{ "__type__": "cc.EffectAsset", "_name": "builtin-sprite-renderer", "_objFlags": 0, "_native": "", "techniques": [ { "name": "default", "passes": [ { "blendState": { "targets": [ { "blend": true, "blendSrc": 2, "blendDst": 4, "blendDstAlpha": 4 } ] }, "rasterizerState": { "cullMode": 0 }, "program": "builtin-sprite-renderer|spriteRender-vs:vert|spriteRender-fs:frag", "depthStencilState": { "depthTest": true, "depthWrite": false } } ] } ], "shaders": [ { "blocks": [], "samplerTextures": [], "samplers": [], "textures": [], "buffers": [], "images": [], "subpassInputs": [], "attributes": [ { "name": "a_position", "defines": [], "format": 32, "location": 0 }, { "name": "a_texCoord", "defines": [], "format": 21, "location": 1 } ], "varyings": [ { "name": "uv0", "type": 14, "count": 1, "defines": [], "stageFlags": 17, "location": 0 } ], "fragColors": [ { "name": "cc_FragColor", "typename": "vec4", "type": 16, "count": 1, "defines": [], "stageFlags": 16, "location": 0 } ], "hash": 2322960945, "glsl4": { "vert": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_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(set = 2, binding = 0) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 0) out vec2 uv0;\nvec4 vert () {\n vec4 pos = vec4(a_position, 1);\n pos = cc_matViewProj * cc_matWorld * pos;\n uv0 = vec2(a_texCoord.x, 1.0 - a_texCoord.y);\n return pos;\n}\nvoid main() { gl_Position = vert(); }", "frag": "\nprecision highp float;\nlayout(location = 0) in vec2 uv0;\nlayout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;\nvec4 frag () {\n vec4 o = vec4(1, 1, 1, 1);\n o *= texture(cc_spriteTexture, uv0);\n return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }" }, "glsl3": { "vert": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_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};\nlayout(std140) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n};\nin vec3 a_position;\nin vec2 a_texCoord;\nout vec2 uv0;\nvec4 vert () {\n vec4 pos = vec4(a_position, 1);\n pos = cc_matViewProj * cc_matWorld * pos;\n uv0 = vec2(a_texCoord.x, 1.0 - a_texCoord.y);\n return pos;\n}\nvoid main() { gl_Position = vert(); }", "frag": "\nprecision highp float;\nin vec2 uv0;\nuniform sampler2D cc_spriteTexture;\nvec4 frag () {\n vec4 o = vec4(1, 1, 1, 1);\n o *= texture(cc_spriteTexture, uv0);\n return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }" }, "glsl1": { "vert": "\nprecision highp float;\nuniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nvarying vec2 uv0;\nvec4 vert () {\n vec4 pos = vec4(a_position, 1);\n pos = cc_matViewProj * cc_matWorld * pos;\n uv0 = vec2(a_texCoord.x, 1.0 - a_texCoord.y);\n return pos;\n}\nvoid main() { gl_Position = vert(); }", "frag": "\nprecision highp float;\nvarying vec2 uv0;\nuniform sampler2D cc_spriteTexture;\nvec4 frag () {\n vec4 o = vec4(1, 1, 1, 1);\n o *= texture2D(cc_spriteTexture, uv0);\n return o;\n}\nvoid main() { gl_FragColor = frag(); }" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] }, { "name": "CCCamera", "defines": [] } ], "samplerTextures": [], "buffers": [], "images": [] }, "locals": { "blocks": [ { "name": "CCLocal", "defines": [] } ], "samplerTextures": [ { "name": "cc_spriteTexture", "defines": [] } ], "buffers": [], "images": [] }, "statistics": { "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 54, "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 0 } }, "defines": [], "name": "builtin-sprite-renderer|spriteRender-vs:vert|spriteRender-fs:frag" } ], "combinations": [], "hideInEditor": false }