2595 lines
305 KiB
JSON
2595 lines
305 KiB
JSON
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"vert": "#extension GL_EXT_shader_explicit_arithmetic_types_int32: require\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)\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\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 int getVertexId() {\n return gl_VertexIndex;\n }\n#endif\n#if CC_USE_MORPH\n layout(set = 2, binding = 4) uniform CCMorph {\n vec4 cc_displacementWeights[15];\n vec4 cc_displacementTextureInfo;\n };\n #if CC_MORPH_TARGET_HAS_POSITION\n layout(set = 2, binding = 7) uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n layout(set = 2, binding = 8) uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n layout(set = 2, binding = 9) uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n ivec2 texSize = textureSize(tex, 0);\n return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture(tex, x)),\n decode32(texture(tex, y)),\n decode32(texture(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n 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getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n layout(set = 2, binding = 3) uniform CCSkinningTexture {\n highp vec4 cc_jointTextureInfo;\n };\n layout(set = 2, binding = 2) uniform CCSkinningAnimation {\n highp vec4 cc_jointAnimInfo;\n };\n layout(set = 2, binding = 6) uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n layout(set = 2, binding = 6) uniform highp sampler2D cc_realtimeJoint;\n #else\n layout(set = 2, binding = 3) uniform CCSkinning {\n highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n };\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_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#if !USE_INSTANCING\n #if USE_BATCHING\n layout(set = 2, binding = 0) uniform CCLocalBatched {\n highp mat4 cc_matWorlds[10];\n };\n #else\n layout(set = 2, binding = 0) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n };\n #endif\n#endif\nvoid CCGetWorldMatrix(out mat4 matWorld)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n #elif USE_BATCHING\n matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n #else\n matWorld = cc_matWorld;\n #endif\n}\nlayout(location = 0) out vec2 v_uv;\nlayout(set = 1, binding = 0) uniform OutlineVert {\n vec4 outlineParams;\n};\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld;\n CCGetWorldMatrix(matWorld);\n float width = outlineParams.x * 0.001;\n #if USE_POSITION_SCALING\n vec3 dir = normalize(In.position.xyz);\n float flip = dot(dir, normalize(In.normal)) < 0.0 ? -1.0 : 1.0;\n In.position.xyz += flip * dir * width * 2.0;\n vec4 pos = cc_matProj * (cc_matView * matWorld) * In.position;\n #else\n In.position.xyz += normalize(In.normal) * width;\n vec4 pos = cc_matProj * (cc_matView * matWorld) * In.position;\n #endif\n pos.z -= outlineParams.y * 0.002;\n v_uv = a_texCoord;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_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)\nvec3 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}\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nlayout(location = 0) in vec2 v_uv;\nlayout(set = 1, binding = 1) uniform OutlineFrag {\n vec4 baseColor;\n};\n#if USE_BASE_COLOR_MAP\n layout(set = 1, binding = 2) uniform sampler2D baseColorMap;\n#endif\nvec4 frag () {\n vec4 color = baseColor * cc_mainLitColor;\n #if USE_BASE_COLOR_MAP\n vec4 texColor = texture(baseColorMap, v_uv);\n texColor.rgb = SRGBToLinear(texColor.rgb);\n color *= texColor;\n #endif\n return CCFragOutput(vec4(color.rgb, 1.0));\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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},
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"glsl3": {
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"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)\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\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 int getVertexId() {\n return int(a_vertexId);\n }\n#endif\n#if CC_USE_MORPH\n layout(std140) uniform CCMorph {\n vec4 cc_displacementWeights[15];\n vec4 cc_displacementTextureInfo;\n };\n #if CC_MORPH_TARGET_HAS_POSITION\n uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n ivec2 texSize = textureSize(tex, 0);\n return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture(tex, x)),\n decode32(texture(tex, y)),\n decode32(texture(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n layout(std140) uniform CCSkinningTexture {\n highp vec4 cc_jointTextureInfo;\n };\n layout(std140) uniform CCSkinningAnimation {\n highp vec4 cc_jointAnimInfo;\n };\n uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n uniform highp sampler2D cc_realtimeJoint;\n #else\n layout(std140) uniform CCSkinning {\n highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n };\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_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#if !USE_INSTANCING\n #if USE_BATCHING\n layout(std140) uniform CCLocalBatched {\n highp mat4 cc_matWorlds[10];\n };\n #else\n layout(std140) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n };\n #endif\n#endif\nvoid CCGetWorldMatrix(out mat4 matWorld)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n #elif USE_BATCHING\n matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n #else\n matWorld = cc_matWorld;\n #endif\n}\nout vec2 v_uv;\nlayout(std140) uniform OutlineVert {\n vec4 outlineParams;\n};\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld;\n CCGetWorldMatrix(matWorld);\n float width = outlineParams.x * 0.001;\n #if USE_POSITION_SCALING\n vec3 dir = normalize(In.position.xyz);\n float flip = dot(dir, normalize(In.normal)) < 0.0 ? -1.0 : 1.0;\n In.position.xyz += flip * dir * width * 2.0;\n vec4 pos = cc_matProj * (cc_matView * matWorld) * In.position;\n #else\n In.position.xyz += normalize(In.normal) * width;\n vec4 pos = cc_matProj * (cc_matView * matWorld) * In.position;\n #endif\n pos.z -= outlineParams.y * 0.002;\n v_uv = a_texCoord;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_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)\nvec3 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}\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin vec2 v_uv;\nlayout(std140) uniform OutlineFrag {\n vec4 baseColor;\n};\n#if USE_BASE_COLOR_MAP\n uniform sampler2D baseColorMap;\n#endif\nvec4 frag () {\n vec4 color = baseColor * cc_mainLitColor;\n #if USE_BASE_COLOR_MAP\n vec4 texColor = texture(baseColorMap, v_uv);\n texColor.rgb = SRGBToLinear(texColor.rgb);\n color *= texColor;\n #endif\n return CCFragOutput(vec4(color.rgb, 1.0));\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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},
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"glsl1": {
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"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)\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\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 int getVertexId() {\n return int(a_vertexId);\n }\n#endif\n#if CC_USE_MORPH\n uniform vec4 cc_displacementWeights[15];\n uniform vec4 cc_displacementTextureInfo;\n #if CC_MORPH_TARGET_HAS_POSITION\n uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 uv = getPixelCoordFromLocation(location, cc_displacementTextureInfo.xy);\n return texture2D(tex, uv);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture2D(tex, x)),\n decode32(texture2D(tex, y)),\n decode32(texture2D(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n uniform highp vec4 cc_jointTextureInfo;\n uniform highp vec4 cc_jointAnimInfo;\n uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n uniform highp sampler2D cc_realtimeJoint;\n #else\n uniform highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matProj;\n#if !USE_INSTANCING\n #if USE_BATCHING\n uniform highp mat4 cc_matWorlds[10];\n #else\n uniform highp mat4 cc_matWorld;\n #endif\n#endif\nvoid CCGetWorldMatrix(out mat4 matWorld)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n #elif USE_BATCHING\n matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n #else\n matWorld = cc_matWorld;\n #endif\n}\nvarying vec2 v_uv;\n uniform vec4 outlineParams;\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld;\n CCGetWorldMatrix(matWorld);\n float width = outlineParams.x * 0.001;\n #if USE_POSITION_SCALING\n vec3 dir = normalize(In.position.xyz);\n float flip = dot(dir, normalize(In.normal)) < 0.0 ? -1.0 : 1.0;\n In.position.xyz += flip * dir * width * 2.0;\n vec4 pos = cc_matProj * (cc_matView * matWorld) * In.position;\n #else\n In.position.xyz += normalize(In.normal) * width;\n vec4 pos = cc_matProj * (cc_matView * matWorld) * In.position;\n #endif\n pos.z -= outlineParams.y * 0.002;\n v_uv = a_texCoord;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
|
|
"frag": "\nprecision highp 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;\nuniform mediump vec4 cc_mainLitColor;\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)\nvec3 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}\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec2 v_uv;\n uniform vec4 baseColor;\n#if USE_BASE_COLOR_MAP\n uniform sampler2D baseColorMap;\n#endif\nvec4 frag () {\n vec4 color = baseColor * cc_mainLitColor;\n #if USE_BASE_COLOR_MAP\n vec4 texColor = texture2D(baseColorMap, v_uv);\n texColor.rgb = SRGBToLinear(texColor.rgb);\n color *= texColor;\n #endif\n return CCFragOutput(vec4(color.rgb, 1.0));\n}\nvoid main() { gl_FragColor = frag(); }"
|
|
},
|
|
"builtins": {
|
|
"globals": {
|
|
"blocks": [
|
|
{
|
|
"name": "CCGlobal",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CCCamera",
|
|
"defines": []
|
|
}
|
|
],
|
|
"samplerTextures": [],
|
|
"buffers": [],
|
|
"images": []
|
|
},
|
|
"locals": {
|
|
"blocks": [
|
|
{
|
|
"name": "CCMorph",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCSkinningTexture",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"CC_USE_BAKED_ANIMATION"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCSkinningAnimation",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"CC_USE_BAKED_ANIMATION"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCSkinning",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"!CC_USE_BAKED_ANIMATION",
|
|
"!CC_USE_REAL_TIME_JOINT_TEXTURE"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCLocalBatched",
|
|
"defines": [
|
|
"!USE_INSTANCING",
|
|
"USE_BATCHING"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCLocal",
|
|
"defines": [
|
|
"!USE_INSTANCING",
|
|
"!USE_BATCHING"
|
|
]
|
|
}
|
|
],
|
