusterShadingAdditive (StandardSurface s, vec4 shadowPos) {\n vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n vec3 diffuseContrib = diffuse / PI;\n vec3 position;\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n position = unpackHighpData(s.position, s.position_fract_part);\n #else\n position = s.position;\n #endif\n vec3 N = normalize(s.normal);\n vec3 V = normalize(cc_cameraPos.xyz - position);\n float NV = max(abs(dot(N, V)), 0.001);\n specular = BRDFApprox(specular, s.roughness, NV);\n vec3 finalColor = vec3(0.0);\n uint cluster = getClusterIndex(gl_FragCoord, vec4(position, 1.0));\n LightGrid grid = getLightGrid(cluster);\n uint numLights = grid.ccLights;\n for (uint i = 0u; i < 100u; i++) {\n if (i >= numLights) break;\n uint lightIndex = getGridLightIndex(grid.offset, i);\n CCLight light = getCCLight(lightIndex);\n vec3 SLU = light.cc_lightPos.xyz - position;\n vec3 SL = normalize(SLU);\n vec3 SH = normalize(SL + V);\n float SNL = max(dot(N, SL), 0.001);\n float SNH = max(dot(N, SH), 0.0);\n float distSqr = dot(SLU, SLU);\n float litRadius = light.cc_lightSizeRangeAngle.x;\n float litRadiusSqr = litRadius * litRadius;\n float illum = PI * (litRadiusSqr / max(litRadiusSqr , distSqr));\n float attRadiusSqrInv = 1.0 / max(light.cc_lightSizeRangeAngle.y, 0.01);\n attRadiusSqrInv *= attRadiusSqrInv;\n float att = GetDistAtt(distSqr, attRadiusSqrInv);\n vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n if (light.cc_lightPos.w > 0.0) {\n float cosInner = max(dot(-light.cc_lightDir.xyz, SL), 0.01);\n float cosOuter = light.cc_lightSizeRangeAngle.z;\n float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n float litAngleOffset = -cosOuter * litAngleScale;\n att *= GetAngleAtt(SL, -light.cc_lightDir.xyz, litAngleScale, litAngleOffset);\n }\n vec3 lightColor = light.cc_lightColor.rgb;\n float shadow = 1.0;\n #if CC_RECEIVE_SHADOW\n if (light.cc_lightPos.w > 0.0) {\n shadow = CCSpotShadowFactorBase(shadowPos, position, s.shadowBias);\n }\n #endif\n lightColor *= shadow;\n finalColor += SNL * lightColor * light.cc_lightColor.w * illum * att * (diffuseContrib + lspec);\n }\n return vec4(finalColor, 0.0);\n }\n #endif\n vec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n }\n vec4 CCFragOutput (vec4 color) {\n #if CC_USE_HDR\n color.rgb = ACESToneMap(color.rgb);\n #endif\n color.rgb = LinearToSRGB(color.rgb);\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\n void 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 void CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n \tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n }\n vec2 signNotZero(vec2 v) {\n return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);\n }\n vec3 oct_to_float32x3(vec2 e) {\n vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));\n if (v.z < 0.0) v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);\n return normalize(v);\n }\n layout(location = 0) in vec2 v_uv;\n #if CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT\n layout(set = 1, binding = 0, input_attachment_index = 0) uniform subpassInput gbuffer_albedoMap;\n layout(set = 1, binding = 1, input_attachment_index = 1) uniform subpassInput gbuffer_normalMap;\n layout(set = 1, binding = 2, input_attachment_index = 2) uniform subpassInput gbuffer_emissiveMap;\n layout(set = 1, binding = 3, input_attachment_index = 3) uniform subpassInput depth_stencil;\n #else\n layout(set = 1, binding = 0) uniform sampler2D gbuffer_albedoMap;\n layout(set = 1, binding = 1) uniform sampler2D gbuffer_normalMap;\n layout(set = 1, binding = 2) uniform sampler2D gbuffer_emissiveMap;\n layout(set = 1, binding = 3) uniform sampler2D depth_stencil;\n #endif\n #if !CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT || __VERSION__ >= 450\n layout(location = 0) out vec4 fragColor;\n #endif\n vec4 screen2WS(vec3 coord) {\n vec3 ndc = vec3(\n 2.0 * (coord.x - cc_viewPort.x) / cc_viewPort.z - 1.0,\n 2.0 * (coord.y - cc_viewPort.y) / cc_viewPort.w - 1.0,\n coord.z);\n return GetWorldPosFromNDCPosRH(ndc, cc_matProj, cc_matViewProjInv);\n }\n void main () {\n StandardSurface s;\n #if CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT\n vec4 albedoMap = subpassLoad(gbuffer_albedoMap);\n vec4 normalMap = subpassLoad(gbuffer_normalMap);\n vec4 emissiveMap = subpassLoad(gbuffer_emissiveMap);\n float depth = subpassLoad(depth_stencil).x;\n #else\n vec4 albedoMap = texture(gbuffer_albedoMap,v_uv);\n vec4 normalMap = texture(gbuffer_normalMap,v_uv);\n vec4 emissiveMap = texture(gbuffer_emissiveMap,v_uv);\n float depth = texture(depth_stencil, v_uv).x;\n #endif\n s.albedo = albedoMap;\n vec3 position = screen2WS(vec3(gl_FragCoord.xy, depth)).xyz;\n s.position = position;\n s.roughness = normalMap.z;\n s.normal = oct_to_float32x3(normalMap.xy);\n s.specularIntensity = 0.5;\n s.metallic = normalMap.w;\n s.emissive = emissiveMap.xyz;\n s.occlusion = emissiveMap.w;\n float fogFactor;\n CC_TRANSFER_FOG_BASE(vec4(position, 1), fogFactor);\n vec4 shadowPos;\n shadowPos = cc_matLightViewProj * vec4(position, 1);\n vec4 color = CCStandardShadingBase(s, shadowPos) +\n#if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 1\n CCClusterShadingAdditive(s, shadowPos);\n#else\n CCStandardShadingAdditive(s, shadowPos);\n#endif\n CC_APPLY_FOG_BASE(color, fogFactor);\n color = CCFragOutput(color);\n #if CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT\n fragColor = color;\n #else\n fragColor = color;\n #endif\n }" }, "glsl3": { "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183f\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)\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_RECEIVE_SHADOW\n in vec2 a_localShadowBias;\n #endif\n#elif USE_BATCHING\n in float a_dyn_batch_id;\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_debug_view_mode;\n mediump vec4 cc_debug_view_composite_pack_1;\n mediump vec4 cc_debug_view_composite_pack_2;\n mediump vec4 cc_debug_view_composite_pack_3;\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};\nout vec2 v_uv;\nvoid main () {\n vec4 position;\n position = vec4(a_position, 1.0);\n position.xy = cc_cameraPos.w == 0.0 ? vec2(position.xy.x, -position.xy.y) : position.xy;\n gl_Position = vec4(position.x, position.y, 1.0, 1.0);\n v_uv = a_texCoord;\n}", "frag": "\n#ifdef GL_EXT_shader_framebuffer_fetch\n#extension GL_EXT_shader_framebuffer_fetch: enable\n#endif\n precision highp float;\n layout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_debug_view_mode;\n mediump vec4 cc_debug_view_composite_pack_1;\n mediump vec4 cc_debug_view_composite_pack_2;\n mediump vec4 cc_debug_view_composite_pack_3;\n };\n layout(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 #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 2.71828183f\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 CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n #define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n #define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n #define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n #define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n #define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n #define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n #define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n #define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n #define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n #define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n #define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n #define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n #define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n #define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n #define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n #define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n #define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n #define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n #define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n #define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n #define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n #define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\n vec3 SRGBToLinear (vec3 gamma) {\n #ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return gamma;\n }\n #endif\n #endif\n return gamma * gamma;\n }\n vec3 LinearToSRGB(vec3 linear) {\n #ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n #endif\n return sqrt(linear);\n }\n layout(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 float GetCameraDepthRH(float depthHS, mat4 matProj)\n {\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n }\n float GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n {\n return -matProj32 / (depthHS + matProj22);\n }\n vec4 