{ "__type__": "cc.EffectAsset", "_name": "builtin-debug-renderer", "_objFlags": 0, "_native": "", "techniques": [ { "passes": [ { "blendState": { "targets": [ { "blend": true, "blendSrc": 2, "blendDst": 4, "blendDstAlpha": 4 } ] }, "rasterizerState": { "cullMode": 0 }, "program": "builtin-debug-renderer|debug-renderer-vs:vert|debug-renderer-fs:frag", "priority": 255, "depthStencilState": { "depthTest": false, "depthWrite": false } } ] } ], "shaders": [ { "blocks": [], "samplerTextures": [ { "name": "mainTexture", "type": 28, "count": 1, "defines": [], "stageFlags": 16, "binding": 0 } ], "samplers": [], "textures": [], "buffers": [], "images": [], "subpassInputs": [], "attributes": [ { "name": "a_position", "defines": [], "format": 21, "location": 0 }, { "name": "a_texCoord", "defines": [], "format": 21, "location": 1 }, { "name": "a_color", "defines": [], "format": 44, "location": 2 } ], "varyings": [ { "name": "v_texCoord", "type": 14, "count": 1, "defines": [], "stageFlags": 17, "location": 0 }, { "name": "v_color", "type": 16, "count": 1, "defines": [], "stageFlags": 17, "location": 1 } ], "fragColors": [ { "name": "cc_FragColor", "typename": "vec4", "type": 16, "count": 1, "defines": [], "stageFlags": 16, "location": 0 } ], "hash": 1653470842, "glsl4": { "vert": "\nprecision mediump float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_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};\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)\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 2) in vec4 a_color;\nlayout(location = 0) out vec2 v_texCoord;\nlayout(location = 1) out vec4 v_color;\nvec4 vert () {\n int orientation = int(cc_surfaceTransform.x);\n vec4 transform = vec4(1.0, 0.0, 0.0, 1.0);\n if (orientation == 0) {\n transform = vec4(1.0, 0.0, 0.0, 1.0);\n } else if (orientation == 1) {\n transform = vec4(0.0, 1.0, -1.0, 0.0);\n } else if (orientation == 2) {\n transform = vec4(-1.0, 0.0, 0.0, -1.0);\n } else if (orientation == 3) {\n transform = vec4(0.0, -1.0, 1.0, 0.0);\n }\n vec2 invScreenSize = (orientation == 1 || orientation == 3) ? cc_screenSize.wz : cc_screenSize.zw;\n vec2 position = a_position * invScreenSize;\n position = position * vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n vec2 clipPos = vec2(dot(transform.xy, position), dot(transform.zw, position));\n clipPos = cc_cameraPos.w == 0.0 ? vec2(clipPos.x, -clipPos.y) : clipPos;\n v_texCoord = a_texCoord;\n v_color = a_color;\n return vec4(clipPos, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }", "frag": "\nprecision mediump float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_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};\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)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nlayout(location = 0) in vec2 v_texCoord;\nlayout(location = 1) in vec4 v_color;\nlayout(set = 1, binding = 0) uniform sampler2D mainTexture;\nvec4 frag () {\n vec4 color = vec4(v_color.rgb, v_color.a * texture(mainTexture, v_texCoord).r);\n return CCFragOutput(color);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }" }, "glsl3": { "vert": "\nprecision mediump float;\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};\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)\nin vec2 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nout vec2 v_texCoord;\nout vec4 v_color;\nvec4 vert () {\n int orientation = int(cc_surfaceTransform.x);\n vec4 transform = vec4(1.0, 0.0, 0.0, 1.0);\n if (orientation == 0) {\n transform = vec4(1.0, 0.0, 0.0, 1.0);\n } else if (orientation == 1) {\n transform = vec4(0.0, 1.0, -1.0, 0.0);\n } else if (orientation == 2) {\n transform = vec4(-1.0, 0.0, 0.0, -1.0);\n } else if (orientation == 3) {\n transform = vec4(0.0, -1.0, 1.0, 0.0);\n }\n vec2 invScreenSize = (orientation == 1 || orientation == 3) ? cc_screenSize.wz : cc_screenSize.zw;\n vec2 position = a_position * invScreenSize;\n position = position * vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n vec2 clipPos = vec2(dot(transform.xy, position), dot(transform.zw, position));\n clipPos = cc_cameraPos.w == 0.0 ? vec2(clipPos.x, -clipPos.y) : clipPos;\n v_texCoord = a_texCoord;\n v_color = a_color;\n return vec4(clipPos, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }", "frag": "\nprecision mediump float;\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};\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)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin vec2 v_texCoord;\nin vec4 v_color;\nuniform sampler2D mainTexture;\nvec4 frag () {\n vec4 color = vec4(v_color.rgb, v_color.a * texture(mainTexture, v_texCoord).r);\n return CCFragOutput(color);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }" }, "glsl1": { "vert": "\nprecision mediump float;\nuniform mediump vec4 cc_screenSize;\nuniform highp vec4 cc_cameraPos;\n uniform mediump vec4 cc_surfaceTransform;\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)\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nvarying vec2 v_texCoord;\nvarying vec4 v_color;\nvec4 vert () {\n int orientation = int(cc_surfaceTransform.x);\n vec4 transform = vec4(1.0, 0.0, 0.0, 1.0);\n if (orientation == 0) {\n transform = vec4(1.0, 0.0, 0.0, 1.0);\n } else if (orientation == 1) {\n transform = vec4(0.0, 1.0, -1.0, 0.0);\n } else if (orientation == 2) {\n transform = vec4(-1.0, 0.0, 0.0, -1.0);\n } else if (orientation == 3) {\n transform = vec4(0.0, -1.0, 1.0, 0.0);\n }\n vec2 invScreenSize = (orientation == 1 || orientation == 3) ? cc_screenSize.wz : cc_screenSize.zw;\n vec2 position = a_position * invScreenSize;\n position = position * vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n vec2 clipPos = vec2(dot(transform.xy, position), dot(transform.zw, position));\n clipPos = cc_cameraPos.w == 0.0 ? vec2(clipPos.x, -clipPos.y) : clipPos;\n v_texCoord = a_texCoord;\n v_color = a_color;\n return vec4(clipPos, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }", "frag": "\nprecision mediump float;\nuniform 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#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)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec2 v_texCoord;\nvarying vec4 v_color;\nuniform sampler2D mainTexture;\nvec4 frag () {\n vec4 color = vec4(v_color.rgb, v_color.a * texture2D(mainTexture, v_texCoord).r);\n return CCFragOutput(color);\n}\nvoid main() { gl_FragColor = frag(); }" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] }, { "name": "CCCamera", "defines": [] } ], "samplerTextures": [], "buffers": [], "images": [] }, "locals": { "blocks": [], "samplerTextures": [], "buffers": [], "images": [] }, "statistics": { "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 44, "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 44 } }, "defines": [], "name": "builtin-debug-renderer|debug-renderer-vs:vert|debug-renderer-fs:frag" } ], "combinations": [], "hideInEditor": false }