|
"samplerTextures": [
|
|
{
|
|
"name": "cc_PositionDisplacements",
|
|
"defines": [
|
|
"CC_USE_MORPH",
|
|
"CC_MORPH_TARGET_HAS_POSITION"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_NormalDisplacements",
|
|
"defines": [
|
|
"CC_USE_MORPH",
|
|
"CC_MORPH_TARGET_HAS_NORMAL"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_TangentDisplacements",
|
|
"defines": [
|
|
"CC_USE_MORPH",
|
|
"CC_MORPH_TARGET_HAS_TANGENT"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_jointTexture",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"CC_USE_BAKED_ANIMATION"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_realtimeJoint",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"!CC_USE_BAKED_ANIMATION",
|
|
"CC_USE_REAL_TIME_JOINT_TEXTURE"
|
|
]
|
|
}
|
|
],
|
|
"buffers": [],
|
|
"images": []
|
|
},
|
|
"statistics": {
|
|
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 113,
|
|
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 45
|
|
}
|
|
},
|
|
"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": [
|
|
"USE_INSTANCING"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_RECEIVE_SHADOW",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"USE_INSTANCING"
|
|
]
|
|
},
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{
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"name": "CC_USE_MORPH",
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{
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"name": "CC_MORPH_TARGET_COUNT",
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]
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{
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"name": "CC_MORPH_TARGET_HAS_POSITION",
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|
|
"CC_USE_MORPH"
|
|
]
|
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},
|
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{
|
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"name": "CC_MORPH_TARGET_HAS_NORMAL",
|
|
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|
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|
|
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{
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"name": "CC_MORPH_TARGET_HAS_TANGENT",
|
|
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|
|
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|
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{
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|
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},
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"name": "CC_USE_REAL_TIME_JOINT_TEXTURE",
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|
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|
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{
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{
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"name": "CC_USE_DEBUG_VIEW",
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3
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{
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"type": "boolean",
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"defines": []
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}
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],
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"name": "builtin-toon|legacy/main-functions/outline-vs:vert|legacy/main-functions/outline-fs:frag"
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|
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{
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{
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|
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|
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|
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{
|
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"name": "a_dyn_batch_id",
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|
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|
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"glsl4": {
|
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"vert": "#extension GL_EXT_shader_explicit_arithmetic_types_int32: require\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)\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\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 int getVertexId() {\n return gl_VertexIndex;\n }\n#endif\n#if CC_USE_MORPH\n layout(set = 2, binding = 4) uniform CCMorph {\n vec4 cc_displacementWeights[15];\n vec4 cc_displacementTextureInfo;\n };\n #if CC_MORPH_TARGET_HAS_POSITION\n layout(set = 2, binding = 7) uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n layout(set = 2, binding = 8) uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n layout(set = 2, binding = 9) uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n ivec2 texSize = textureSize(tex, 0);\n return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture(tex, x)),\n decode32(texture(tex, y)),\n decode32(texture(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n layout(set = 2, binding = 3) uniform CCSkinningTexture {\n highp vec4 cc_jointTextureInfo;\n };\n layout(set = 2, binding = 2) uniform CCSkinningAnimation {\n highp vec4 cc_jointAnimInfo;\n };\n layout(set = 2, binding = 6) uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n layout(set = 2, binding = 6) uniform highp sampler2D cc_realtimeJoint;\n #else\n layout(set = 2, binding = 3) uniform CCSkinning {\n highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n };\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_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#if !USE_INSTANCING\n #if USE_BATCHING\n layout(set = 2, binding = 0) uniform CCLocalBatched {\n highp mat4 cc_matWorlds[10];\n };\n #else\n layout(set = 2, binding = 0) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n };\n #endif\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n matWorldIT = matWorld;\n #elif USE_BATCHING\n matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n matWorldIT = matWorld;\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\n}\nlayout(set = 1, binding = 0) uniform Constants {\n vec4 tilingOffset;\n vec4 baseColor;\n vec4 colorScaleAndCutoff;\n vec4 shadeColor1;\n vec4 shadeColor2;\n vec4 specular;\n vec4 shadeParams;\n vec4 miscParams;\n vec4 emissive;\n vec4 emissiveScaleAndStrenth;\n};\nlayout(location = 0) out highp vec4 v_shadowPos;\nlayout(set = 0, binding = 2) uniform CCShadow {\n highp mat4 cc_matLightView;\n highp mat4 cc_matLightViewProj;\n highp vec4 cc_shadowInvProjDepthInfo;\n highp vec4 cc_shadowProjDepthInfo;\n highp vec4 cc_shadowProjInfo;\n mediump vec4 cc_shadowNFLSInfo;\n mediump vec4 cc_shadowWHPBInfo;\n mediump vec4 cc_shadowLPNNInfo;\n lowp vec4 cc_shadowColor;\n mediump vec4 cc_planarNDInfo;\n};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n layout(set = 0, binding = 3) uniform CCCSM {\n highp vec4 cc_csmViewDir0[4];\n highp vec4 cc_csmViewDir1[4];\n highp vec4 cc_csmViewDir2[4];\n highp vec4 cc_csmAtlas[4];\n highp mat4 cc_matCSMViewProj[4];\n highp vec4 cc_csmProjDepthInfo[4];\n highp vec4 cc_csmProjInfo[4];\n highp vec4 cc_csmSplitsInfo;\n };\n#endif\n#if 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 #if CC_SUPPORT_CASCADED_SHADOW_MAP\n #else\n #endif\n#endif\n#if CC_RECEIVE_SHADOW\nvec2 CCGetShadowBias()\n{\n #if USE_INSTANCING\n return vec2(a_localShadowBias.x + cc_shadowWHPBInfo.w, a_localShadowBias.y + cc_shadowLPNNInfo.z);\n #elif !USE_BATCHING\n return vec2(cc_localShadowBias.x + cc_shadowWHPBInfo.w, cc_localShadowBias.y + cc_shadowLPNNInfo.z);\n #else\n return vec2(cc_shadowWHPBInfo.w, cc_shadowLPNNInfo.z);\n #endif\n}\n#endif\nlayout(location = 1) out vec3 v_position;\nlayout(location = 2) out vec2 v_uv;\nlayout(location = 3) out mediump vec3 v_normal;\n#if CC_RECEIVE_SHADOW\n layout(location = 4) out mediump vec2 v_shadowBias;\n#endif\n#if USE_NORMAL_MAP\n layout(location = 5) out mediump vec4 v_tangent;\n#endif\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n vec4 pos = matWorld * In.position;\n v_position = pos.xyz;\n v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n #if CC_RECEIVE_SHADOW\n v_shadowBias = CCGetShadowBias();\n #endif\n v_normal = (matWorldIT * vec4(In.normal, 0.0)).xyz;\n #if USE_NORMAL_MAP\n v_tangent.xyz = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n v_tangent.w = In.tangent.w;\n #endif\n v_shadowPos = cc_matLightViewProj * pos;\n return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_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)\nhighp float unpackHighpData (float mainPart, float modPart) {\n highp float data = mainPart;\n return data + modPart;\n}\nvoid packHighpData (out float mainPart, out float modPart, highp float data) {\n mainPart = fract(data);\n modPart = data - mainPart;\n}\nhighp float unpackHighpData (float mainPart, float modPart, const float modValue) {\n highp float data = mainPart * modValue;\n return data + modPart * modValue;\n}\nvoid packHighpData (out float mainPart, out float modPart, highp float data, const float modValue) {\n highp float divide = data / modValue;\n mainPart = floor(divide);\n modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec2 unpackHighpData (vec2 mainPart, vec2 modPart) {\n highp vec2 data = mainPart;\n return data + modPart;\n}\nvoid packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data) {\n mainPart = fract(data);\n modPart = data - mainPart;\n}\nhighp vec2 unpackHighpData (vec2 mainPart, vec2 modPart, const float modValue) {\n highp vec2 data = mainPart * modValue;\n return data + modPart * modValue;\n}\nvoid packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data, const float modValue) {\n highp vec2 divide = data / modValue;\n mainPart = floor(divide);\n modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec3 unpackHighpData (vec3 mainPart, vec3 modPart) {\n highp vec3 data = mainPart;\n return data + modPart;\n}\nvoid packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data) {\n mainPart = fract(data);\n modPart = data - mainPart;\n}\nhighp vec3 unpackHighpData (vec3 mainPart, vec3 modPart, const float modValue) {\n highp vec3 data = mainPart * modValue;\n return data + modPart * modValue;\n}\nvoid packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data, const float modValue) {\n highp vec3 divide = data / modValue;\n mainPart = floor(divide);\n modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec4 unpackHighpData (vec4 mainPart, vec4 modPart) {\n highp vec4 data = mainPart;\n return data + modPart;\n}\nvoid packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data) {\n mainPart = fract(data);\n modPart = data - mainPart;\n}\nhighp vec4 unpackHighpData (vec4 mainPart, vec4 modPart, const float modValue) {\n highp vec4 data = mainPart * modValue;\n return data + modPart * modValue;\n}\nvoid packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data, const float modValue) {\n highp vec4 divide = data / modValue;\n mainPart = floor(divide);\n modPart = (data - mainPart * modValue) / modValue;\n}\nstruct ToonSurface {\n vec4 baseColor;\n vec4 specular;\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 shade1;\n vec3 shade2;\n vec3 emissive;\n float baseStep;\n float baseFeather;\n float shadeStep;\n float shadeFeather;\n float shadowCover;\n #if CC_RECEIVE_SHADOW\n vec2 shadowBias;\n #endif\n};\n#if CC_FORWARD_ADD\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 vec4 CCToonShading (ToonSurface s) {\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 V = normalize(cc_cameraPos.xyz - position);\n vec3 N = normalize(s.normal);\n float specularWeight = 1.0 - pow(s.specular.a, 5.0);\n vec3 finalColor = vec3(0.0);\n for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n vec3 SLU = cc_lightPos[i].xyz - position;\n vec3 SL = normalize(SLU);\n vec3 SH = normalize(SL + V);\n float SNL = 0.5 * dot(N, SL) + 0.5;\n float SNH = 0.5 * dot(N, SH) + 0.5;\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 diffuse = mix(s.shade1, s.shade2,\n clamp(1.0 + (s.shadeStep - s.shadeFeather - SNL) / s.shadeFeather, 0.0, 1.0));\n diffuse = mix(s.baseColor.rgb, diffuse,\n clamp(1.0 + (s.baseStep - s.baseFeather - SNL) / s.baseFeather, 0.0, 1.0));\n float specularMask = step(specularWeight, SNH);\n vec3 specular = s.specular.rgb * specularMask;\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 finalColor += SNL * cc_lightColor[i].rgb * cc_lightColor[i].a * illum * att * s.baseStep * (diffuse + specular);\n }\n return vec4(finalColor, 0.0);\n }\n#else\n #if CC_RECEIVE_SHADOW\n layout(location = 0) in highp vec4 v_shadowPos;\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 #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 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_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 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 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_RECEIVE_SHADOW\n #endif\n #endif\n vec4 CCToonShading (ToonSurface s) {\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 V = normalize(cc_cameraPos.xyz - position);\n vec3 N = normalize(s.normal);\n vec3 L = normalize(-cc_mainLitDir.xyz);\n float NL = 0.5 * dot(N, L) + 0.5;\n float NH = 0.5 * dot(normalize(V + L), N) + 0.5;\n vec3 lightColor = cc_mainLitColor.rgb * cc_mainLitColor.w * s.baseStep;\n vec3 diffuse = mix(s.shade1, s.shade2,\n clamp(1.0 + (s.shadeStep - s.shadeFeather - NL) / s.shadeFeather, 0.0, 1.0));\n diffuse = mix(s.baseColor.rgb, diffuse,\n clamp(1.0 + (s.baseStep - s.baseFeather - NL) / s.baseFeather, 0.0, 1.0));\n float specularWeight = 1.0 - pow(s.specular.a, 5.0);\n float specularMask = step(specularWeight, NH);\n vec3 specular = s.specular.rgb * specularMask;\n vec3 dirlightContrib = diffuse + specular;\n float shadow = 1.0;\n #if CC_RECEIVE_SHADOW\n if(s.shadowCover < NL && cc_mainLitDir.w > 0.0) {\n if (cc_shadowLPNNInfo.w > 0.0) {\n shadow = CCCSMFactorBase(position, N, s.shadowBias);\n } else {\n shadow = CCShadowFactorBase(v_shadowPos, N, s.shadowBias);\n }\n }\n #endif\n dirlightContrib *= shadow;\n vec3 finalColor = lightColor * dirlightContrib;\n finalColor += s.emissive;\n return vec4(finalColor, s.baseColor.a);\n }\n#endif\nlayout(set = 1, binding = 0) uniform Constants {\n vec4 tilingOffset;\n vec4 baseColor;\n vec4 colorScaleAndCutoff;\n vec4 shadeColor1;\n vec4 shadeColor2;\n vec4 specular;\n vec4 shadeParams;\n vec4 miscParams;\n vec4 emissive;\n vec4 emissiveScaleAndStrenth;\n};\nvec3 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#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)\nvec3 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}\nvec3 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}\nvec4 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}\nlayout(location = 1) in vec3 v_position;\nlayout(location = 2) in vec2 v_uv;\n#if CC_RECEIVE_SHADOW\n layout(location = 4) in mediump vec2 v_shadowBias;\n#endif\n#if USE_BASE_COLOR_MAP\n layout(set = 1, binding = 1) uniform sampler2D baseColorMap;\n#endif\nlayout(location = 3) in mediump vec3 v_normal;\n#if USE_NORMAL_MAP\n layout(location = 5) in mediump vec4 v_tangent;\n layout(set = 1, binding = 2) uniform sampler2D normalMap;\n#endif\n#if USE_1ST_SHADE_MAP\n layout(set = 1, binding = 3) uniform sampler2D shadeMap1;\n#endif\n#if USE_2ND_SHADE_MAP\n layout(set = 1, binding = 4) uniform sampler2D shadeMap2;\n#endif\n#if USE_SPECULAR_MAP\n layout(set = 1, binding = 5) uniform sampler2D specularMap;\n#endif\n#if USE_EMISSIVE_MAP\n layout(set = 1, binding = 6) uniform sampler2D emissiveMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvoid surf (out ToonSurface s) {\n s.shade2 = shadeColor2.rgb * colorScaleAndCutoff.rgb;\n #if USE_2ND_SHADE_MAP\n s.shade2 *= SRGBToLinear(texture(shadeMap2, v_uv).rgb);\n #endif\n s.shade1 = shadeColor1.rgb * colorScaleAndCutoff.rgb;\n #if USE_1ST_SHADE_MAP\n s.shade1 *= SRGBToLinear(texture(shadeMap1, v_uv).rgb);\n #if SHADE_MAP_1_AS_SHADE_MAP_2\n s.shade2 *= s.shade1.rgb;\n #endif\n #endif\n vec4 baseColor = baseColor;\n #if USE_BASE_COLOR_MAP\n vec4 baseColorMap = texture(baseColorMap, v_uv);\n baseColorMap.rgb = SRGBToLinear(baseColorMap.rgb);\n baseColor *= baseColorMap;\n #if BASE_COLOR_MAP_AS_SHADE_MAP_1\n s.shade1 *= baseColorMap.rgb;\n #endif\n #if BASE_COLOR_MAP_AS_SHADE_MAP_2\n s.shade2 *= baseColorMap.rgb;\n #endif\n #endif\n s.baseColor = baseColor;\n s.baseColor.rgb *= colorScaleAndCutoff.xyz;\n #if USE_ALPHA_TEST\n if (s.baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n #endif\n s.normal = v_normal;\n #if CC_RECEIVE_SHADOW\n s.shadowBias = v_shadowBias;\n #endif\n #if USE_NORMAL_MAP\n vec3 nmmp = texture(normalMap, v_uv).xyz - vec3(0.5);\n vec3 bitangent = cross(v_normal, v_tangent.xyz) * v_tangent.w;\n s.normal =\n (nmmp.x * emissiveScaleAndStrenth.w) * normalize(v_tangent.xyz) +\n (nmmp.y * emissiveScaleAndStrenth.w) * normalize(bitangent) +\n nmmp.z * normalize(s.normal);\n #endif\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n packHighpData(s.position, s.position_fract_part, v_position);\n #else\n s.position = v_position;\n #endif\n s.specular = specular;\n #if USE_SPECULAR_MAP\n s.specular.rgb *= SRGBToLinear(texture(specularMap, v_uv).rgb);\n #endif\n s.emissive = emissive.rgb * emissiveScaleAndStrenth.xyz;\n #if USE_EMISSIVE_MAP\n s.emissive *= SRGBToLinear(texture(emissiveMap, v_uv).rgb);\n #endif\n s.baseStep = shadeParams.x;\n s.baseFeather = shadeParams.y;\n s.shadeStep = shadeParams.z;\n s.shadeFeather = shadeParams.w;\n s.shadowCover = miscParams.x;\n}\nvec4 frag () {\n ToonSurface s; surf(s);\n vec4 color = CCToonShading(s);\n return CCFragOutput(color);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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},
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"glsl3": {
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"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)\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\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 int getVertexId() {\n return int(a_vertexId);\n }\n#endif\n#if CC_USE_MORPH\n layout(std140) uniform CCMorph {\n vec4 cc_displacementWeights[15];\n vec4 cc_displacementTextureInfo;\n };\n #if CC_MORPH_TARGET_HAS_POSITION\n uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n ivec2 texSize = textureSize(tex, 0);\n return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture(tex, x)),\n decode32(texture(tex, y)),\n decode32(texture(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n layout(std140) uniform CCSkinningTexture {\n highp vec4 cc_jointTextureInfo;\n };\n layout(std140) uniform CCSkinningAnimation {\n highp vec4 cc_jointAnimInfo;\n };\n uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n uniform highp sampler2D cc_realtimeJoint;\n #else\n layout(std140) uniform CCSkinning {\n highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n };\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_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#if !USE_INSTANCING\n #if USE_BATCHING\n layout(std140) uniform CCLocalBatched {\n highp mat4 cc_matWorlds[10];\n };\n #else\n layout(std140) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n };\n #endif\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n matWorldIT = matWorld;\n #elif USE_BATCHING\n matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n matWorldIT = matWorld;\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\n}\nlayout(std140) uniform Constants {\n vec4 tilingOffset;\n vec4 baseColor;\n vec4 colorScaleAndCutoff;\n vec4 shadeColor1;\n vec4 shadeColor2;\n vec4 specular;\n vec4 shadeParams;\n vec4 miscParams;\n vec4 emissive;\n vec4 emissiveScaleAndStrenth;\n};\nout highp vec4 v_shadowPos;\nlayout(std140) uniform CCShadow {\n highp mat4 cc_matLightView;\n highp mat4 cc_matLightViewProj;\n highp vec4 cc_shadowInvProjDepthInfo;\n highp vec4 cc_shadowProjDepthInfo;\n highp vec4 cc_shadowProjInfo;\n mediump vec4 cc_shadowNFLSInfo;\n mediump vec4 cc_shadowWHPBInfo;\n mediump vec4 cc_shadowLPNNInfo;\n lowp vec4 cc_shadowColor;\n mediump vec4 cc_planarNDInfo;\n};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n layout(std140) uniform CCCSM {\n highp vec4 cc_csmViewDir0[4];\n highp vec4 cc_csmViewDir1[4];\n highp vec4 cc_csmViewDir2[4];\n highp vec4 cc_csmAtlas[4];\n highp mat4 cc_matCSMViewProj[4];\n highp vec4 cc_csmProjDepthInfo[4];\n highp vec4 cc_csmProjInfo[4];\n highp vec4 cc_csmSplitsInfo;\n };\n#endif\n#if CC_RECEIVE_SHADOW\n uniform highp sampler2D cc_shadowMap;\n uniform highp sampler2D cc_spotShadowMap;\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n #else\n #endif\n#endif\n#if CC_RECEIVE_SHADOW\nvec2 CCGetShadowBias()\n{\n #if USE_INSTANCING\n return vec2(a_localShadowBias.x + cc_shadowWHPBInfo.w, a_localShadowBias.y + cc_shadowLPNNInfo.z);\n #elif !USE_BATCHING\n return vec2(cc_localShadowBias.x + cc_shadowWHPBInfo.w, cc_localShadowBias.y + cc_shadowLPNNInfo.z);\n #else\n return vec2(cc_shadowWHPBInfo.w, cc_shadowLPNNInfo.z);\n #endif\n}\n#endif\nout vec3 v_position;\nout vec2 v_uv;\nout mediump vec3 v_normal;\n#if CC_RECEIVE_SHADOW\n