GetWorldPosFromNDCPosRH(vec3 posHS, mat4 matProj, mat4 matViewProjInv)\n {\n float w = -GetCameraDepthRH(posHS.z, matProj);\n return matViewProjInv * vec4(posHS * w, w);\n }\n float GetLinearDepthFromViewSpace(vec3 viewPos, float near, float far) {\n float dist = length(viewPos);\n return (dist - near) / (far - near);\n }\n float CCGetLinearDepth(vec3 worldPos, float viewSpaceBias) {\n \tvec4 viewPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n viewPos.z += viewSpaceBias;\n \treturn GetLinearDepthFromViewSpace(viewPos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n }\n float CCGetLinearDepth(vec3 worldPos) {\n \treturn CCGetLinearDepth(worldPos, 0.0);\n }\n #if CC_RECEIVE_SHADOW\n uniform highp sampler2D cc_shadowMap;\n uniform highp sampler2D cc_spotShadowMap;\n highp float unpackHighpData (float mainPart, float modPart) {\n highp float data = mainPart;\n return data + modPart;\n }\n highp float unpackHighpData (float mainPart, float modPart, const float modValue) {\n highp float data = mainPart * modValue;\n return data + modPart * modValue;\n }\n highp vec2 unpackHighpData (vec2 mainPart, vec2 modPart) {\n highp vec2 data = mainPart;\n return data + modPart;\n }\n highp vec2 unpackHighpData (vec2 mainPart, vec2 modPart, const float modValue) {\n highp vec2 data = mainPart * modValue;\n return data + modPart * modValue;\n }\n highp vec3 unpackHighpData (vec3 mainPart, vec3 modPart) {\n highp vec3 data = mainPart;\n return data + modPart;\n }\n highp vec3 unpackHighpData (vec3 mainPart, vec3 modPart, const float modValue) {\n highp vec3 data = mainPart * modValue;\n return data + modPart * modValue;\n }\n highp vec4 unpackHighpData (vec4 mainPart, vec4 modPart) {\n highp vec4 data = mainPart;\n return data + modPart;\n }\n highp vec4 unpackHighpData (vec4 mainPart, vec4 modPart, const float modValue) {\n highp vec4 data = mainPart * modValue;\n return data + modPart * modValue;\n }\n float NativePCFShadowFactorHard (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n {\n #if CC_SHADOWMAP_FORMAT == 1\n return step(shadowNDCPos.z, dot(texture(shadowMap, shadowNDCPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n #else\n return step(shadowNDCPos.z, texture(shadowMap, shadowNDCPos.xy).x);\n #endif\n }\n float NativePCFShadowFactorSoft (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n {\n vec2 oneTap = 1.0 / shadowMapResolution;\n vec2 shadowNDCPos_offset = shadowNDCPos.xy + oneTap;\n float block0, block1, block2, block3;\n #if CC_SHADOWMAP_FORMAT == 1\n block0 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block1 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block2 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block3 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n #else\n block0 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)).x);\n block1 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos.y)).x);\n block2 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset.y)).x);\n block3 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos_offset.y)).x);\n #endif\n float coefX = mod(shadowNDCPos.x, oneTap.x) * shadowMapResolution.x;\n float resultX = mix(block0, block1, coefX);\n float resultY = mix(block2, block3, coefX);\n float coefY = mod(shadowNDCPos.y, oneTap.y) * shadowMapResolution.y;\n return mix(resultX, resultY, coefY);\n }\n float NativePCFShadowFactorSoft3X (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n {\n vec2 oneTap = 1.0 / shadowMapResolution;\n float shadowNDCPos_offset_L = shadowNDCPos.x - oneTap.x;\n float shadowNDCPos_offset_R = shadowNDCPos.x + oneTap.x;\n float shadowNDCPos_offset_U = shadowNDCPos.y - oneTap.y;\n float shadowNDCPos_offset_D = shadowNDCPos.y + oneTap.y;\n float block0, block1, block2, block3, block4, block5, block6, block7, block8;\n #if CC_SHADOWMAP_FORMAT == 1\n block0 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block1 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block2 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block3 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block4 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block5 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block6 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block7 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block8 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n #else\n block0 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_U)).x);\n block1 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_U)).x);\n block2 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_U)).x);\n block3 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos.y)).x);\n block4 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)).x);\n block5 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos.y)).x);\n block6 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_D)).x);\n block7 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_D)).x);\n block8 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_D)).x);\n #endif\n float coefX = mod(shadowNDCPos.x, oneTap.x) * shadowMapResolution.x;\n float coefY = mod(shadowNDCPos.y, oneTap.y) * shadowMapResolution.y;\n float shadow = 0.0;\n float resultX = mix(block0, block1, coefX);\n float resultY = mix(block3, block4, coefX);\n shadow += mix(resultX , resultY, coefY);\n resultX = mix(block1, block2, coefX);\n resultY = mix(block4, block5, coefX);\n shadow += mix(resultX , resultY, coefY);\n resultX = mix(block3, block4, coefX);\n resultY = mix(block6, block7, coefX);\n shadow += mix(resultX, resultY, coefY);\n resultX = mix(block4, block5, coefX);\n resultY = mix(block7, block8, coefX);\n shadow += mix(resultX, resultY, coefY);\n return shadow * 0.25;\n }\n bool GetShadowNDCPos(out vec3 shadowNDCPos, vec4 shadowPosWithDepthBias)\n {\n \tshadowNDCPos = shadowPosWithDepthBias.xyz / shadowPosWithDepthBias.w * 0.5 + 0.5;\n \tif (shadowNDCPos.x < 0.0 || shadowNDCPos.x > 1.0 ||\n \t\tshadowNDCPos.y < 0.0 || shadowNDCPos.y > 1.0 ||\n \t\tshadowNDCPos.z < 0.0 || shadowNDCPos.z > 1.0) {\n \t\treturn false;\n \t}\n \tshadowNDCPos.xy = cc_cameraPos.w == 1.0 ? vec2(shadowNDCPos.xy.x, 1.0 - shadowNDCPos.xy.y) : shadowNDCPos.xy;\n \treturn true;\n }\n vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, vec3 matViewDir0, vec3 matViewDir1, vec3 matViewDir2, vec2 projScaleXY)\n {\n vec4 newShadowPos = shadowPos;\n if (normalBias > EPSILON_LOWP)\n {\n vec3 viewNormal = vec3(dot(matViewDir0, worldNormal), dot(matViewDir1, worldNormal), dot(matViewDir2, worldNormal));\n if (viewNormal.z < 0.1)\n newShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);\n }\n return newShadowPos;\n }\n vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, mat4 matLightView, vec2 projScaleXY)\n {\n \tvec4 newShadowPos = shadowPos;\n \tif (normalBias > EPSILON_LOWP)\n \t{\n \t\tvec4 viewNormal = matLightView * vec4(worldNormal, 0.0);\n \t\tif (viewNormal.z < 0.1)\n \t\t\tnewShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);\n \t}\n \treturn newShadowPos;\n }\n vec4 ApplyShadowDepthBias_Perspective(vec4 shadowPos, float viewspaceDepthBias)\n {\n \tvec3 viewSpacePos;\n \tviewSpacePos.xy = shadowPos.xy * cc_shadowProjInfo.zw;\n \tviewSpacePos.z = shadowPos.z * cc_shadowInvProjDepthInfo.x + shadowPos.w * cc_shadowInvProjDepthInfo.y;\n \tviewSpacePos.xyz += cc_shadowProjDepthInfo.z * normalize(viewSpacePos.xyz) * viewspaceDepthBias;\n \tvec4 clipSpacePos;\n \tclipSpacePos.xy = viewSpacePos.xy * cc_shadowProjInfo.xy;\n \tclipSpacePos.zw = viewSpacePos.z * cc_shadowProjDepthInfo.xz + vec2(cc_shadowProjDepthInfo.y, 0.0);\n \t#if CC_SHADOWMAP_USE_LINEAR_DEPTH\n \t\tclipSpacePos.z = GetLinearDepthFromViewSpace(viewSpacePos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n \t\tclipSpacePos.z = (clipSpacePos.z * 2.0 - 1.0) * clipSpacePos.w;\n \t#endif\n \treturn clipSpacePos;\n }\n vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias, float projScaleZ, float projBiasZ)\n {\n \tfloat coeffA = projScaleZ;\n \tfloat coeffB = projBiasZ;\n \tfloat viewSpacePos_z = (shadowPos.z - coeffB) / coeffA;\n \tviewSpacePos_z += viewspaceDepthBias;\n \tvec4 result = shadowPos;\n \tresult.z = viewSpacePos_z * coeffA + coeffB;\n \treturn result;\n }\n vec4 ApplyShadowDepthBias_PerspectiveLinearDepth(vec4 shadowPos, float viewspaceDepthBias, vec3 worldPos)\n {\n shadowPos.z = CCGetLinearDepth(worldPos, viewspaceDepthBias) * 2.0 - 1.0;\n shadowPos.z *= shadowPos.w;\n return shadowPos;\n }\n float CCGetDirLightShadowFactorHard (vec4 shadowPosWithDepthBias) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorHard(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetDirLightShadowFactorSoft (vec4 shadowPosWithDepthBias) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorSoft(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetDirLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetSpotLightShadowFactorHard (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorHard(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetSpotLightShadowFactorSoft (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorSoft(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetSpotLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCSpotShadowFactorBase(vec4 shadowPos, vec3 worldPos, vec2 shadowBias)\n {\n float pcf = cc_shadowWHPBInfo.z;\n vec4 pos = vec4(1.0);\n #if CC_SHADOWMAP_USE_LINEAR_DEPTH\n pos = ApplyShadowDepthBias_PerspectiveLinearDepth(shadowPos, shadowBias.x, worldPos);\n #else\n pos = ApplyShadowDepthBias_Perspective(shadowPos, shadowBias.x);\n #endif\n if (pcf > 1.9) {\n return CCGetSpotLightShadowFactorSoft3X(pos, worldPos);\n }else if (pcf > 0.9) {\n return CCGetSpotLightShadowFactorSoft(pos, worldPos);\n }else {\n return CCGetSpotLightShadowFactorHard(pos, worldPos);\n }\n }\n float CCShadowFactorBase(vec4 shadowPos, vec3 N, vec2 shadowBias)\n {\n float realtimeShadow = 1.0;\n vec4 pos = ApplyShadowDepthBias_FaceNormal(shadowPos, N, shadowBias.y, cc_matLightView, cc_shadowProjInfo.xy);\n pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, cc_shadowProjDepthInfo.x, cc_shadowProjDepthInfo.y);\n float pcf = cc_shadowWHPBInfo.z;\n if (pcf > 1.9) {\n realtimeShadow = CCGetDirLightShadowFactorSoft3X(pos);\n }else if (pcf > 0.9) {\n realtimeShadow = CCGetDirLightShadowFactorSoft(pos);\n }else {\n realtimeShadow = CCGetDirLightShadowFactorHard(pos);\n }\n return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);\n }\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {\n int layer = -1;\n highp float layerThreshold = cc_csmViewDir0[0].w;\n for (int i = 0; i < 4; i++) {\n vec4 shadowPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);\n vec3 clipPos = shadowPos.xyz / shadowPos.w * 0.5 + 0.5;\n if (clipPos.x >= (0.0 + layerThreshold) && clipPos.x <= (1.0 - layerThreshold) &&\n clipPos.y >= (0.0 + layerThreshold) && clipPos.y <= (1.0 - layerThreshold) &&\n clipPos.z >= 0.0 && clipPos.z <= 1.0 && layer < 0) {\n csmPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);\n csmPos.xy = csmPos.xy * cc_csmAtlas[i].xy + cc_csmAtlas[i].zw;\n shadowProjDepthInfo = cc_csmProjDepthInfo[i];\n shadowProjInfo = cc_csmProjInfo[i];\n shadowViewDir0 = cc_csmViewDir0[i].xyz;\n shadowViewDir1 = cc_csmViewDir1[i].xyz;\n shadowViewDir2 = cc_csmViewDir2[i].xyz;\n layer = i;\n }\n }\n return layer;\n }\n float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias)\n {\n vec4 csmPos = vec4(1.0);\n vec4 shadowProjDepthInfo, shadowProjInfo;\n vec3 shadowViewDir0, shadowViewDir1, shadowViewDir2;\n int level = CCGetCSMLevel(csmPos, shadowProjDepthInfo, shadowProjInfo, shadowViewDir0, shadowViewDir1, shadowViewDir2, worldPos);\n if (level < 0) { return 1.0; }\n float realtimeShadow = 1.0;\n vec4 pos = ApplyShadowDepthBias_FaceNormal(csmPos, N, shadowBias.y, shadowViewDir0, shadowViewDir1, shadowViewDir2, shadowProjInfo.xy);\n pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, shadowProjDepthInfo.x, shadowProjDepthInfo.y);\n float pcf = cc_shadowWHPBInfo.z;\n if (pcf > 1.9) {\n realtimeShadow = CCGetDirLightShadowFactorSoft3X(pos);\n } else if (pcf > 0.9) {\n realtimeShadow = CCGetDirLightShadowFactorSoft(pos);\n }else {\n realtimeShadow = CCGetDirLightShadowFactorHard(pos);\n }\n return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);\n }\n #else\n int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {\n return -1;\n }\n float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias) {\n vec4 shadowPos = cc_matLightViewProj * vec4(worldPos, 1.0);\n return CCShadowFactorBase(shadowPos, N, shadowBias);\n }\n #endif\n #endif\n #if CC_USE_IBL\n uniform samplerCube cc_environment;\n vec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n return textureLod(tex, coord, lod);\n }\n vec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n return textureLod(tex, coord, lod);\n }\n vec3 unpackRGBE (vec4 rgbe) {\n return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n }\n #if CC_USE_DIFFUSEMAP\n uniform samplerCube cc_diffuseMap;\n #endif\n #endif\n float GGXMobile (float roughness, float NoH, vec3 H, vec3 N) {\n vec3 NxH = cross(N, H);\n float OneMinusNoHSqr = dot(NxH, NxH);\n float a = roughness * roughness;\n float n = NoH * a;\n float p = a / (OneMinusNoHSqr + n * n);\n return p * p;\n }\n float CalcSpecular (float roughness, float NoH, vec3 H, vec3 N) {\n return (roughness * 0.25 + 0.25) * GGXMobile(roughness, NoH, H, N);\n }\n vec3 BRDFApprox (vec3 specular, float roughness, float NoV) {\n const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);\n const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);\n vec4 r = roughness * c0 + c1;\n float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;\n vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;\n AB.y *= clamp(50.0 * specular.g, 0.0, 1.0);\n return specular * AB.x + AB.y;\n }\n #if USE_REFLECTION_DENOISE\n vec3 GetEnvReflectionWithMipFiltering(vec3 R, float roughness, float mipCount, float denoiseIntensity) {\n #if CC_USE_IBL\n \tfloat mip = roughness * (mipCount - 1.0);\n \tfloat delta = (dot(dFdx(R), dFdy(R))) * 1000.0;\n \tfloat mipBias = mix(0.0, 5.0, clamp(delta, 0.0, 1.0));\n \tvec4 biased = fragTextureLod(cc_environment, R, mip + mipBias);\n \tvec4 filtered = texture(cc_environment, R);\n #if CC_USE_IBL == 2\n \tbiased.rgb = unpackRGBE(biased);\n \tfiltered.rgb = unpackRGBE(filtered);\n #else\n \tbiased.rgb = SRGBToLinear(biased.rgb);\n \tfiltered.rgb = SRGBToLinear(filtered.rgb);\n #endif\n return mix(biased.rgb, filtered.rgb, denoiseIntensity);\n #else\n return vec3(0.0, 0.0, 0.0);\n #endif\n }\n #endif\n struct StandardSurface {\n vec4 albedo;\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n vec3 position, position_fract_part;\n #else\n vec3 position;\n #endif\n vec3 normal;\n vec3 emissive;\n vec3 lightmap;\n float lightmap_test;\n float roughness;\n float metallic;\n float occlusion;\n float specularIntensity;\n #if CC_RECEIVE_SHADOW\n vec2 shadowBias;\n #endif\n };\n vec4 CCStandardShadingBase (StandardSurface s, vec4 shadowPos) {\n vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n vec3 specular = mix(vec3(0.08 * s.specularIntensity), s.albedo.rgb, s.metallic);\n vec3 position;\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n position = unpackHighpData(s.position, s.position_fract_part);\n #else\n position = s.position;\n #endif\n vec3 N = normalize(s.normal);\n vec3 V = normalize(cc_cameraPos.xyz - position);\n vec3 L = normalize(-cc_mainLitDir.xyz);\n float NL = max(dot(N, L), 0.0);\n float shadow = 1.0;\n #if CC_RECEIVE_SHADOW\n if (NL > 0.0 && cc_mainLitDir.w > 0.0) {\n if (cc_shadowLPNNInfo.w > 0.0) {\n shadow = CCCSMFactorBase(position, N, s.shadowBias);\n } else {\n shadow = CCShadowFactorBase(shadowPos, N, s.shadowBias);\n }\n }\n #endif\n #if CC_USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n vec3 finalColor = diffuse * s.lightmap.rgb * shadow;\n #else\n float NV = max(abs(dot(N, V)), 0.0);\n specular = BRDFApprox(specular, s.roughness, NV);\n vec3 H = normalize(L + V);\n float NH = max(dot(N, H), 0.0);\n vec3 finalColor = NL * cc_mainLitColor.rgb * cc_mainLitColor.w;\n vec3 diffuseContrib = diffuse / PI;\n vec3 specularContrib = specular * CalcSpecular(s.roughness, NH, H, N);\n vec3 dirlightContrib = (diffuseContrib + specularContrib);\n dirlightContrib *= shadow;\n finalColor *= dirlightContrib;\n #endif\n float fAmb = 0.5 - N.y * 0.5;\n vec3 ambDiff = mix(cc_ambientSky.rgb, cc_ambientGround.rgb, fAmb);\n #if CC_USE_IBL\n #if CC_USE_DIFFUSEMAP\n vec4 diffuseMap = texture(cc_diffuseMap, N);\n #if CC_USE_DIFFUSEMAP == 2\n ambDiff = unpackRGBE(diffuseMap);\n #else\n ambDiff = SRGBToLinear(diffuseMap.rgb);\n #endif\n #endif\n vec3 R = normalize(reflect(-V, N));\n #if USE_REFLECTION_DENOISE && !CC_IBL_CONVOLUTED\n vec3 env = GetEnvReflectionWithMipFiltering(R, s.roughness, cc_ambientGround.w, 0.6);\n #else\n vec4 envmap = fragTextureLod(cc_environment, R, s.roughness * (cc_ambientGround.w - 1.0));\n #if CC_USE_IBL == 2\n vec3 env = unpackRGBE(envmap);\n #else\n vec3 env = SRGBToLinear(envmap.rgb);\n #endif\n #endif\n finalColor += env * cc_ambientSky.w * specular * s.occlusion;\n #endif\n finalColor += ambDiff.rgb * cc_ambientSky.w * diffuse * s.occlusion;\n finalColor += s.emissive;\n return vec4(finalColor, s.albedo.a);\n }\n #if CC_PIPELINE_TYPE == 0\n #define LIGHTS_PER_PASS 1\n #else\n #define LIGHTS_PER_PASS 10\n #endif\n #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 0\n layout(std140) uniform CCForwardLight {\n highp vec4 cc_lightPos[LIGHTS_PER_PASS];\n vec4 cc_lightColor[LIGHTS_PER_PASS];\n vec4 cc_lightSizeRangeAngle[LIGHTS_PER_PASS];\n