top-block-game-cocos-demo/library/ff/ff9be190-20a4-4e48-b68c-76e...

146 lines
25 KiB
JSON

{
"__type__": "cc.EffectAsset",
"_name": "builtin-debug-renderer",
"_objFlags": 0,
"_native": "",
"techniques": [
{
"passes": [
{
"blendState": {
"targets": [
{
"blend": true,
"blendSrc": 2,
"blendDst": 4,
"blendDstAlpha": 4
}
]
},
"rasterizerState": {
"cullMode": 0
},
"program": "builtin-debug-renderer|debug-renderer-vs:vert|debug-renderer-fs:frag",
"priority": 255,
"depthStencilState": {
"depthTest": false,
"depthWrite": false
}
}
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}
],
"shaders": [
{
"blocks": [],
"samplerTextures": [
{
"name": "mainTexture",
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"defines": [],
"stageFlags": 16,
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}
],
"samplers": [],
"textures": [],
"buffers": [],
"images": [],
"subpassInputs": [],
"attributes": [
{
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{
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{
"name": "a_color",
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],
"varyings": [
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{
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],
"fragColors": [
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"hash": 1653470842,
"glsl4": {
"vert": "\nprecision mediump float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_debug_view_mode;\n mediump vec4 cc_debug_view_composite_pack_1;\n mediump vec4 cc_debug_view_composite_pack_2;\n mediump vec4 cc_debug_view_composite_pack_3;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183f\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 2) in vec4 a_color;\nlayout(location = 0) out vec2 v_texCoord;\nlayout(location = 1) out vec4 v_color;\nvec4 vert () {\n int orientation = int(cc_surfaceTransform.x);\n vec4 transform = vec4(1.0, 0.0, 0.0, 1.0);\n if (orientation == 0) {\n transform = vec4(1.0, 0.0, 0.0, 1.0);\n } else if (orientation == 1) {\n transform = vec4(0.0, 1.0, -1.0, 0.0);\n } else if (orientation == 2) {\n transform = vec4(-1.0, 0.0, 0.0, -1.0);\n } else if (orientation == 3) {\n transform = vec4(0.0, -1.0, 1.0, 0.0);\n }\n vec2 invScreenSize = (orientation == 1 || orientation == 3) ? cc_screenSize.wz : cc_screenSize.zw;\n vec2 position = a_position * invScreenSize;\n position = position * vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n vec2 clipPos = vec2(dot(transform.xy, position), dot(transform.zw, position));\n clipPos = cc_cameraPos.w == 0.0 ? vec2(clipPos.x, -clipPos.y) : clipPos;\n v_texCoord = a_texCoord;\n v_color = a_color;\n return vec4(clipPos, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_debug_view_mode;\n mediump vec4 cc_debug_view_composite_pack_1;\n mediump vec4 cc_debug_view_composite_pack_2;\n mediump vec4 cc_debug_view_composite_pack_3;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nlayout(location = 0) in vec2 v_texCoord;\nlayout(location = 1) in vec4 v_color;\nlayout(set = 1, binding = 0) uniform sampler2D mainTexture;\nvec4 frag () {\n vec4 color = vec4(v_color.rgb, v_color.a * texture(mainTexture, v_texCoord).r);\n return CCFragOutput(color);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl3": {
"vert": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_debug_view_mode;\n mediump vec4 cc_debug_view_composite_pack_1;\n mediump vec4 cc_debug_view_composite_pack_2;\n mediump vec4 cc_debug_view_composite_pack_3;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183f\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nin vec2 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nout vec2 v_texCoord;\nout vec4 v_color;\nvec4 vert () {\n int orientation = int(cc_surfaceTransform.x);\n vec4 transform = vec4(1.0, 0.0, 0.0, 1.0);\n if (orientation == 0) {\n transform = vec4(1.0, 0.0, 0.0, 1.0);\n } else if (orientation == 1) {\n transform = vec4(0.0, 1.0, -1.0, 0.0);\n } else if (orientation == 2) {\n transform = vec4(-1.0, 0.0, 0.0, -1.0);\n } else if (orientation == 3) {\n transform = vec4(0.0, -1.0, 1.0, 0.0);\n }\n vec2 invScreenSize = (orientation == 1 || orientation == 3) ? cc_screenSize.wz : cc_screenSize.zw;\n vec2 position = a_position * invScreenSize;\n position = position * vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n vec2 clipPos = vec2(dot(transform.xy, position), dot(transform.zw, position));\n clipPos = cc_cameraPos.w == 0.0 ? vec2(clipPos.x, -clipPos.y) : clipPos;\n v_texCoord = a_texCoord;\n v_color = a_color;\n return vec4(clipPos, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_debug_view_mode;\n mediump vec4 cc_debug_view_composite_pack_1;\n mediump vec4 cc_debug_view_composite_pack_2;\n mediump vec4 cc_debug_view_composite_pack_3;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin vec2 v_texCoord;\nin vec4 v_color;\nuniform sampler2D mainTexture;\nvec4 frag () {\n vec4 color = vec4(v_color.rgb, v_color.a * texture(mainTexture, v_texCoord).r);\n return CCFragOutput(color);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl1": {
"vert": "\nprecision mediump float;\nuniform mediump vec4 cc_screenSize;\nuniform highp vec4 cc_cameraPos;\n uniform mediump vec4 cc_surfaceTransform;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define LOG2 1.442695\n#define EXP_VALUE 2.71828183f\n#define FP_MAX 65504.0\n#define FP_SCALE 0.0009765625\n#define FP_SCALE_INV 1024.0\n#define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nvarying vec2 v_texCoord;\nvarying vec4 v_color;\nvec4 vert () {\n int orientation = int(cc_surfaceTransform.x);\n vec4 transform = vec4(1.0, 0.0, 0.0, 1.0);\n if (orientation == 0) {\n transform = vec4(1.0, 0.0, 0.0, 1.0);\n } else if (orientation == 1) {\n transform = vec4(0.0, 1.0, -1.0, 0.0);\n } else if (orientation == 2) {\n transform = vec4(-1.0, 0.0, 0.0, -1.0);\n } else if (orientation == 3) {\n transform = vec4(0.0, -1.0, 1.0, 0.0);\n }\n vec2 invScreenSize = (orientation == 1 || orientation == 3) ? cc_screenSize.wz : cc_screenSize.zw;\n vec2 position = a_position * invScreenSize;\n position = position * vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n vec2 clipPos = vec2(dot(transform.xy, position), dot(transform.zw, position));\n clipPos = cc_cameraPos.w == 0.0 ? vec2(clipPos.x, -clipPos.y) : clipPos;\n v_texCoord = a_texCoord;\n v_color = a_color;\n return vec4(clipPos, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n uniform mediump vec4 cc_debug_view_composite_pack_1;\n uniform mediump vec4 cc_debug_view_composite_pack_2;\n uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec2 v_texCoord;\nvarying vec4 v_color;\nuniform sampler2D mainTexture;\nvec4 frag () {\n vec4 color = vec4(v_color.rgb, v_color.a * texture2D(mainTexture, v_texCoord).r);\n return CCFragOutput(color);\n}\nvoid main() { gl_FragColor = frag(); }"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
},
{
"name": "CCCamera",
"defines": []
}
],
"samplerTextures": [],
"buffers": [],
"images": []
},
"locals": {
"blocks": [],
"samplerTextures": [],
"buffers": [],
"images": []
},
"statistics": {
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 44,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 44
}
},
"defines": [],
"name": "builtin-debug-renderer|debug-renderer-vs:vert|debug-renderer-fs:frag"
}
],
"combinations": [],
"hideInEditor": false
}