out mediump vec2 v_shadowBias;\n#endif\n#if USE_NORMAL_MAP\n out mediump vec4 v_tangent;\n#endif\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n vec4 pos = matWorld * In.position;\n v_position = pos.xyz;\n v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n #if CC_RECEIVE_SHADOW\n v_shadowBias = CCGetShadowBias();\n #endif\n v_normal = (matWorldIT * vec4(In.normal, 0.0)).xyz;\n #if USE_NORMAL_MAP\n v_tangent.xyz = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n v_tangent.w = In.tangent.w;\n #endif\n v_shadowPos = cc_matLightViewProj * pos;\n return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_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)\nhighp float unpackHighpData (float mainPart, float modPart) {\n highp float data = mainPart;\n return data + modPart;\n}\nvoid packHighpData (out float mainPart, out float modPart, highp float data) {\n mainPart = fract(data);\n modPart = data - mainPart;\n}\nhighp float unpackHighpData (float mainPart, float modPart, const float modValue) {\n highp float data = mainPart * modValue;\n return data + modPart * modValue;\n}\nvoid packHighpData (out float mainPart, out float modPart, highp float data, const float modValue) {\n highp float divide = data / modValue;\n mainPart = floor(divide);\n modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec2 unpackHighpData (vec2 mainPart, vec2 modPart) {\n highp vec2 data = mainPart;\n return data + modPart;\n}\nvoid packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data) {\n mainPart = fract(data);\n modPart = data - mainPart;\n}\nhighp vec2 unpackHighpData (vec2 mainPart, vec2 modPart, const float modValue) {\n highp vec2 data = mainPart * modValue;\n return data + modPart * modValue;\n}\nvoid packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data, const float modValue) {\n highp vec2 divide = data / modValue;\n mainPart = floor(divide);\n modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec3 unpackHighpData (vec3 mainPart, vec3 modPart) {\n highp vec3 data = mainPart;\n return data + modPart;\n}\nvoid packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data) {\n mainPart = fract(data);\n modPart = data - mainPart;\n}\nhighp vec3 unpackHighpData (vec3 mainPart, vec3 modPart, const float modValue) {\n highp vec3 data = mainPart * modValue;\n return data + modPart * modValue;\n}\nvoid packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data, const float modValue) {\n highp vec3 divide = data / modValue;\n mainPart = floor(divide);\n modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec4 unpackHighpData (vec4 mainPart, vec4 modPart) {\n highp vec4 data = mainPart;\n return data + modPart;\n}\nvoid packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data) {\n mainPart = fract(data);\n modPart = data - mainPart;\n}\nhighp vec4 unpackHighpData (vec4 mainPart, vec4 modPart, const float modValue) {\n highp vec4 data = mainPart * modValue;\n return data + modPart * modValue;\n}\nvoid packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data, const float modValue) {\n highp vec4 divide = data / modValue;\n mainPart = floor(divide);\n modPart = (data - mainPart * modValue) / modValue;\n}\nstruct ToonSurface {\n vec4 baseColor;\n vec4 specular;\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 shade1;\n vec3 shade2;\n vec3 emissive;\n float baseStep;\n float baseFeather;\n float shadeStep;\n float shadeFeather;\n float shadowCover;\n #if CC_RECEIVE_SHADOW\n vec2 shadowBias;\n #endif\n};\n#if CC_FORWARD_ADD\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 vec4 CCToonShading (ToonSurface s) {\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 V = normalize(cc_cameraPos.xyz - position);\n vec3 N = normalize(s.normal);\n float specularWeight = 1.0 - pow(s.specular.a, 5.0);\n vec3 finalColor = vec3(0.0);\n for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n vec3 SLU = cc_lightPos[i].xyz - position;\n vec3 SL = normalize(SLU);\n vec3 SH = normalize(SL + V);\n float SNL = 0.5 * dot(N, SL) + 0.5;\n float SNH = 0.5 * dot(N, SH) + 0.5;\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 diffuse = mix(s.shade1, s.shade2,\n clamp(1.0 + (s.shadeStep - s.shadeFeather - SNL) / s.shadeFeather, 0.0, 1.0));\n diffuse = mix(s.baseColor.rgb, diffuse,\n clamp(1.0 + (s.baseStep - s.baseFeather - SNL) / s.baseFeather, 0.0, 1.0));\n float specularMask = step(specularWeight, SNH);\n vec3 specular = s.specular.rgb * specularMask;\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 finalColor += SNL * cc_lightColor[i].rgb * cc_lightColor[i].a * illum * att * s.baseStep * (diffuse + specular);\n }\n return vec4(finalColor, 0.0);\n }\n#else\n #if CC_RECEIVE_SHADOW\n in highp vec4 v_shadowPos;\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 #if CC_RECEIVE_SHADOW\n uniform highp sampler2D cc_shadowMap;\n uniform highp sampler2D cc_spotShadowMap;\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_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 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 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_RECEIVE_SHADOW\n #endif\n #endif\n vec4 CCToonShading (ToonSurface s) {\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 V = normalize(cc_cameraPos.xyz - position);\n vec3 N = normalize(s.normal);\n vec3 L = normalize(-cc_mainLitDir.xyz);\n float NL = 0.5 * dot(N, L) + 0.5;\n float NH = 0.5 * dot(normalize(V + L), N) + 0.5;\n vec3 lightColor = cc_mainLitColor.rgb * cc_mainLitColor.w * s.baseStep;\n vec3 diffuse = mix(s.shade1, s.shade2,\n clamp(1.0 + (s.shadeStep - s.shadeFeather - NL) / s.shadeFeather, 0.0, 1.0));\n diffuse = mix(s.baseColor.rgb, diffuse,\n clamp(1.0 + (s.baseStep - s.baseFeather - NL) / s.baseFeather, 0.0, 1.0));\n float specularWeight = 1.0 - pow(s.specular.a, 5.0);\n float specularMask = step(specularWeight, NH);\n vec3 specular = s.specular.rgb * specularMask;\n vec3 dirlightContrib = diffuse + specular;\n float shadow = 1.0;\n #if CC_RECEIVE_SHADOW\n if(s.shadowCover < NL && cc_mainLitDir.w > 0.0) {\n if (cc_shadowLPNNInfo.w > 0.0) {\n shadow = CCCSMFactorBase(position, N, s.shadowBias);\n } else {\n shadow = CCShadowFactorBase(v_shadowPos, N, s.shadowBias);\n }\n }\n #endif\n dirlightContrib *= shadow;\n vec3 finalColor = lightColor * dirlightContrib;\n finalColor += s.emissive;\n return vec4(finalColor, s.baseColor.a);\n }\n#endif\nlayout(std140) uniform Constants {\n vec4 tilingOffset;\n vec4 baseColor;\n vec4 colorScaleAndCutoff;\n vec4 shadeColor1;\n vec4 shadeColor2;\n vec4 specular;\n vec4 shadeParams;\n vec4 miscParams;\n vec4 emissive;\n vec4 emissiveScaleAndStrenth;\n};\nvec3 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#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)\nvec3 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}\nvec3 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}\nvec4 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}\nin vec3 v_position;\nin vec2 v_uv;\n#if CC_RECEIVE_SHADOW\n in mediump vec2 v_shadowBias;\n#endif\n#if USE_BASE_COLOR_MAP\n uniform sampler2D baseColorMap;\n#endif\nin mediump vec3 v_normal;\n#if USE_NORMAL_MAP\n in mediump vec4 v_tangent;\n uniform sampler2D normalMap;\n#endif\n#if USE_1ST_SHADE_MAP\n uniform sampler2D shadeMap1;\n#endif\n#if USE_2ND_SHADE_MAP\n uniform sampler2D shadeMap2;\n#endif\n#if USE_SPECULAR_MAP\n uniform sampler2D specularMap;\n#endif\n#if USE_EMISSIVE_MAP\n uniform sampler2D emissiveMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvoid surf (out ToonSurface s) {\n s.shade2 = shadeColor2.rgb * colorScaleAndCutoff.rgb;\n #if USE_2ND_SHADE_MAP\n s.shade2 *= SRGBToLinear(texture(shadeMap2, v_uv).rgb);\n #endif\n s.shade1 = shadeColor1.rgb * colorScaleAndCutoff.rgb;\n #if USE_1ST_SHADE_MAP\n s.shade1 *= SRGBToLinear(texture(shadeMap1, v_uv).rgb);\n #if SHADE_MAP_1_AS_SHADE_MAP_2\n s.shade2 *= s.shade1.rgb;\n #endif\n #endif\n vec4 baseColor = baseColor;\n #if USE_BASE_COLOR_MAP\n vec4 baseColorMap = texture(baseColorMap, v_uv);\n baseColorMap.rgb = SRGBToLinear(baseColorMap.rgb);\n baseColor *= baseColorMap;\n #if BASE_COLOR_MAP_AS_SHADE_MAP_1\n s.shade1 *= baseColorMap.rgb;\n #endif\n #if BASE_COLOR_MAP_AS_SHADE_MAP_2\n s.shade2 *= baseColorMap.rgb;\n #endif\n #endif\n s.baseColor = baseColor;\n s.baseColor.rgb *= colorScaleAndCutoff.xyz;\n #if USE_ALPHA_TEST\n if (s.baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n #endif\n s.normal = v_normal;\n #if CC_RECEIVE_SHADOW\n s.shadowBias = v_shadowBias;\n #endif\n #if USE_NORMAL_MAP\n vec3 nmmp = texture(normalMap, v_uv).xyz - vec3(0.5);\n vec3 bitangent = cross(v_normal, v_tangent.xyz) * v_tangent.w;\n s.normal =\n (nmmp.x * emissiveScaleAndStrenth.w) * normalize(v_tangent.xyz) +\n (nmmp.y * emissiveScaleAndStrenth.w) * normalize(bitangent) +\n nmmp.z * normalize(s.normal);\n #endif\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n packHighpData(s.position, s.position_fract_part, v_position);\n #else\n s.position = v_position;\n #endif\n s.specular = specular;\n #if USE_SPECULAR_MAP\n s.specular.rgb *= SRGBToLinear(texture(specularMap, v_uv).rgb);\n #endif\n s.emissive = emissive.rgb * emissiveScaleAndStrenth.xyz;\n #if USE_EMISSIVE_MAP\n s.emissive *= SRGBToLinear(texture(emissiveMap, v_uv).rgb);\n #endif\n s.baseStep = shadeParams.x;\n s.baseFeather = shadeParams.y;\n s.shadeStep = shadeParams.z;\n s.shadeFeather = shadeParams.w;\n s.shadowCover = miscParams.x;\n}\nvec4 frag () {\n ToonSurface s; surf(s);\n vec4 color = CCToonShading(s);\n return CCFragOutput(color);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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"glsl1": {