vec4 cc_lightDir[LIGHTS_PER_PASS];\n };\n #endif\n float SmoothDistAtt (float distSqr, float invSqrAttRadius) {\n float factor = distSqr * invSqrAttRadius;\n float smoothFactor = clamp(1.0 - factor * factor, 0.0, 1.0);\n return smoothFactor * smoothFactor;\n }\n float GetDistAtt (float distSqr, float invSqrAttRadius) {\n float attenuation = 1.0 / max(distSqr, 0.01*0.01);\n attenuation *= SmoothDistAtt(distSqr , invSqrAttRadius);\n return attenuation;\n }\n float GetAngleAtt (vec3 L, vec3 litDir, float litAngleScale, float litAngleOffset) {\n float cd = dot(litDir, L);\n float attenuation = clamp(cd * litAngleScale + litAngleOffset, 0.0, 1.0);\n return (attenuation * attenuation);\n }\n #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 0\n vec4 CCStandardShadingAdditive (StandardSurface s, vec4 shadowPos) {\n vec3 position;\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n position = unpackHighpData(s.position, s.position_fract_part);\n #else\n position = s.position;\n #endif\n vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n vec3 diffuseContrib = diffuse / PI;\n vec3 N = normalize(s.normal);\n vec3 V = normalize(cc_cameraPos.xyz - position);\n float NV = max(abs(dot(N, V)), 0.0);\n specular = BRDFApprox(specular, s.roughness, NV);\n vec3 finalColor = vec3(0.0);\n int numLights = CC_PIPELINE_TYPE == 0 ? LIGHTS_PER_PASS : int(cc_lightDir[0].w);\n for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n if (i >= numLights) break;\n vec3 SLU = cc_lightPos[i].xyz - position;\n vec3 SL = normalize(SLU);\n vec3 SH = normalize(SL + V);\n float SNL = max(dot(N, SL), 0.0);\n float SNH = max(dot(N, SH), 0.0);\n float distSqr = dot(SLU, SLU);\n float litRadius = cc_lightSizeRangeAngle[i].x;\n float litRadiusSqr = litRadius * litRadius;\n float illum = litRadiusSqr / max(litRadiusSqr, distSqr);\n float attRadiusSqrInv = 1.0 / max(cc_lightSizeRangeAngle[i].y, 0.01);\n attRadiusSqrInv *= attRadiusSqrInv;\n float att = GetDistAtt(distSqr, attRadiusSqrInv);\n vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n if (cc_lightPos[i].w > 0.0) {\n float cosInner = max(dot(-cc_lightDir[i].xyz, SL), 0.01);\n float cosOuter = cc_lightSizeRangeAngle[i].z;\n float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n float litAngleOffset = -cosOuter * litAngleScale;\n att *= GetAngleAtt(SL, -cc_lightDir[i].xyz, litAngleScale, litAngleOffset);\n }\n vec3 lightColor = cc_lightColor[i].rgb;\n float shadow = 1.0;\n #if CC_RECEIVE_SHADOW\n if (cc_lightPos[i].w > 0.0 && cc_lightSizeRangeAngle[i].w > 0.0) {\n shadow = CCSpotShadowFactorBase(shadowPos, position, s.shadowBias);\n }\n #endif\n lightColor *= shadow;\n finalColor += SNL * lightColor * cc_lightColor[i].w * illum * att * (diffuseContrib + lspec);\n }\n return vec4(finalColor, 0.0);\n }\n #endif\n #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 1\n layout(std430, binding = 4) readonly buffer b_ccLightsBuffer { vec4 b_ccLights[]; };\n layout(std430, binding = 5) readonly buffer b_clusterLightIndicesBuffer { uint b_clusterLightIndices[]; };\n layout(std430, binding = 6) readonly buffer b_clusterLightGridBuffer { uvec4 b_clusterLightGrid[]; };\n struct CCLight\n {\n vec4 cc_lightPos;\n vec4 cc_lightColor;\n vec4 cc_lightSizeRangeAngle;\n vec4 cc_lightDir;\n };\n struct Cluster\n {\n vec3 minBounds;\n vec3 maxBounds;\n };\n struct LightGrid\n {\n uint offset;\n uint ccLights;\n };\n CCLight getCCLight(uint i)\n {\n CCLight light;\n light.cc_lightPos = b_ccLights[4u * i + 0u];\n light.cc_lightColor = b_ccLights[4u * i + 1u];\n light.cc_lightSizeRangeAngle = b_ccLights[4u * i + 2u];\n light.cc_lightDir = b_ccLights[4u * i + 3u];\n return light;\n }\n LightGrid getLightGrid(uint cluster)\n {\n uvec4 gridvec = b_clusterLightGrid[cluster];\n LightGrid grid;\n grid.offset = gridvec.x;\n grid.ccLights = gridvec.y;\n return grid;\n }\n uint getGridLightIndex(uint start, uint offset)\n {\n return b_clusterLightIndices[start + offset];\n }\n uint getClusterZIndex(vec4 worldPos)\n {\n float scale = float(24) / log(cc_nearFar.y / cc_nearFar.x);\n float bias = -(float(24) * log(cc_nearFar.x) / log(cc_nearFar.y / cc_nearFar.x));\n float eyeDepth = -(cc_matView * worldPos).z;\n uint zIndex = uint(max(log(eyeDepth) * scale + bias, 0.0));\n return zIndex;\n }\n uint getClusterIndex(vec4 fragCoord, vec4 worldPos)\n {\n uint zIndex = getClusterZIndex(worldPos);\n float clusterSizeX = ceil(cc_viewPort.z / float(16));\n float clusterSizeY = ceil(cc_viewPort.w / float(8));\n uvec3 indices = uvec3(uvec2(fragCoord.xy / vec2(clusterSizeX, clusterSizeY)), zIndex);\n uint cluster = (16u * 8u) * indices.z + 16u * indices.y + indices.x;\n return cluster;\n }\n vec4 CCClusterShadingAdditive (StandardSurface s, vec4 shadowPos) {\n vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n vec3 diffuseContrib = diffuse / PI;\n vec3 position;\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n position = unpackHighpData(s.position, s.position_fract_part);\n #else\n position = s.position;\n #endif\n vec3 N = normalize(s.normal);\n vec3 V = normalize(cc_cameraPos.xyz - position);\n float NV = max(abs(dot(N, V)), 0.001);\n specular = BRDFApprox(specular, s.roughness, NV);\n vec3 finalColor = vec3(0.0);\n uint cluster = getClusterIndex(gl_FragCoord, vec4(position, 1.0));\n LightGrid grid = getLightGrid(cluster);\n uint numLights = grid.ccLights;\n for (uint i = 0u; i < 100u; i++) {\n if (i >= numLights) break;\n uint lightIndex = getGridLightIndex(grid.offset, i);\n CCLight light = getCCLight(lightIndex);\n vec3 SLU = light.cc_lightPos.xyz - position;\n vec3 SL = normalize(SLU);\n vec3 SH = normalize(SL + V);\n float SNL = max(dot(N, SL), 0.001);\n float SNH = max(dot(N, SH), 0.0);\n float distSqr = dot(SLU, SLU);\n float litRadius = light.cc_lightSizeRangeAngle.x;\n float litRadiusSqr = litRadius * litRadius;\n float illum = PI * (litRadiusSqr / max(litRadiusSqr , distSqr));\n float attRadiusSqrInv = 1.0 / max(light.cc_lightSizeRangeAngle.y, 0.01);\n attRadiusSqrInv *= attRadiusSqrInv;\n float att = GetDistAtt(distSqr, attRadiusSqrInv);\n vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n if (light.cc_lightPos.w > 0.0) {\n float cosInner = max(dot(-light.cc_lightDir.xyz, SL), 0.01);\n float cosOuter = light.cc_lightSizeRangeAngle.z;\n float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n float litAngleOffset = -cosOuter * litAngleScale;\n att *= GetAngleAtt(SL, -light.cc_lightDir.xyz, litAngleScale, litAngleOffset);\n }\n vec3 lightColor = light.cc_lightColor.rgb;\n float shadow = 1.0;\n #if CC_RECEIVE_SHADOW\n if (light.cc_lightPos.w > 0.0) {\n shadow = CCSpotShadowFactorBase(shadowPos, position, s.shadowBias);\n }\n #endif\n lightColor *= shadow;\n finalColor += SNL * lightColor * light.cc_lightColor.w * illum * att * (diffuseContrib + lspec);\n }\n return vec4(finalColor, 0.0);\n }\n #endif\n vec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n }\n vec4 CCFragOutput (vec4 color) {\n #if CC_USE_HDR\n color.rgb = ACESToneMap(color.rgb);\n #endif\n color.rgb = LinearToSRGB(color.rgb);\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\n void 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 void CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n \tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n }\n vec2 signNotZero(vec2 v) {\n return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);\n }\n vec3 oct_to_float32x3(vec2 e) {\n vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));\n if (v.z < 0.0) v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);\n return normalize(v);\n }\n in vec2 v_uv;\n #if CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT\n layout(location = 0) inout vec4 gbuffer_albedoMap;\n layout(location = 1) inout vec4 gbuffer_normalMap;\n layout(location = 2) inout vec4 gbuffer_emissiveMap;\n uniform sampler2D depth_stencil;\n #else\n uniform sampler2D gbuffer_albedoMap;\n uniform sampler2D gbuffer_normalMap;\n uniform sampler2D gbuffer_emissiveMap;\n uniform sampler2D depth_stencil;\n #endif\n #if !CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT || __VERSION__ >= 450\n layout(location = 0) out vec4 fragColor;\n #endif\n vec4 screen2WS(vec3 coord) {\n vec3 ndc = vec3(\n 2.0 * (coord.x - cc_viewPort.x) / cc_viewPort.z - 1.0,\n 2.0 * (coord.y - cc_viewPort.y) / cc_viewPort.w - 1.0,\n 2.0 * coord.z - 1.0);\n return GetWorldPosFromNDCPosRH(ndc, cc_matProj, cc_matViewProjInv);\n }\n void main () {\n StandardSurface s;\n #if CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT\n vec4 albedoMap = gbuffer_albedoMap;\n vec4 normalMap = gbuffer_normalMap;\n vec4 emissiveMap = gbuffer_emissiveMap;\n float depth = texture(depth_stencil, v_uv).x;\n #else\n vec4 albedoMap = texture(gbuffer_albedoMap,v_uv);\n vec4 normalMap = texture(gbuffer_normalMap,v_uv);\n