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"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)\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\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 int getVertexId() {\n return int(a_vertexId);\n }\n#endif\n#if CC_USE_MORPH\n uniform vec4 cc_displacementWeights[15];\n uniform vec4 cc_displacementTextureInfo;\n #if CC_MORPH_TARGET_HAS_POSITION\n uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 uv = getPixelCoordFromLocation(location, cc_displacementTextureInfo.xy);\n return texture2D(tex, uv);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture2D(tex, x)),\n decode32(texture2D(tex, y)),\n decode32(texture2D(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n uniform highp vec4 cc_jointTextureInfo;\n uniform highp vec4 cc_jointAnimInfo;\n uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n uniform highp sampler2D cc_realtimeJoint;\n #else\n uniform highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matProj;\n#if !USE_INSTANCING\n #if USE_BATCHING\n uniform highp mat4 cc_matWorlds[10];\n #else\n uniform highp mat4 cc_matWorld;\n uniform highp mat4 cc_matWorldIT;\n uniform highp vec4 cc_localShadowBias;\n #endif\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n matWorldIT = matWorld;\n #elif USE_BATCHING\n matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n matWorldIT = matWorld;\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\n}\n uniform vec4 tilingOffset;\nvarying highp vec4 v_shadowPos;\nuniform highp mat4 cc_matLightViewProj;\n uniform mediump vec4 cc_shadowWHPBInfo;\n uniform mediump vec4 cc_shadowLPNNInfo;\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n #endif\n#if CC_RECEIVE_SHADOW\n uniform highp sampler2D cc_shadowMap;\n uniform highp sampler2D cc_spotShadowMap;\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n #else\n #endif\n#endif\n#if CC_RECEIVE_SHADOW\nvec2 CCGetShadowBias()\n{\n #if USE_INSTANCING\n return vec2(a_localShadowBias.x + cc_shadowWHPBInfo.w, a_localShadowBias.y + cc_shadowLPNNInfo.z);\n #elif !USE_BATCHING\n return vec2(cc_localShadowBias.x + cc_shadowWHPBInfo.w, cc_localShadowBias.y + cc_shadowLPNNInfo.z);\n #else\n return vec2(cc_shadowWHPBInfo.w, cc_shadowLPNNInfo.z);\n #endif\n}\n#endif\nvarying vec3 v_position;\nvarying vec2 v_uv;\nvarying mediump vec3 v_normal;\n#if CC_RECEIVE_SHADOW\n varying mediump vec2 v_shadowBias;\n#endif\n#if USE_NORMAL_MAP\n varying mediump vec4 v_tangent;\n#endif\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n vec4 pos = matWorld * In.position;\n v_position = pos.xyz;\n v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n #if CC_RECEIVE_SHADOW\n v_shadowBias = CCGetShadowBias();\n #endif\n v_normal = (matWorldIT * vec4(In.normal, 0.0)).xyz;\n #if USE_NORMAL_MAP\n v_tangent.xyz = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n v_tangent.w = In.tangent.w;\n #endif\n v_shadowPos = cc_matLightViewProj * pos;\n return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp 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;\nuniform highp vec4 cc_cameraPos;\n uniform mediump vec4 cc_mainLitDir;\n uniform mediump vec4 cc_mainLitColor;\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)\nhighp float unpackHighpData (float mainPart, float modPart) {\n highp float data = mainPart;\n return data + modPart;\n}\nvoid packHighpData (out float mainPart, out float modPart, highp float data) {\n mainPart = fract(data);\n modPart = data - mainPart;\n}\nhighp float unpackHighpData (float mainPart, float modPart, const float modValue) {\n highp float data = mainPart * modValue;\n return data + modPart * modValue;\n}\nvoid packHighpData (out float mainPart, out float modPart, highp float data, const float modValue) {\n highp float divide = data / modValue;\n mainPart = floor(divide);\n modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec2 unpackHighpData (vec2 mainPart, vec2 modPart) {\n highp vec2 data = mainPart;\n return data + modPart;\n}\nvoid packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data) {\n mainPart = fract(data);\n modPart = data - mainPart;\n}\nhighp vec2 unpackHighpData (vec2 mainPart, vec2 modPart, const float modValue) {\n highp vec2 data = mainPart * modValue;\n return data + modPart * modValue;\n}\nvoid packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data, const float modValue) {\n highp vec2 divide = data / modValue;\n mainPart = floor(divide);\n modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec3 unpackHighpData (vec3 mainPart, vec3 modPart) {\n highp vec3 data = mainPart;\n return data + modPart;\n}\nvoid packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data) {\n mainPart = fract(data);\n modPart = data - mainPart;\n}\nhighp vec3 unpackHighpData (vec3 mainPart, vec3 modPart, const float modValue) {\n highp vec3 data = mainPart * modValue;\n return data + modPart * modValue;\n}\nvoid packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data, const float modValue) {\n highp vec3 divide = data / modValue;\n mainPart = floor(divide);\n modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec4 unpackHighpData (vec4 mainPart, vec4 modPart) {\n highp vec4 data = mainPart;\n return data + modPart;\n}\nvoid packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data) {\n mainPart = fract(data);\n modPart = data - mainPart;\n}\nhighp vec4 unpackHighpData (vec4 mainPart, vec4 modPart, const float modValue) {\n highp vec4 data = mainPart * modValue;\n return data + modPart * modValue;\n}\nvoid packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data, const float modValue) {\n highp vec4 divide = data / modValue;\n mainPart = floor(divide);\n modPart = (data - mainPart * modValue) / modValue;\n}\nstruct ToonSurface {\n vec4 baseColor;\n vec4 specular;\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 shade1;\n vec3 shade2;\n vec3 emissive;\n float baseStep;\n float baseFeather;\n float shadeStep;\n float shadeFeather;\n float shadowCover;\n #if CC_RECEIVE_SHADOW\n vec2 shadowBias;\n #endif\n};\n#if CC_FORWARD_ADD\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 vec4 CCToonShading (ToonSurface s) {\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 V = normalize(cc_cameraPos.xyz - position);\n vec3 N = normalize(s.normal);\n float specularWeight = 1.0 - pow(s.specular.a, 5.0);\n vec3 finalColor = vec3(0.0);\n for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n vec3 SLU = cc_lightPos[i].xyz - position;\n vec3 SL = normalize(SLU);\n vec3 SH = normalize(SL + V);\n float SNL = 0.5 * dot(N, SL) + 0.5;\n float SNH = 0.5 * dot(N, SH) + 0.5;\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 diffuse = mix(s.shade1, s.shade2,\n clamp(1.0 + (s.shadeStep - s.shadeFeather - SNL) / s.shadeFeather, 0.0, 1.0));\n diffuse = mix(s.baseColor.rgb, diffuse,\n clamp(1.0 + (s.baseStep - s.baseFeather - SNL) / s.baseFeather, 0.0, 1.0));\n float specularMask = step(specularWeight, SNH);\n vec3 specular = s.specular.rgb * specularMask;\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 finalColor += SNL * cc_lightColor[i].rgb * cc_lightColor[i].a * illum * att * s.baseStep * (diffuse + specular);\n }\n return vec4(finalColor, 0.0);\n }\n#else\n #if CC_RECEIVE_SHADOW\n varying highp vec4 v_shadowPos;\n uniform highp mat4 cc_matLightView;\n uniform highp mat4 cc_matLightViewProj;\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 #if CC_RECEIVE_SHADOW\n uniform highp sampler2D cc_shadowMap;\n uniform highp sampler2D cc_spotShadowMap;\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_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 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 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_RECEIVE_SHADOW\n #endif\n #endif\n vec4 CCToonShading (ToonSurface s) {\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 V = normalize(cc_cameraPos.xyz - position);\n vec3 N = normalize(s.normal);\n vec3 L = normalize(-cc_mainLitDir.xyz);\n float NL = 0.5 * dot(N, L) + 0.5;\n float NH = 0.5 * dot(normalize(V + L), N) + 0.5;\n vec3 lightColor = cc_mainLitColor.rgb * cc_mainLitColor.w * s.baseStep;\n vec3 diffuse = mix(s.shade1, s.shade2,\n clamp(1.0 + (s.shadeStep - s.shadeFeather - NL) / s.shadeFeather, 0.0, 1.0));\n diffuse = mix(s.baseColor.rgb, diffuse,\n clamp(1.0 + (s.baseStep - s.baseFeather - NL) / s.baseFeather, 0.0, 1.0));\n float specularWeight = 1.0 - pow(s.specular.a, 5.0);\n float specularMask = step(specularWeight, NH);\n vec3 specular = s.specular.rgb * specularMask;\n vec3 dirlightContrib = diffuse + specular;\n float shadow = 1.0;\n #if CC_RECEIVE_SHADOW\n if(s.shadowCover < NL && cc_mainLitDir.w > 0.0) {\n if (cc_shadowLPNNInfo.w > 0.0) {\n shadow = CCCSMFactorBase(position, N, s.shadowBias);\n } else {\n shadow = CCShadowFactorBase(v_shadowPos, N, s.shadowBias);\n }\n }\n #endif\n dirlightContrib *= shadow;\n vec3 finalColor = lightColor * dirlightContrib;\n finalColor += s.emissive;\n return vec4(finalColor, s.baseColor.a);\n }\n#endif\n uniform vec4 baseColor;\n uniform vec4 colorScaleAndCutoff;\n uniform vec4 shadeColor1;\n uniform vec4 shadeColor2;\n uniform vec4 specular;\n uniform vec4 shadeParams;\n uniform vec4 miscParams;\n uniform vec4 emissive;\n uniform vec4 emissiveScaleAndStrenth;\nvec3 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#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)\nvec3 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}\nvec3 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}\nvec4 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}\nvarying vec3 v_position;\nvarying vec2 v_uv;\n#if CC_RECEIVE_SHADOW\n varying mediump vec2 v_shadowBias;\n#endif\n#if USE_BASE_COLOR_MAP\n uniform sampler2D baseColorMap;\n#endif\nvarying mediump vec3 v_normal;\n#if USE_NORMAL_MAP\n varying mediump vec4 v_tangent;\n uniform sampler2D normalMap;\n#endif\n#if USE_1ST_SHADE_MAP\n uniform sampler2D shadeMap1;\n#endif\n#if USE_2ND_SHADE_MAP\n uniform sampler2D shadeMap2;\n#endif\n#if USE_SPECULAR_MAP\n uniform sampler2D specularMap;\n#endif\n#if USE_EMISSIVE_MAP\n uniform sampler2D emissiveMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvoid surf (out ToonSurface s) {\n s.shade2 = shadeColor2.rgb * colorScaleAndCutoff.rgb;\n #if USE_2ND_SHADE_MAP\n s.shade2 *= SRGBToLinear(texture2D(shadeMap2, v_uv).rgb);\n #endif\n s.shade1 = shadeColor1.rgb * colorScaleAndCutoff.rgb;\n #if USE_1ST_SHADE_MAP\n s.shade1 *= SRGBToLinear(texture2D(shadeMap1, v_uv).rgb);\n #if SHADE_MAP_1_AS_SHADE_MAP_2\n s.shade2 *= s.shade1.rgb;\n #endif\n #endif\n vec4 baseColor = baseColor;\n #if USE_BASE_COLOR_MAP\n vec4 baseColorMap = texture2D(baseColorMap, v_uv);\n baseColorMap.rgb = SRGBToLinear(baseColorMap.rgb);\n baseColor *= baseColorMap;\n #if BASE_COLOR_MAP_AS_SHADE_MAP_1\n s.shade1 *= baseColorMap.rgb;\n #endif\n #if BASE_COLOR_MAP_AS_SHADE_MAP_2\n s.shade2 *= baseColorMap.rgb;\n #endif\n #endif\n s.baseColor = baseColor;\n s.baseColor.rgb *= colorScaleAndCutoff.xyz;\n #if USE_ALPHA_TEST\n if (s.baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n #endif\n s.normal = v_normal;\n #if CC_RECEIVE_SHADOW\n s.shadowBias = v_shadowBias;\n #endif\n #if USE_NORMAL_MAP\n vec3 nmmp = texture2D(normalMap, v_uv).xyz - vec3(0.5);\n vec3 bitangent = cross(v_normal, v_tangent.xyz) * v_tangent.w;\n s.normal =\n (nmmp.x * emissiveScaleAndStrenth.w) * normalize(v_tangent.xyz) +\n (nmmp.y * emissiveScaleAndStrenth.w) * normalize(bitangent) +\n nmmp.z * normalize(s.normal);\n #endif\n #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n packHighpData(s.position, s.position_fract_part, v_position);\n #else\n s.position = v_position;\n #endif\n s.specular = specular;\n #if USE_SPECULAR_MAP\n s.specular.rgb *= SRGBToLinear(texture2D(specularMap, v_uv).rgb);\n #endif\n s.emissive = emissive.rgb * emissiveScaleAndStrenth.xyz;\n #if USE_EMISSIVE_MAP\n s.emissive *= SRGBToLinear(texture2D(emissiveMap, v_uv).rgb);\n #endif\n s.baseStep = shadeParams.x;\n s.baseFeather = shadeParams.y;\n s.shadeStep = shadeParams.z;\n s.shadeFeather = shadeParams.w;\n s.shadowCover = miscParams.x;\n}\nvec4 frag () {\n ToonSurface s; surf(s);\n vec4 color = CCToonShading(s);\n return CCFragOutput(color);\n}\nvoid main() { gl_FragColor = frag(); }"
|
|
},
|
|
"builtins": {
|
|
"globals": {
|
|
"blocks": [
|
|
{
|
|
"name": "CCGlobal",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CCCamera",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CCShadow",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CCCSM",
|
|
"defines": [
|
|
"CC_SUPPORT_CASCADED_SHADOW_MAP"
|
|
]
|
|
}
|
|
],
|
|
"samplerTextures": [
|
|
{
|
|
"name": "cc_shadowMap",
|
|
"defines": [
|
|
"CC_RECEIVE_SHADOW"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_spotShadowMap",
|
|
"defines": [
|
|
"CC_RECEIVE_SHADOW"
|
|
]
|
|
}
|
|
],
|
|
"buffers": [],
|
|
"images": []
|
|
},
|
|
"locals": {
|
|
"blocks": [
|
|
{
|
|
"name": "CCMorph",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCSkinningTexture",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"CC_USE_BAKED_ANIMATION"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCSkinningAnimation",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"CC_USE_BAKED_ANIMATION"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCSkinning",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"!CC_USE_BAKED_ANIMATION",
|
|
"!CC_USE_REAL_TIME_JOINT_TEXTURE"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCLocalBatched",
|
|
"defines": [
|
|
"!USE_INSTANCING",
|
|
"USE_BATCHING"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCLocal",
|
|
"defines": [
|
|
"!USE_INSTANCING",
|
|
"!USE_BATCHING"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCForwardLight",
|
|
"defines": [
|
|
"CC_FORWARD_ADD",
|
|
"CC_ENABLE_CLUSTERED_LIGHT_CULLING"
|
|
]
|
|
}
|
|
],
|
|
"samplerTextures": [
|
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{
|
|
"name": "cc_PositionDisplacements",
|
|
"defines": [
|
|
"CC_USE_MORPH",
|
|
"CC_MORPH_TARGET_HAS_POSITION"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_NormalDisplacements",
|
|
"defines": [
|
|
"CC_USE_MORPH",
|
|
"CC_MORPH_TARGET_HAS_NORMAL"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_TangentDisplacements",
|
|
"defines": [
|
|
"CC_USE_MORPH",
|
|
"CC_MORPH_TARGET_HAS_TANGENT"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_jointTexture",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"CC_USE_BAKED_ANIMATION"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_realtimeJoint",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"!CC_USE_BAKED_ANIMATION",
|
|
"CC_USE_REAL_TIME_JOINT_TEXTURE"
|
|
]
|
|
}
|
|
],
|
|
"buffers": [],
|
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"images": []
|
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},
|
|
"statistics": {
|
|
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 179,
|
|
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 111
|
|
}
|
|
},
|
|
"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": [
|
|
"USE_INSTANCING"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_RECEIVE_SHADOW",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CC_USE_MORPH",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CC_MORPH_TARGET_COUNT",
|
|
"type": "number",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
],
|
|
"range": [
|
|
2,
|
|
8
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_MORPH_TARGET_HAS_POSITION",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_MORPH_TARGET_HAS_NORMAL",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_MORPH_TARGET_HAS_TANGENT",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_MORPH_PRECOMPUTED",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_USE_REAL_TIME_JOINT_TEXTURE",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"!CC_USE_BAKED_ANIMATION"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_SUPPORT_CASCADED_SHADOW_MAP",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "USE_NORMAL_MAP",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CC_FORWARD_ADD",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CC_PIPELINE_TYPE",
|
|
"type": "number",
|
|
"defines": [
|
|
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|
|
],
|
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"range": [
|
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0,
|
|
1
|
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]
|
|
},
|
|
{
|
|
"name": "CC_FORCE_FORWARD_SHADING",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"CC_FORWARD_ADD"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_SHADOWMAP_FORMAT",
|
|
"type": "number",
|
|
"defines": [
|
|
"!CC_FORWARD_ADD",
|
|
"CC_RECEIVE_SHADOW",
|
|
"CC_RECEIVE_SHADOW"
|
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],
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"range": [
|
|
0,
|
|
3
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_USE_DEBUG_VIEW",
|
|
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|
|
"defines": [],
|
|
"range": [
|
|
0,
|
|
3
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_USE_HDR",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "USE_BASE_COLOR_MAP",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "USE_1ST_SHADE_MAP",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "USE_2ND_SHADE_MAP",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "USE_SPECULAR_MAP",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "USE_EMISSIVE_MAP",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "USE_ALPHA_TEST",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "ALPHA_TEST_CHANNEL",
|
|
"type": "string",
|
|
"defines": [
|
|
"USE_ALPHA_TEST"
|
|
],
|
|
"options": [
|
|
"a",
|
|
"r",
|
|
"g",
|
|
"b"
|
|
]
|
|
},
|
|
{
|
|
"name": "SHADE_MAP_1_AS_SHADE_MAP_2",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"USE_1ST_SHADE_MAP"
|
|
]
|
|
},
|
|
{
|
|
"name": "BASE_COLOR_MAP_AS_SHADE_MAP_1",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"USE_BASE_COLOR_MAP"
|
|
]
|
|
},
|
|
{
|
|
"name": "BASE_COLOR_MAP_AS_SHADE_MAP_2",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"USE_BASE_COLOR_MAP"
|
|
]
|
|
}
|
|
],
|
|
"name": "builtin-toon|toon-vs:vert|toon-fs:frag"
|
|
},
|
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{
|
|
"blocks": [
|
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{
|
|
"name": "Constants",
|
|
"members": [
|
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{
|
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"name": "tilingOffset",
|
|
"type": 16,
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|
|
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|
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{
|
|
"name": "baseColor",
|
|
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},
|
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{
|
|
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|
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|
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|
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{
|
|
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|
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|
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{
|
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|
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|
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|
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|
|
{
|
|
"name": "specular",
|
|
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|
|
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|
|
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|
|
{
|
|
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|
|
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|
|
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|
|
},
|
|
{
|
|
"name": "miscParams",
|
|
"type": 16,
|
|
"count": 1
|
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|
|
{
|
|
"name": "emissive",
|
|
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|
|
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|
|
},
|
|
{
|
|
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|
|
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|
|
"count": 1
|
|
}
|
|
],
|
|
"defines": [],
|
|
"stageFlags": 17,
|
|
"binding": 0
|
|
}
|
|
],
|
|
"samplerTextures": [
|
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{
|
|
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|
|
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|
|
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|
|
"defines": [
|
|
"USE_BASE_COLOR_MAP"
|
|
],
|
|
"stageFlags": 16,
|
|
"binding": 1
|
|
}
|
|
],
|
|
"samplers": [],
|
|
"textures": [],
|
|
"buffers": [],
|
|
"images": [],
|
|
"subpassInputs": [],
|
|
"attributes": [
|
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{
|
|
"name": "a_position",
|
|
"defines": [],
|
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"format": 32,
|
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|
|
},
|
|
{
|
|
"name": "a_normal",
|
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|
|
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|
|
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|
|
},
|
|
{
|
|
"name": "a_texCoord",
|
|
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|
|
"format": 21,
|
|
"location": 2
|
|
},
|
|
{
|
|
"name": "a_tangent",
|
|
"defines": [],
|
|
"format": 44,
|
|
"location": 3
|
|
},
|
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{
|
|
"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
|
|
},
|
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{
|
|
"name": "a_matWorld1",
|
|
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|
|
"USE_INSTANCING"
|
|
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|
|
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|
|
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|
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"location": 8
|
|
},
|
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{
|
|
"name": "a_matWorld2",