vec4 emissiveMap = texture(gbuffer_emissiveMap,v_uv);\n float depth = texture(depth_stencil, v_uv).x;\n #endif\n s.albedo = albedoMap;\n vec3 position = screen2WS(vec3(gl_FragCoord.xy, depth)).xyz;\n s.position = position;\n s.roughness = normalMap.z;\n s.normal = oct_to_float32x3(normalMap.xy);\n s.specularIntensity = 0.5;\n s.metallic = normalMap.w;\n s.emissive = emissiveMap.xyz;\n s.occlusion = emissiveMap.w;\n float fogFactor;\n CC_TRANSFER_FOG_BASE(vec4(position, 1), fogFactor);\n vec4 shadowPos;\n shadowPos = cc_matLightViewProj * vec4(position, 1);\n vec4 color = CCStandardShadingBase(s, shadowPos) +\n#if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 1\n CCClusterShadingAdditive(s, shadowPos);\n#else\n CCStandardShadingAdditive(s, shadowPos);\n#endif\n CC_APPLY_FOG_BASE(color, fogFactor);\n color = CCFragOutput(color);\n #if CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT\n gbuffer_emissiveMap = color;\n #else\n fragColor = color;\n #endif\n }" }, "glsl1": { "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183f\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)\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_RECEIVE_SHADOW\n attribute vec2 a_localShadowBias;\n #endif\n#elif USE_BATCHING\n attribute float a_dyn_batch_id;\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\nuniform highp vec4 cc_cameraPos;\nvarying vec2 v_uv;\nvoid main () {\n vec4 position;\n position = vec4(a_position, 1.0);\n position.xy = cc_cameraPos.w == 0.0 ? vec2(position.xy.x, -position.xy.y) : position.xy;\n gl_Position = vec4(position.x, position.y, 1.0, 1.0);\n v_uv = a_texCoord;\n}", "frag": "\n#ifdef GL_EXT_shader_framebuffer_fetch\n#extension GL_EXT_shader_framebuffer_fetch: enable\n#endif\n#ifdef GL_OES_standard_derivatives\n#extension GL_OES_standard_derivatives: enable\n#endif\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\n precision highp float;\n uniform mediump vec4 cc_debug_view_mode;\n uniform mediump vec4 cc_debug_view_composite_pack_1;\n uniform mediump vec4 cc_debug_view_composite_pack_2;\n uniform mediump vec4 cc_debug_view_composite_pack_3;\n uniform highp mat4 cc_matView;\n uniform highp mat4 cc_matProj;\n uniform highp mat4 cc_matViewProjInv;\n uniform highp vec4 cc_cameraPos;\n uniform mediump vec4 cc_mainLitDir;\n uniform mediump vec4 cc_mainLitColor;\n uniform mediump vec4 cc_ambientSky;\n uniform mediump vec4 cc_ambientGround;\n uniform mediump vec4 cc_fogColor;\n uniform mediump vec4 cc_fogBase;\n uniform mediump vec4 cc_fogAdd;\n uniform mediump vec4 cc_nearFar;\n uniform mediump vec4 cc_viewPort;\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 2.71828183f\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 CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n #define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n #define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n #define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n #define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n #define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n #define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n #define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n #define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n #define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n #define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n #define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n #define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n #define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n #define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n #define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n #define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n #define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n #define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n #define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n #define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n #define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n #define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n #define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n #define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n #define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\n vec3 SRGBToLinear (vec3 gamma) {\n #ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return gamma;\n }\n #endif\n #endif\n return gamma * gamma;\n }\n vec3 LinearToSRGB(vec3 linear) {\n #ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n #endif\n return sqrt(linear);\n }\n uniform highp mat4 cc_matLightView;\n uniform highp mat4 cc_matLightViewProj;\n uniform highp vec4 cc_shadowInvProjDepthInfo;\n uniform highp vec4 cc_shadowProjDepthInfo;\n uniform highp vec4 cc_shadowProjInfo;\n uniform mediump vec4 cc_shadowNFLSInfo;\n uniform mediump vec4 cc_shadowWHPBInfo;\n uniform mediump vec4 cc_shadowLPNNInfo;\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n uniform highp vec4 cc_csmViewDir0[4];\n uniform highp vec4 cc_csmViewDir1[4];\n uniform highp vec4 cc_csmViewDir2[4];\n uniform highp vec4 cc_csmAtlas[4];\n uniform highp mat4 cc_matCSMViewProj[4];\n uniform highp vec4 cc_csmProjDepthInfo[4];\n uniform highp vec4 cc_csmProjInfo[4];\n #endif\n float GetCameraDepthRH(float depthHS, mat4 matProj)\n {\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n }\n float GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n {\n return -matProj32 / (depthHS + matProj22);\n }\n vec4 GetWorldPosFromNDCPosRH(vec3 posHS, mat4 matProj, mat4 matViewProjInv)\n {\n float w = -GetCameraDepthRH(posHS.z, matProj);\n return matViewProjInv * vec4(posHS * w, w);\n }\n float GetLinearDepthFromViewSpace(vec3 viewPos, float near, float far) {\n float dist = length(viewPos);\n return (dist - near) / (far - near);\n }\n float CCGetLinearDepth(vec3 worldPos, float viewSpaceBias) {\n \tvec4 viewPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n viewPos.z += viewSpaceBias;\n \treturn GetLinearDepthFromViewSpace(viewPos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n }\n float CCGetLinearDepth(vec3 worldPos) {\n \treturn CCGetLinearDepth(worldPos, 0.0);\n }\n #if CC_RECEIVE_SHADOW\n uniform highp sampler2D cc_shadowMap;\n uniform highp sampler2D cc_spotShadowMap;\n highp float unpackHighpData (float mainPart, float modPart) {\n highp float data = mainPart;\n return data + modPart;\n }\n highp float unpackHighpData (float mainPart, float modPart, const float modValue) {\n highp float data = mainPart * modValue;\n return data + modPart * modValue;\n }\n highp vec2 unpackHighpData (vec2 mainPart, vec2 modPart) {\n highp vec2 data = mainPart;\n return data + modPart;\n }\n highp vec2 unpackHighpData (vec2 mainPart, vec2 modPart, const float modValue) {\n highp vec2 data = mainPart * modValue;\n return data + modPart * modValue;\n }\n highp vec3 unpackHighpData (vec3 mainPart, vec3 modPart) {\n highp vec3 data = mainPart;\n return data + modPart;\n }\n highp vec3 unpackHighpData (vec3 mainPart, vec3 modPart, const float modValue) {\n highp vec3 data = mainPart * modValue;\n return data + modPart * modValue;\n }\n highp vec4 unpackHighpData (vec4 mainPart, vec4 modPart) {\n highp vec4 data = mainPart;\n return data + modPart;\n }\n highp vec4 unpackHighpData (vec4 mainPart, vec4 modPart, const float modValue) {\n highp vec4 data = mainPart * modValue;\n return data + modPart * modValue;\n }\n float NativePCFShadowFactorHard (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n {\n #if CC_SHADOWMAP_FORMAT == 1\n return step(shadowNDCPos.z, dot(texture2D(shadowMap, shadowNDCPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n #else\n return step(shadowNDCPos.z, texture2D(shadowMap, shadowNDCPos.xy).x);\n #endif\n }\n float NativePCFShadowFactorSoft (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n {\n vec2 oneTap = 1.0 / shadowMapResolution;\n vec2 shadowNDCPos_offset = shadowNDCPos.xy + oneTap;\n float block0, block1, block2, block3;\n #if CC_SHADOWMAP_FORMAT == 1\n block0 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block1 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block2 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block3 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n #else\n block0 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)).x);\n block1 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos.y)).x);\n block2 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset.y)).x);\n block3 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos_offset.y)).x);\n #endif\n float coefX = mod(shadowNDCPos.x, oneTap.x) * shadowMapResolution.x;\n float resultX = mix(block0, block1, coefX);\n float resultY = mix(block2, block3, coefX);\n float coefY = mod(shadowNDCPos.y, oneTap.y) * shadowMapResolution.y;\n return mix(resultX, resultY, coefY);\n }\n float NativePCFShadowFactorSoft3X (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n {\n vec2 oneTap = 1.0 / shadowMapResolution;\n float shadowNDCPos_offset_L = shadowNDCPos.x - oneTap.x;\n float shadowNDCPos_offset_R = shadowNDCPos.x + oneTap.x;\n float shadowNDCPos_offset_U = shadowNDCPos.y - oneTap.y;\n float shadowNDCPos_offset_D = shadowNDCPos.y + oneTap.y;\n float block0, block1, block2, block3, block4, block5, block6, block7, block8;\n #if CC_SHADOWMAP_FORMAT == 1\n block0 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block1 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block2 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block3 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block4 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block5 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block6 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block7 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n block8 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n #else\n block0 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_U)).x);\n block1 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_U)).x);\n block2 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_U)).x);\n block3 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos.y)).x);\n block4 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)).x);\n block5 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos.y)).x);\n block6 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_D)).x);\n block7 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_D)).x);\n block8 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_D)).x);\n #endif\n float coefX = mod(shadowNDCPos.x, oneTap.x) * shadowMapResolution.x;\n float coefY = mod(shadowNDCPos.y, oneTap.y) * shadowMapResolution.y;\n float shadow = 0.0;\n float resultX = mix(block0, block1, coefX);\n float resultY = mix(block3, block4, coefX);\n shadow += mix(resultX , resultY, coefY);\n resultX = mix(block1, block2, coefX);\n resultY = mix(block4, block5, coefX);\n shadow += mix(resultX , resultY, coefY);\n resultX = mix(block3, block4, coefX);\n resultY = mix(block6, block7, coefX);\n shadow += mix(resultX, resultY, coefY);\n resultX = mix(block4, block5, coefX);\n resultY = mix(block7, block8, coefX);\n shadow += mix(resultX, resultY, coefY);\n return shadow * 0.25;\n }\n bool GetShadowNDCPos(out vec3 shadowNDCPos, vec4 shadowPosWithDepthBias)\n {\n \tshadowNDCPos = shadowPosWithDepthBias.xyz / shadowPosWithDepthBias.w * 0.5 + 0.5;\n \tif (shadowNDCPos.x < 0.0 || shadowNDCPos.x > 1.0 ||\n \t\tshadowNDCPos.y < 0.0 || shadowNDCPos.y > 1.0 ||\n \t\tshadowNDCPos.z < 0.0 || shadowNDCPos.z > 1.0) {\n \t\treturn false;\n \t}\n \tshadowNDCPos.xy = cc_cameraPos.w == 1.0 ? vec2(shadowNDCPos.xy.x, 1.0 - shadowNDCPos.xy.y) : shadowNDCPos.xy;\n \treturn true;\n }\n vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, vec3 matViewDir0, vec3 matViewDir1, vec3 matViewDir2, vec2 projScaleXY)\n {\n vec4 newShadowPos = shadowPos;\n if (normalBias > EPSILON_LOWP)\n {\n vec3 viewNormal = vec3(dot(matViewDir0, worldNormal), dot(matViewDir1, worldNormal), dot(matViewDir2, worldNormal));\n if (viewNormal.z < 0.1)\n newShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);\n }\n return newShadowPos;\n }\n vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, mat4 matLightView, vec2 projScaleXY)\n {\n \tvec4 newShadowPos = shadowPos;\n \tif (normalBias > EPSILON_LOWP)\n \t{\n \t\tvec4 viewNormal = matLightView * vec4(worldNormal, 0.0);\n \t\tif (viewNormal.z < 0.1)\n \t\t\tnewShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);\n \t}\n \treturn newShadowPos;\n }\n vec4 ApplyShadowDepthBias_Perspective(vec4 shadowPos, float viewspaceDepthBias)\n {\n \tvec3 viewSpacePos;\n \tviewSpacePos.xy = shadowPos.xy * cc_shadowProjInfo.zw;\n \tviewSpacePos.z = shadowPos.z * cc_shadowInvProjDepthInfo.x + shadowPos.w * cc_shadowInvProjDepthInfo.y;\n \tviewSpacePos.xyz += cc_shadowProjDepthInfo.z * normalize(viewSpacePos.xyz) * viewspaceDepthBias;\n \tvec4 clipSpacePos;\n \tclipSpacePos.xy = viewSpacePos.xy * cc_shadowProjInfo.xy;\n \tclipSpacePos.zw = viewSpacePos.z * cc_shadowProjDepthInfo.xz + vec2(cc_shadowProjDepthInfo.y, 0.0);\n \t#if CC_SHADOWMAP_USE_LINEAR_DEPTH\n \t\tclipSpacePos.z = GetLinearDepthFromViewSpace(viewSpacePos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n \t\tclipSpacePos.z = (clipSpacePos.z * 2.0 - 1.0) * clipSpacePos.w;\n \t#endif\n \treturn clipSpacePos;\n }\n vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias, float projScaleZ, float projBiasZ)\n {\n \tfloat coeffA = projScaleZ;\n \tfloat coeffB = projBiasZ;\n \tfloat viewSpacePos_z = (shadowPos.z - coeffB) / coeffA;\n \tviewSpacePos_z += viewspaceDepthBias;\n \tvec4 result = shadowPos;\n \tresult.z = viewSpacePos_z * coeffA + coeffB;\n \treturn result;\n }\n vec4 ApplyShadowDepthBias_PerspectiveLinearDepth(vec4 shadowPos, float viewspaceDepthBias, vec3 worldPos)\n {\n shadowPos.z = CCGetLinearDepth(worldPos, viewspaceDepthBias) * 2.0 - 1.0;\n shadowPos.z *= shadowPos.w;\n return shadowPos;\n }\n float CCGetDirLightShadowFactorHard (vec4 shadowPosWithDepthBias) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorHard(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetDirLightShadowFactorSoft (vec4 shadowPosWithDepthBias) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorSoft(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetDirLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetSpotLightShadowFactorHard (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorHard(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetSpotLightShadowFactorSoft (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorSoft(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCGetSpotLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n \t vec3 shadowNDCPos;\n \t if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n \t\t return 1.0;\n \t }\n return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n }\n float CCSpotShadowFactorBase(vec4 shadowPos, vec3 worldPos, vec2 shadowBias)\n {\n float pcf = cc_shadowWHPBInfo.z;\n vec4 pos = vec4(1.0);\n #if CC_SHADOWMAP_USE_LINEAR_DEPTH\n pos = ApplyShadowDepthBias_PerspectiveLinearDepth(shadowPos, shadowBias.x, worldPos);\n #else\n pos = ApplyShadowDepthBias_Perspective(shadowPos, shadowBias.x);\n #endif\n if (pcf > 1.9) {\n return CCGetSpotLightShadowFactorSoft3X(pos, worldPos);\n }else if (pcf > 0.9) {\n return CCGetSpotLightShadowFactorSoft(pos, worldPos);\n }else {\n return CCGetSpotLightShadowFactorHard(pos, worldPos);\n }\n }\n float CCShadowFactorBase(vec4 shadowPos, vec3 N, vec2 shadowBias)\n {\n float realtimeShadow = 1.0;\n vec4 pos = ApplyShadowDepthBias_FaceNormal(shadowPos, N, shadowBias.y, cc_matLightView, cc_shadowProjInfo.xy);\n pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, cc_shadowProjDepthInfo.x, cc_shadowProjDepthInfo.y);\n float pcf = cc_shadowWHPBInfo.z;\n if (pcf > 1.9) {\n realtimeShadow = CCGetDirLightShadowFactorSoft3X(pos);\n }else if (pcf > 0.9) {\n realtimeShadow = CCGetDirLightShadowFactorSoft(pos);\n }else {\n realtimeShadow = CCGetDirLightShadowFactorHard(pos);\n }\n return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);\n }\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {\n int layer = -1;\n highp float layerThreshold = cc_csmViewDir0[0].w;\n for (int i = 0; i < 4; i++) {\n vec4 shadowPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);\n vec3 clipPos = shadowPos.xyz / shadowPos.w * 0.5 + 0.5;\n if (clipPos.x >= (0.0 + layerThreshold) && clipPos.x <= (1.0 - layerThreshold) &&\n clipPos.y >= (0.0 + layerThreshold) && clipPos.y <= (1.0 - layerThreshold) &&\n clipPos.z >= 0.0 && clipPos.z <= 1.0 && layer < 0) {\n csmPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);\n csmPos.xy = csmPos.xy * cc_csmAtlas[i].xy + cc_csmAtlas[i].zw;\n shadowProjDepthInfo = cc_csmProjDepthInfo[i];\n shadowProjInfo = cc_csmProjInfo[i];\n shadowViewDir0 = cc_csmViewDir0[i].xyz;\n shadowViewDir1 = cc_csmViewDir1[i].xyz;\n shadowViewDir2 = cc_csmViewDir2[i].xyz;\n layer = i;\n }\n }\n return layer;\n }\n float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias)\n {\n vec4 csmPos = vec4(1.0);\n vec4 shadowProjDepthInfo, shadowProjInfo;\n vec3 shadowViewDir0, shadowViewDir1, shadowViewDir2;\n int level = CCGetCSMLevel(csmPos, shadowProjDepthInfo, shadowProjInfo, shadowViewDir0, shadowViewDir1, shadowViewDir2, worldPos);\n if (level < 0) { return 1.0; }\n float realtimeShadow = 1.0;\n vec4 pos = ApplyShadowDepthBias_FaceNormal(csmPos, N, shadowBias.y, shadowViewDir0, shadowViewDir1, shadowViewDir2, shadowProjInfo.xy);\n pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, shadowProjDepthInfo.x, shadowProjDepthInfo.y);\n float pcf = cc_shadowWHPBInfo.z;\n if (pcf > 1.9) {\n realtimeShadow = CCGetDirLightShadowFactorSoft3X(pos);\n } else if (pcf > 0.9) {\n realtimeShadow = CCGetDirLightShadowFactorSoft(pos);\n }else {\n realtimeShadow = CCGetDirLightShadowFactorHard(pos);\n }\n return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);\n }\n #else\n int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {\n return -1;\n }\n float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias) {\n vec4 shadowPos = cc_matLightViewProj * vec4(worldPos, 1.0);\n return CCShadowFactorBase(shadowPos, N, shadowBias);\n }\n #endif\n #endif\n #if CC_USE_IBL\n uniform samplerCube cc_environment;\n vec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n #ifdef GL_EXT_shader_texture_lod\n return texture2DLodEXT(tex, coord, lod);\n #else\n return texture2D(tex, coord, lod);\n #endif\n }\n vec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n #ifdef GL_EXT_shader_texture_lod\n return textureCubeLodEXT(tex, coord, lod);\n #else\n return textureCube(tex, coord, lod);\n #endif\n }\n vec3 unpackRGBE (vec4 rgbe) {\n return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n }\n #if CC_USE_DIFFUSEMAP\n uniform samplerCube cc_diffuseMap;\n #endif\n #endif\n float GGXMobile (float roughness, float NoH, vec3 H, vec3 N) {\n vec3 NxH = cross(N, H);\n float OneMinusNoHSqr = dot(NxH, NxH);\n float a = roughness * roughness;\n float n = NoH * a;\n float p = a / (OneMinusNoHSqr + n * n);\n return p * p;\n }\n float CalcSpecular (float roughness, float NoH, vec3 H, vec3 N) {\n return (roughness * 0.25 + 0.25) * GGXMobile(roughness, NoH, H, N);\n }\n vec3 BRDFApprox (vec3 specular, float roughness, float NoV) {\n const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);\n const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);\n vec4 r = roughness * c0 + c1;\n float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;\n vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;\n AB.y *= clamp(50.0 * specular.g, 0.0, 1.0);\n return specular * AB.x + AB.y;\n }\n #if USE_REFLECTION_DENOISE\n vec3 GetEnvReflectionWithMipFiltering(vec3 R, float roughness, float mipCount, float denoiseIntensity) {\n #if CC_USE_IBL\n \tfloat mip = roughness * (mipCount - 1.0);\n \tfloat delta = (dot(dFdx(R), dFdy(R))) * 1000.0;\n \tfloat mipBias = mix(0.0, 5.0, clamp(delta, 0.0, 1.0));\n \tvec4 biased = fragTextureLod(cc_environment, R, mip + mipBias);\n \tvec4 filtered = textureCube(cc_environment, R);\n #if CC_USE_IBL == 2\n \tbiased.rgb = unpackRGBE(biased);\n \tfiltered.rgb = unpackRGBE(filtered);\n #else\n \tbiased.rgb = SRGBToLinear(biased.rgb);\n \tfiltered.rgb = SRGBToLinear(filtered.rgb);\n #endif\n return mix(biased.rgb, filtered.rgb, denoiseIntensity);\n #else\n return vec3(0.0, 0.0, 0.0);\n #endif\n }\n #endif\n struct StandardSurface {\n vec4 albedo;\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n vec3 position, position_fract_part;\n #else\n vec3 position;\n #endif\n vec3 normal;\n vec3 emissive;\n vec3 lightmap;\n float lightmap_test;\n float roughness;\n float metallic;\n float occlusion;\n float specularIntensity;\n #if CC_RECEIVE_SHADOW\n vec2 shadowBias;\n #endif\n };\n vec4 CCStandardShadingBase (StandardSurface s, vec4 shadowPos) {\n vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n vec3 specular = mix(vec3(0.08 * s.specularIntensity), s.albedo.rgb, s.metallic);\n vec3 position;\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n position = unpackHighpData(s.position, s.position_fract_part);\n #else\n position = s.position;\n #endif\n vec3 N = normalize(s.normal);\n vec3 V = normalize(cc_cameraPos.xyz - position);\n vec3 L = normalize(-cc_mainLitDir.xyz);\n float NL = max(dot(N, L), 0.0);\n float shadow = 1.0;\n #if CC_RECEIVE_SHADOW\n if (NL > 0.0 && cc_mainLitDir.w > 0.0) {\n if (cc_shadowLPNNInfo.w > 0.0) {\n shadow = CCCSMFactorBase(position, N, s.shadowBias);\n } else {\n shadow = CCShadowFactorBase(shadowPos, N, s.shadowBias);\n }\n }\n #endif\n #if CC_USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n vec3 finalColor = diffuse * s.lightmap.rgb * shadow;\n #else\n float NV = max(abs(dot(N, V)), 0.0);\n specular = BRDFApprox(specular, s.roughness, NV);\n vec3 H = normalize(L + V);\n float NH = max(dot(N, H), 0.0);\n vec3 finalColor = NL * cc_mainLitColor.rgb * cc_mainLitColor.w;\n vec3 diffuseContrib = diffuse / PI;\n vec3 specularContrib = specular * CalcSpecular(s.roughness, NH, H, N);\n vec3 dirlightContrib = (diffuseContrib + specularContrib);\n dirlightContrib *= shadow;\n finalColor *= dirlightContrib;\n #endif\n float fAmb = 0.5 - N.y * 0.5;\n vec3 ambDiff = mix(cc_ambientSky.rgb, cc_ambientGround.rgb, fAmb);\n #if CC_USE_IBL\n #if CC_USE_DIFFUSEMAP\n vec4 diffuseMap = textureCube(cc_diffuseMap, N);\n #if CC_USE_DIFFUSEMAP == 2\n ambDiff = unpackRGBE(diffuseMap);\n #else\n ambDiff = SRGBToLinear(diffuseMap.rgb);\n #endif\n #endif\n vec3 R = normalize(reflect(-V, N));\n #if USE_REFLECTION_DENOISE && !CC_IBL_CONVOLUTED\n vec3 env = GetEnvReflectionWithMipFiltering(R, s.roughness, cc_ambientGround.w, 0.6);\n #else\n vec4 envmap = fragTextureLod(cc_environment, R, s.roughness * (cc_ambientGround.w - 1.0));\n #if CC_USE_IBL == 2\n vec3 env = unpackRGBE(envmap);\n #else\n vec3 env = SRGBToLinear(envmap.rgb);\n #endif\n #endif\n finalColor += env * cc_ambientSky.w * specular * s.occlusion;\n #endif\n finalColor += ambDiff.rgb * cc_ambientSky.w * diffuse * s.occlusion;\n finalColor += s.emissive;\n return vec4(finalColor, s.albedo.a);\n }\n #if CC_PIPELINE_TYPE == 0\n #define LIGHTS_PER_PASS 1\n #else\n #define LIGHTS_PER_PASS 10\n #endif\n #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 0\n uniform highp vec4 cc_lightPos[LIGHTS_PER_PASS];\n uniform vec4 cc_lightColor[LIGHTS_PER_PASS];\n uniform vec4 cc_lightSizeRangeAngle[LIGHTS_PER_PASS];\n uniform vec4 cc_lightDir[LIGHTS_PER_PASS];\n #endif\n float SmoothDistAtt (float distSqr, float invSqrAttRadius) {\n float factor = distSqr * invSqrAttRadius;\n float smoothFactor = clamp(1.0 - factor * factor, 0.0, 1.0);\n return smoothFactor * smoothFactor;\n }\n float GetDistAtt (float distSqr, float invSqrAttRadius) {\n float attenuation = 1.0 / max(distSqr, 0.01*0.01);\n attenuation *= SmoothDistAtt(distSqr , invSqrAttRadius);\n return attenuation;\n }\n float GetAngleAtt (vec3 L, vec3 litDir, float litAngleScale, float litAngleOffset) {\n float cd = dot(litDir, L);\n float attenuation = clamp(cd * litAngleScale + litAngleOffset, 0.0, 1.0);\n return (attenuation * attenuation);\n }\n #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 0\n vec4 CCStandardShadingAdditive (StandardSurface s, vec4 shadowPos) {\n vec3 position;\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n position = unpackHighpData(s.position, s.position_fract_part);\n #else\n position = s.position;\n #endif\n vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n vec3 diffuseContrib = diffuse / PI;\n vec3 N = normalize(s.normal);\n vec3 V = normalize(cc_cameraPos.xyz - position);\n float NV = max(abs(dot(N, V)), 0.0);\n specular = BRDFApprox(specular, s.roughness, NV);\n vec3 finalColor = vec3(0.0);\n int numLights = CC_PIPELINE_TYPE == 0 ? LIGHTS_PER_PASS : int(cc_lightDir[0].w);\n for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n if (i >= numLights) break;\n vec3 SLU = cc_lightPos[i].xyz - position;\n vec3 SL = normalize(SLU);\n vec3 SH = normalize(SL + V);\n float SNL = max(dot(N, SL), 0.0);\n float SNH = max(dot(N, SH), 0.0);\n float distSqr = dot(SLU, SLU);\n float litRadius = cc_lightSizeRangeAngle[i].x;\n float litRadiusSqr = litRadius * litRadius;\n float illum = litRadiusSqr / max(litRadiusSqr, distSqr);\n float attRadiusSqrInv = 1.0 / max(cc_lightSizeRangeAngle[i].y, 0.01);\n attRadiusSqrInv *= attRadiusSqrInv;\n float att = GetDistAtt(distSqr, attRadiusSqrInv);\n vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n if (cc_lightPos[i].w > 0.0) {\n float cosInner = max(dot(-cc_lightDir[i].xyz, SL), 0.01);\n float cosOuter = cc_lightSizeRangeAngle[i].z;\n float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n float litAngleOffset = -cosOuter * litAngleScale;\n att *= GetAngleAtt(SL, -cc_lightDir[i].xyz, litAngleScale, litAngleOffset);\n }\n vec3 lightColor = cc_lightColor[i].rgb;\n float shadow = 1.0;\n #if CC_RECEIVE_SHADOW\n if (cc_lightPos[i].w > 0.0 && cc_lightSizeRangeAngle[i].w > 0.0) {\n shadow = CCSpotShadowFactorBase(shadowPos, position, s.shadowBias);\n }\n #endif\n lightColor *= shadow;\n finalColor += SNL * lightColor * cc_lightColor[i].w * illum * att * (diffuseContrib + lspec);\n }\n return vec4(finalColor, 0.0);\n }\n #endif\n #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 1\n readonly buffer b_ccLightsBuffer { vec4 b_ccLights[]; };\n readonly buffer b_clusterLightIndicesBuffer { uint b_clusterLightIndices[]; };\n readonly buffer b_clusterLightGridBuffer { uvec4 b_clusterLightGrid[]; };\n struct CCLight\n {\n vec4 cc_lightPos;\n vec4 cc_lightColor;\n vec4 cc_lightSizeRangeAngle;\n vec4 cc_lightDir;\n };\n struct Cluster\n {\n vec3 minBounds;\n vec3 maxBounds;\n };\n struct LightGrid\n {\n uint offset;\n uint ccLights;\n };\n CCLight getCCLight(uint i)\n {\n CCLight light;\n light.cc_lightPos = b_ccLights[4u * i + 0u];\n light.cc_lightColor = b_ccLights[4u * i + 1u];\n light.cc_lightSizeRangeAngle = b_ccLights[4u * i + 2u];\n light.cc_lightDir = b_ccLights[4u * i + 3u];\n return light;\n }\n LightGrid getLightGrid(uint cluster)\n {\n uvec4 gridvec = b_clusterLightGrid[cluster];\n LightGrid grid;\n grid.offset = gridvec.x;\n grid.ccLights = gridvec.y;\n return grid;\n }\n uint getGridLightIndex(uint start, uint offset)\n {\n return b_clusterLightIndices[start + offset];\n }\n uint getClusterZIndex(vec4 worldPos)\n {\n float scale = float(24) / log(cc_nearFar.y / cc_nearFar.x);\n float bias = -(float(24) * log(cc_nearFar.x) / log(cc_nearFar.y / cc_nearFar.x));\n float eyeDepth = -(cc_matView * worldPos).z;\n uint zIndex = uint(max(log(eyeDepth) * scale + bias, 0.0));\n return zIndex;\n }\n uint getClusterIndex(vec4 fragCoord, vec4 worldPos)\n {\n uint zIndex = getClusterZIndex(worldPos);\n float clusterSizeX = ceil(cc_viewPort.z / float(16));\n float clusterSizeY = ceil(cc_viewPort.w / float(8));\n uvec3 indices = uvec3(uvec2(fragCoord.xy / vec2(clusterSizeX, clusterSizeY)), zIndex);\n uint cluster = (16u * 8u) * indices.z + 16u * indices.y + indices.x;\n return cluster;\n }\n vec4 CCClusterShadingAdditive (StandardSurface s, vec4 shadowPos) {\n vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n vec3 diffuseContrib = diffuse / PI;\n vec3 position;\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n position = unpackHighpData(s.position, s.position_fract_part);\n #else\n position = s.position;\n #endif\n vec3 N = normalize(s.normal);\n vec3 V = normalize(cc_cameraPos.xyz - position);\n float NV = max(abs(dot(N, V)), 0.001);\n specular = BRDFApprox(specular, s.roughness, NV);\n vec3 finalColor = vec3(0.0);\n uint cluster = getClusterIndex(gl_FragCoord, vec4(position, 1.0));\n LightGrid grid = getLightGrid(cluster);\n uint numLights = grid.ccLights;\n for (uint i = 0u; i < 100u; i++) {\n if (i >= numLights) break;\n uint lightIndex = getGridLightIndex(grid.offset, i);\n CCLight light = getCCLight(lightIndex);\n vec3 SLU = light.cc_lightPos.xyz - position;\n vec3 SL = normalize(SLU);\n vec3 SH = normalize(SL + V);\n float SNL = max(dot(N, SL), 0.001);\n float SNH = max(dot(N, SH), 0.0);\n float distSqr = dot(SLU, SLU);\n float litRadius = light.cc_lightSizeRangeAngle.x;\n float litRadiusSqr = litRadius * litRadius;\n float illum = PI * (litRadiusSqr / max(litRadiusSqr , distSqr));\n float attRadiusSqrInv = 1.0 / max(light.cc_lightSizeRangeAngle.y, 0.01);\n attRadiusSqrInv *= attRadiusSqrInv;\n float att = GetDistAtt(distSqr, attRadiusSqrInv);\n vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n if (light.cc_lightPos.w > 0.0) {\n float cosInner = max(dot(-light.cc_lightDir.xyz, SL), 0.01);\n float cosOuter = light.cc_lightSizeRangeAngle.z;\n float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n float litAngleOffset = -cosOuter * litAngleScale;\n att *= GetAngleAtt(SL, -light.cc_lightDir.xyz, litAngleScale, litAngleOffset);\n }\n vec3 lightColor = light.cc_lightColor.rgb;\n float shadow = 1.0;\n #if CC_RECEIVE_SHADOW\n if (light.cc_lightPos.w > 0.0) {\n shadow = CCSpotShadowFactorBase(shadowPos, position, s.shadowBias);\n }\n #endif\n lightColor *= shadow;\n finalColor += SNL * lightColor * light.cc_lightColor.w * illum * att * (diffuseContrib + lspec);\n }\n return vec4(finalColor, 0.0);\n }\n #endif\n vec3 ACESToneMap (vec3 color) {\n color = min(color, vec3(8.0));\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n }\n vec4 CCFragOutput (vec4 color) {\n #if CC_USE_HDR\n color.rgb = ACESToneMap(color.rgb);\n #endif\n color.rgb = LinearToSRGB(color.rgb);\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\n void 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 void CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n \tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n }\n vec2 signNotZero(vec2 v) {\n return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);\n }\n vec3 oct_to_float32x3(vec2 e) {\n vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));\n if (v.z < 0.0) v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy);\n return normalize(v);\n }\n varying vec2 v_uv;\n #if CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT\n uniform sampler2D depth_stencil;\n #else\n uniform sampler2D gbuffer_albedoMap;\n uniform sampler2D gbuffer_normalMap;\n uniform sampler2D gbuffer_emissiveMap;\n uniform sampler2D depth_stencil;\n #endif\n #if !CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT || __VERSION__ >= 450\n #endif\n vec4 screen2WS(vec3 coord) {\n vec3 ndc = vec3(\n 2.0 * (coord.x - cc_viewPort.x) / cc_viewPort.z - 1.0,\n 2.0 * (coord.y - cc_viewPort.y) / cc_viewPort.w - 1.0,\n 2.0 * coord.z - 1.0);\n return GetWorldPosFromNDCPosRH(ndc, cc_matProj, cc_matViewProjInv);\n }\n void main () {\n StandardSurface s;\n #if CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT\n vec4 albedoMap = gl_LastFragData[0];\n vec4 normalMap = gl_LastFragData[1];\n vec4 emissiveMap = gl_LastFragData[2];\n float depth = texture2D(depth_stencil, v_uv).x;\n #else\n vec4 albedoMap = texture2D(gbuffer_albedoMap,v_uv);\n vec4 normalMap = texture2D(gbuffer_normalMap,v_uv);\n vec4 emissiveMap = texture2D(gbuffer_emissiveMap,v_uv);\n float depth = texture2D(depth_stencil, v_uv).x;\n #endif\n s.albedo = albedoMap;\n vec3 position = screen2WS(vec3(gl_FragCoord.xy, depth)).xyz;\n s.position = position;\n s.roughness = normalMap.z;\n s.normal = oct_to_float32x3(normalMap.xy);\n s.specularIntensity = 0.5;\n s.metallic = normalMap.w;\n s.emissive = emissiveMap.xyz;\n s.occlusion = emissiveMap.w;\n float fogFactor;\n CC_TRANSFER_FOG_BASE(vec4(position, 1), fogFactor);\n vec4 shadowPos;\n shadowPos = cc_matLightViewProj * vec4(position, 1);\n vec4 color = CCStandardShadingBase(s, shadowPos) +\n#if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 1\n CCClusterShadingAdditive(s, shadowPos);\n#else\n CCStandardShadingAdditive(s, shadowPos);\n#endif\n CC_APPLY_FOG_BASE(color, fogFactor);\n color = CCFragOutput(color);\n #if CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT\n gl_FragData[2] = color;\n #else\n gl_FragColor = color;\n #endif\n }" }, "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" ] }, { "name": "cc_environment", "defines": [ "CC_USE_IBL" ] }, { "name": "cc_diffuseMap", "defines": [ "CC_USE_DIFFUSEMAP" ] } ], "buffers": [], "images": [] }, "locals": { "blocks": [ { "name": "CCForwardLight", "defines": [ "CC_ENABLE_CLUSTERED_LIGHT_CULLING" ] } ], "samplerTextures": [], "buffers": [], "images": [] }, "statistics": { "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 44, "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 101 } }, "defines": [ { "name": "USE_INSTANCING", "type": "boolean", "defines": [], "editor": { "elevated": true } }, { "name": "USE_BATCHING", "type": "boolean", "defines": [ "!USE_INSTANCING" ], "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": [] }, { "name": "CC_RECEIVE_SHADOW", "type": "boolean", "defines": [] }, { "name": "CC_USE_MORPH", "type": "boolean", "defines": [] }, { "name": "CC_USE_DEBUG_VIEW", "type": "number", "defines": [], "range": [ 0, 3 ] }, { "name": "CC_SUPPORT_CASCADED_SHADOW_MAP", "type": "boolean", "defines": [] }, { "name": "CC_SHADOWMAP_FORMAT", "type": "number", "defines": [ "CC_RECEIVE_SHADOW" ], "range": [ 0, 3 ] }, { "name": "CC_SHADOWMAP_USE_LINEAR_DEPTH", "type": "boolean", "defines": [ "CC_RECEIVE_SHADOW" ] }, { "name": "CC_USE_IBL", "type": "number", "defines": [], "range": [ 0, 2 ] }, { "name": "CC_USE_DIFFUSEMAP", "type": "number", "defines": [], "range": [ 0, 2 ] }, { "name": "USE_REFLECTION_DENOISE", "type": "boolean", "defines": [] }, { "name": "CC_FORWARD_ADD", "type": "boolean", "defines": [ "CC_USE_LIGHTMAP", "!USE_BATCHING" ] }, { "name": "CC_IBL_CONVOLUTED", "type": "boolean", "defines": [ "USE_REFLECTION_DENOISE", "CC_USE_IBL" ] }, { "name": "CC_PIPELINE_TYPE", "type": "number", "defines": [], "range": [ 0, 1 ] }, { "name": "CC_FORCE_FORWARD_SHADING", "type": "boolean", "defines": [] }, { "name": "CC_USE_HDR", "type": "boolean", "defines": [] }, { "name": "CC_USE_FOG", "type": "number", "defines": [], "range": [ 0, 4 ] } ], "name": "pipeline/deferred-lighting|lighting-vs|lighting-fs" } ], "combinations": [], "hideInEditor": false }