|
|
"defines": [
|
|
"USE_INSTANCING"
|
|
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|
|
"format": 44,
|
|
"isInstanced": true,
|
|
"location": 9
|
|
},
|
|
{
|
|
"name": "a_lightingMapUVParam",
|
|
"defines": [
|
|
"USE_INSTANCING",
|
|
"CC_USE_LIGHTMAP"
|
|
],
|
|
"format": 44,
|
|
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|
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"location": 10
|
|
},
|
|
{
|
|
"name": "a_localShadowBias",
|
|
"defines": [
|
|
"USE_INSTANCING",
|
|
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|
|
],
|
|
"format": 21,
|
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|
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|
|
},
|
|
{
|
|
"name": "a_dyn_batch_id",
|
|
"defines": [
|
|
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|
|
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|
|
],
|
|
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|
|
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|
|
},
|
|
{
|
|
"name": "a_vertexId",
|
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|
|
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|
|
],
|
|
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|
|
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|
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}
|
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|
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{
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{
|
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|
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|
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}
|
|
],
|
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"fragColors": [
|
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{
|
|
"name": "cc_FragColor",
|
|
"typename": "vec4",
|
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|
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}
|
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|
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"hash": 593829744,
|
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"glsl4": {
|
|
"vert": "#extension GL_EXT_shader_explicit_arithmetic_types_int32: require\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)\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\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 int getVertexId() {\n return gl_VertexIndex;\n }\n#endif\n#if CC_USE_MORPH\n layout(set = 2, binding = 4) uniform CCMorph {\n vec4 cc_displacementWeights[15];\n vec4 cc_displacementTextureInfo;\n };\n #if CC_MORPH_TARGET_HAS_POSITION\n layout(set = 2, binding = 7) uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n layout(set = 2, binding = 8) uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n layout(set = 2, binding = 9) uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n ivec2 texSize = textureSize(tex, 0);\n return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture(tex, x)),\n decode32(texture(tex, y)),\n decode32(texture(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n layout(set = 2, binding = 3) uniform CCSkinningTexture {\n highp vec4 cc_jointTextureInfo;\n };\n layout(set = 2, binding = 2) uniform CCSkinningAnimation {\n highp vec4 cc_jointAnimInfo;\n };\n layout(set = 2, binding = 6) uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n layout(set = 2, binding = 6) uniform highp sampler2D cc_realtimeJoint;\n #else\n layout(set = 2, binding = 3) uniform CCSkinning {\n highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n };\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\n#if !USE_INSTANCING\n #if USE_BATCHING\n layout(set = 2, binding = 0) uniform CCLocalBatched {\n highp mat4 cc_matWorlds[10];\n };\n #else\n layout(set = 2, binding = 0) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n };\n #endif\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n matWorldIT = matWorld;\n #elif USE_BATCHING\n matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n matWorldIT = matWorld;\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\n}\nlayout(set = 1, binding = 0) uniform Constants {\n vec4 tilingOffset;\n vec4 baseColor;\n vec4 colorScaleAndCutoff;\n vec4 shadeColor1;\n vec4 shadeColor2;\n vec4 specular;\n vec4 shadeParams;\n vec4 miscParams;\n vec4 emissive;\n vec4 emissiveScaleAndStrenth;\n};\nlayout(set = 0, binding = 2) uniform CCShadow {\n highp mat4 cc_matLightView;\n highp mat4 cc_matLightViewProj;\n highp vec4 cc_shadowInvProjDepthInfo;\n highp vec4 cc_shadowProjDepthInfo;\n highp vec4 cc_shadowProjInfo;\n mediump vec4 cc_shadowNFLSInfo;\n mediump vec4 cc_shadowWHPBInfo;\n mediump vec4 cc_shadowLPNNInfo;\n lowp vec4 cc_shadowColor;\n mediump vec4 cc_planarNDInfo;\n};\nlayout(location = 0) out vec2 v_uv;\nlayout(location = 1) out vec4 v_worldPos;\nlayout(location = 2) out highp vec2 v_clip_depth;\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n v_worldPos = matWorld * In.position;\n vec4 clipPos = cc_matLightViewProj * v_worldPos;\n v_clip_depth = clipPos.zw;\n v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n return clipPos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nlayout(set = 1, binding = 0) uniform Constants {\n vec4 tilingOffset;\n vec4 baseColor;\n vec4 colorScaleAndCutoff;\n vec4 shadeColor1;\n vec4 shadeColor2;\n vec4 specular;\n vec4 shadeParams;\n vec4 miscParams;\n vec4 emissive;\n vec4 emissiveScaleAndStrenth;\n};\nvec4 packDepthToRGBA (float depth) {\n vec4 ret = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n ret = fract(ret);\n ret -= vec4(ret.yzw, 0.0) / 255.0;\n return ret;\n}\nlayout(set = 0, binding = 2) uniform CCShadow {\n highp mat4 cc_matLightView;\n highp mat4 cc_matLightViewProj;\n highp vec4 cc_shadowInvProjDepthInfo;\n highp vec4 cc_shadowProjDepthInfo;\n highp vec4 cc_shadowProjInfo;\n mediump vec4 cc_shadowNFLSInfo;\n mediump vec4 cc_shadowWHPBInfo;\n mediump vec4 cc_shadowLPNNInfo;\n lowp vec4 cc_shadowColor;\n mediump vec4 cc_planarNDInfo;\n};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n layout(set = 0, binding = 3) uniform CCCSM {\n highp vec4 cc_csmViewDir0[4];\n highp vec4 cc_csmViewDir1[4];\n highp vec4 cc_csmViewDir2[4];\n highp vec4 cc_csmAtlas[4];\n highp mat4 cc_matCSMViewProj[4];\n highp vec4 cc_csmProjDepthInfo[4];\n highp vec4 cc_csmProjInfo[4];\n highp vec4 cc_csmSplitsInfo;\n };\n#endif\n#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)\nfloat GetLinearDepthFromViewSpace(vec3 viewPos, float near, float far) {\n float dist = length(viewPos);\n return (dist - near) / (far - near);\n}\nfloat 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}\nfloat CCGetLinearDepth(vec3 worldPos) {\n\treturn CCGetLinearDepth(worldPos, 0.0);\n}\n#if CC_RECEIVE_SHADOW\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 layout(set = 0, binding = 4) uniform highp sampler2D cc_shadowMap;\n layout(set = 0, binding = 6) uniform highp sampler2D cc_spotShadowMap;\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n #else\n #endif\n#endif\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 1) in vec4 v_worldPos;\nlayout(location = 2) in highp vec2 v_clip_depth;\n#if USE_BASE_COLOR_MAP\n layout(set = 1, binding = 1) uniform sampler2D baseColorMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvec4 frag () {\n vec4 baseColor = baseColor;\n #if USE_ALPHA_TEST\n #if USE_BASE_COLOR_MAP\n baseColor *= texture(baseColorMap, v_uv);\n #endif\n if (baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n #endif\n highp float clipDepth = v_clip_depth.x / v_clip_depth.y * 0.5 + 0.5;\n if(cc_shadowLPNNInfo.x > 0.000001 && cc_shadowLPNNInfo.x < 1.999999) {\n #if CC_SHADOWMAP_USE_LINEAR_DEPTH\n clipDepth = CCGetLinearDepth(v_worldPos.xyz);\n #endif\n }\n #if CC_SHADOWMAP_FORMAT == 1\n return packDepthToRGBA(clipDepth);\n #else\n return vec4(clipDepth, 1.0, 1.0, 1.0);\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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},
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"glsl3": {
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"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)\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\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 int getVertexId() {\n return int(a_vertexId);\n }\n#endif\n#if CC_USE_MORPH\n layout(std140) uniform CCMorph {\n vec4 cc_displacementWeights[15];\n vec4 cc_displacementTextureInfo;\n };\n #if CC_MORPH_TARGET_HAS_POSITION\n uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n ivec2 texSize = textureSize(tex, 0);\n return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture(tex, x)),\n decode32(texture(tex, y)),\n decode32(texture(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n layout(std140) uniform CCSkinningTexture {\n highp vec4 cc_jointTextureInfo;\n };\n layout(std140) uniform CCSkinningAnimation {\n highp vec4 cc_jointAnimInfo;\n };\n uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n uniform highp sampler2D cc_realtimeJoint;\n #else\n layout(std140) uniform CCSkinning {\n highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n };\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\n#if !USE_INSTANCING\n #if USE_BATCHING\n layout(std140) uniform CCLocalBatched {\n highp mat4 cc_matWorlds[10];\n };\n #else\n layout(std140) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n };\n #endif\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n matWorldIT = matWorld;\n #elif USE_BATCHING\n matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n matWorldIT = matWorld;\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\n}\nlayout(std140) uniform Constants {\n vec4 tilingOffset;\n vec4 baseColor;\n vec4 colorScaleAndCutoff;\n vec4 shadeColor1;\n vec4 shadeColor2;\n vec4 specular;\n vec4 shadeParams;\n vec4 miscParams;\n vec4 emissive;\n vec4 emissiveScaleAndStrenth;\n};\nlayout(std140) uniform CCShadow {\n highp mat4 cc_matLightView;\n highp mat4 cc_matLightViewProj;\n highp vec4 cc_shadowInvProjDepthInfo;\n highp vec4 cc_shadowProjDepthInfo;\n highp vec4 cc_shadowProjInfo;\n mediump vec4 cc_shadowNFLSInfo;\n mediump vec4 cc_shadowWHPBInfo;\n mediump vec4 cc_shadowLPNNInfo;\n lowp vec4 cc_shadowColor;\n mediump vec4 cc_planarNDInfo;\n};\nout vec2 v_uv;\nout vec4 v_worldPos;\nout highp vec2 v_clip_depth;\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n v_worldPos = matWorld * In.position;\n vec4 clipPos = cc_matLightViewProj * v_worldPos;\n v_clip_depth = clipPos.zw;\n v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n return clipPos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nlayout(std140) uniform Constants {\n vec4 tilingOffset;\n vec4 baseColor;\n vec4 colorScaleAndCutoff;\n vec4 shadeColor1;\n vec4 shadeColor2;\n vec4 specular;\n vec4 shadeParams;\n vec4 miscParams;\n vec4 emissive;\n vec4 emissiveScaleAndStrenth;\n};\nvec4 packDepthToRGBA (float depth) {\n vec4 ret = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n ret = fract(ret);\n ret -= vec4(ret.yzw, 0.0) / 255.0;\n return ret;\n}\nlayout(std140) uniform CCShadow {\n highp mat4 cc_matLightView;\n highp mat4 cc_matLightViewProj;\n highp vec4 cc_shadowInvProjDepthInfo;\n highp vec4 cc_shadowProjDepthInfo;\n highp vec4 cc_shadowProjInfo;\n mediump vec4 cc_shadowNFLSInfo;\n mediump vec4 cc_shadowWHPBInfo;\n mediump vec4 cc_shadowLPNNInfo;\n lowp vec4 cc_shadowColor;\n mediump vec4 cc_planarNDInfo;\n};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n layout(std140) uniform CCCSM {\n highp vec4 cc_csmViewDir0[4];\n highp vec4 cc_csmViewDir1[4];\n highp vec4 cc_csmViewDir2[4];\n highp vec4 cc_csmAtlas[4];\n highp mat4 cc_matCSMViewProj[4];\n highp vec4 cc_csmProjDepthInfo[4];\n highp vec4 cc_csmProjInfo[4];\n highp vec4 cc_csmSplitsInfo;\n };\n#endif\n#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)\nfloat GetLinearDepthFromViewSpace(vec3 viewPos, float near, float far) {\n float dist = length(viewPos);\n return (dist - near) / (far - near);\n}\nfloat 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}\nfloat CCGetLinearDepth(vec3 worldPos) {\n\treturn CCGetLinearDepth(worldPos, 0.0);\n}\n#if CC_RECEIVE_SHADOW\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 uniform highp sampler2D cc_shadowMap;\n uniform highp sampler2D cc_spotShadowMap;\n #if CC_SUPPORT_CASCADED_SHADOW_MAP\n #else\n #endif\n#endif\nin vec2 v_uv;\nin vec4 v_worldPos;\nin highp vec2 v_clip_depth;\n#if USE_BASE_COLOR_MAP\n uniform sampler2D baseColorMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvec4 frag () {\n vec4 baseColor = baseColor;\n #if USE_ALPHA_TEST\n #if USE_BASE_COLOR_MAP\n baseColor *= texture(baseColorMap, v_uv);\n #endif\n if (baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n #endif\n highp float clipDepth = v_clip_depth.x / v_clip_depth.y * 0.5 + 0.5;\n if(cc_shadowLPNNInfo.x > 0.000001 && cc_shadowLPNNInfo.x < 1.999999) {\n #if CC_SHADOWMAP_USE_LINEAR_DEPTH\n clipDepth = CCGetLinearDepth(v_worldPos.xyz);\n #endif\n }\n #if CC_SHADOWMAP_FORMAT == 1\n return packDepthToRGBA(clipDepth);\n #else\n return vec4(clipDepth, 1.0, 1.0, 1.0);\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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},
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"glsl1": {
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"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)\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\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 int getVertexId() {\n return int(a_vertexId);\n }\n#endif\n#if CC_USE_MORPH\n uniform vec4 cc_displacementWeights[15];\n uniform vec4 cc_displacementTextureInfo;\n #if CC_MORPH_TARGET_HAS_POSITION\n uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 uv = getPixelCoordFromLocation(location, cc_displacementTextureInfo.xy);\n return texture2D(tex, uv);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture2D(tex, x)),\n decode32(texture2D(tex, y)),\n decode32(texture2D(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n uniform highp vec4 cc_jointTextureInfo;\n uniform highp vec4 cc_jointAnimInfo;\n uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n uniform highp sampler2D cc_realtimeJoint;\n #else\n uniform highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n #if CC_USE_MORPH\n applyMorph(In.position, In.normal, In.tangent);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In.position, In.normal, In.tangent);\n #endif\n}\n#if !USE_INSTANCING\n #if USE_BATCHING\n uniform highp mat4 cc_matWorlds[10];\n #else\n uniform highp mat4 cc_matWorld;\n uniform highp mat4 cc_matWorldIT;\n #endif\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n matWorldIT = matWorld;\n #elif USE_BATCHING\n matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n matWorldIT = matWorld;\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\n}\n uniform vec4 tilingOffset;\nuniform highp mat4 cc_matLightViewProj;\nvarying vec2 v_uv;\nvarying vec4 v_worldPos;\nvarying highp vec2 v_clip_depth;\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n v_worldPos = matWorld * In.position;\n vec4 clipPos = cc_matLightViewProj * v_worldPos;\n v_clip_depth = clipPos.zw;\n v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n return clipPos;\n}\nvoid main() { gl_Position = vert(); }",
|
|
"frag": "\nprecision highp float;\n uniform vec4 baseColor;\n uniform vec4 colorScaleAndCutoff;\nvec4 packDepthToRGBA (float depth) {\n vec4 ret = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n ret = fract(ret);\n ret -= vec4(ret.yzw, 0.0) / 255.0;\n return ret;\n}\nuniform highp mat4 cc_matLightView;\n uniform mediump vec4 cc_shadowNFLSInfo;\n uniform mediump vec4 cc_shadowLPNNInfo;\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n #endif\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)\nfloat GetLinearDepthFromViewSpace(vec3 viewPos, float near, float far) {\n float dist = length(viewPos);\n return (dist - near) / (far - near);\n}\nfloat 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}\nfloat 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 #if CC_SUPPORT_CASCADED_SHADOW_MAP\n #else\n #endif\n#endif\nvarying vec2 v_uv;\nvarying vec4 v_worldPos;\nvarying highp vec2 v_clip_depth;\n#if USE_BASE_COLOR_MAP\n uniform sampler2D baseColorMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvec4 frag () {\n vec4 baseColor = baseColor;\n #if USE_ALPHA_TEST\n #if USE_BASE_COLOR_MAP\n baseColor *= texture2D(baseColorMap, v_uv);\n #endif\n if (baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n #endif\n highp float clipDepth = v_clip_depth.x / v_clip_depth.y * 0.5 + 0.5;\n if(cc_shadowLPNNInfo.x > 0.000001 && cc_shadowLPNNInfo.x < 1.999999) {\n #if CC_SHADOWMAP_USE_LINEAR_DEPTH\n clipDepth = CCGetLinearDepth(v_worldPos.xyz);\n #endif\n }\n #if CC_SHADOWMAP_FORMAT == 1\n return packDepthToRGBA(clipDepth);\n #else\n return vec4(clipDepth, 1.0, 1.0, 1.0);\n #endif\n}\nvoid main() { gl_FragColor = frag(); }"
|
|
},
|
|
"builtins": {
|
|
"globals": {
|
|
"blocks": [
|
|
{
|
|
"name": "CCShadow",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CCCSM",
|
|
"defines": [
|
|
"CC_SUPPORT_CASCADED_SHADOW_MAP"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCGlobal",
|
|
"defines": [
|
|
"CC_RECEIVE_SHADOW"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCCamera",
|
|
"defines": [
|
|
"CC_RECEIVE_SHADOW"
|
|
]
|
|
}
|
|
],
|
|
"samplerTextures": [
|
|
{
|
|
"name": "cc_shadowMap",
|
|
"defines": [
|
|
"CC_RECEIVE_SHADOW"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_spotShadowMap",
|
|
"defines": [
|
|
"CC_RECEIVE_SHADOW"
|
|
]
|
|
}
|
|
],
|
|
"buffers": [],
|
|
"images": []
|
|
},
|
|
"locals": {
|
|
"blocks": [
|
|
{
|
|
"name": "CCMorph",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCSkinningTexture",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"CC_USE_BAKED_ANIMATION"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCSkinningAnimation",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"CC_USE_BAKED_ANIMATION"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCSkinning",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"!CC_USE_BAKED_ANIMATION",
|
|
"!CC_USE_REAL_TIME_JOINT_TEXTURE"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCLocalBatched",
|
|
"defines": [
|
|
"!USE_INSTANCING",
|
|
"USE_BATCHING"
|
|
]
|
|
},
|
|
{
|
|
"name": "CCLocal",
|
|
"defines": [
|
|
"!USE_INSTANCING",
|
|
"!USE_BATCHING"
|
|
]
|
|
}
|
|
],
|
|
"samplerTextures": [
|
|
{
|
|
"name": "cc_PositionDisplacements",
|
|
"defines": [
|
|
"CC_USE_MORPH",
|
|
"CC_MORPH_TARGET_HAS_POSITION"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_NormalDisplacements",
|
|
"defines": [
|
|
"CC_USE_MORPH",
|
|
"CC_MORPH_TARGET_HAS_NORMAL"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_TangentDisplacements",
|
|
"defines": [
|
|
"CC_USE_MORPH",
|
|
"CC_MORPH_TARGET_HAS_TANGENT"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_jointTexture",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"CC_USE_BAKED_ANIMATION"
|
|
]
|
|
},
|
|
{
|
|
"name": "cc_realtimeJoint",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"!CC_USE_BAKED_ANIMATION",
|
|
"CC_USE_REAL_TIME_JOINT_TEXTURE"
|
|
]
|
|
}
|
|
],
|
|
"buffers": [],
|
|
"images": []
|
|
},
|
|
"statistics": {
|
|
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 94,
|
|
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 111
|
|
}
|
|
},
|
|
"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": [
|
|
"USE_INSTANCING"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_RECEIVE_SHADOW",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CC_USE_MORPH",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CC_MORPH_TARGET_COUNT",
|
|
"type": "number",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
],
|
|
"range": [
|
|
2,
|
|
8
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_MORPH_TARGET_HAS_POSITION",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_MORPH_TARGET_HAS_NORMAL",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_MORPH_TARGET_HAS_TANGENT",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_MORPH_PRECOMPUTED",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"CC_USE_MORPH"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_USE_REAL_TIME_JOINT_TEXTURE",
|
|
"type": "boolean",
|
|
"defines": [
|
|
"CC_USE_SKINNING",
|
|
"!CC_USE_BAKED_ANIMATION"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_SUPPORT_CASCADED_SHADOW_MAP",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "USE_BASE_COLOR_MAP",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "USE_ALPHA_TEST",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "ALPHA_TEST_CHANNEL",
|
|
"type": "string",
|
|
"defines": [
|
|
"USE_ALPHA_TEST"
|
|
],
|
|
"options": [
|
|
"a",
|
|
"r",
|
|
"g",
|
|
"b"
|
|
]
|
|
},
|
|
{
|
|
"name": "CC_SHADOWMAP_USE_LINEAR_DEPTH",
|
|
"type": "boolean",
|
|
"defines": []
|
|
},
|
|
{
|
|
"name": "CC_SHADOWMAP_FORMAT",
|
|
"type": "number",
|
|
"defines": [],
|
|
"range": [
|
|
0,
|
|
3
|
|
]
|
|
}
|
|
],
|
|
"name": "builtin-toon|shadow-caster-vs:vert|shadow-caster-fs:frag"
|
|
}
|
|
],
|
|
"combinations": [],
|
|
"hideInEditor": false
|
|
} |