214 lines
14 KiB
JSON
214 lines
14 KiB
JSON
{
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"__type__": "cc.EffectAsset",
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"_name": "builtin-sprite",
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"_objFlags": 0,
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"_native": "",
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"techniques": [
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{
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"passes": [
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{
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"blendState": {
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"targets": [
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{
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"blend": true,
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"blendSrc": 2,
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"blendDst": 4,
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"blendDstAlpha": 4
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}
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]
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},
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"rasterizerState": {
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"cullMode": 0
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},
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"program": "builtin-sprite|sprite-vs:vert|sprite-fs:frag",
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"depthStencilState": {
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"depthTest": false,
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"depthWrite": false
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},
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"properties": {
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"alphaThreshold": {
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"value": [
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0.5
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],
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"type": 13
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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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"shaders": [
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{
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"blocks": [
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{
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"name": "ALPHA_TEST_DATA",
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"members": [
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{
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"name": "alphaThreshold",
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"type": 13,
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"count": 1
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}
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],
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"defines": [
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"USE_ALPHA_TEST"
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],
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"stageFlags": 16,
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"binding": 0
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}
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],
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"samplerTextures": [],
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"samplers": [],
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"textures": [],
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"buffers": [],
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"images": [],
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"subpassInputs": [],
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"attributes": [
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{
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"name": "a_position",
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"defines": [],
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"format": 32,
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"location": 0
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},
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{
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"name": "a_texCoord",
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"defines": [],
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"format": 21,
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"location": 1
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},
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{
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"name": "a_color",
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"defines": [],
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"format": 44,
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"location": 2
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}
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],
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"varyings": [
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{
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"name": "color",
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"type": 16,
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"count": 1,
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"defines": [],
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"stageFlags": 17,
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"location": 0
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},
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{
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"name": "uv0",
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"type": 14,
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"count": 1,
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"defines": [],
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"stageFlags": 17,
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"location": 1
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}
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],
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"fragColors": [
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{
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"name": "cc_FragColor",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"defines": [],
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"stageFlags": 16,
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"location": 0
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}
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],
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"hash": 3438030836,
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"glsl4": {
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"vert": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_debug_view_mode;\n mediump vec4 cc_debug_view_composite_pack_1;\n mediump vec4 cc_debug_view_composite_pack_2;\n mediump vec4 cc_debug_view_composite_pack_3;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#if USE_LOCAL\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#if SAMPLE_FROM_RT\n #define QUATER_PI 0.78539816340\n #define HALF_PI 1.57079632679\n #define PI 3.14159265359\n #define PI2 6.28318530718\n #define PI4 12.5663706144\n #define INV_QUATER_PI 1.27323954474\n #define INV_HALF_PI 0.63661977237\n #define INV_PI 0.31830988618\n #define INV_PI2 0.15915494309\n #define INV_PI4 0.07957747155\n #define EPSILON 1e-6\n #define EPSILON_LOWP 1e-4\n #define LOG2 1.442695\n #define EXP_VALUE 2.71828183f\n #define FP_MAX 65504.0\n #define FP_SCALE 0.0009765625\n #define FP_SCALE_INV 1024.0\n #define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#endif\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 2) in vec4 a_color;\nlayout(location = 0) out vec4 color;\nlayout(location = 1) out vec2 uv0;\nvec4 vert () {\n vec4 pos = vec4(a_position, 1);\n #if USE_LOCAL\n pos = cc_matWorld * pos;\n #endif\n #if USE_PIXEL_ALIGNMENT\n pos = cc_matView * pos;\n pos.xyz = floor(pos.xyz);\n pos = cc_matProj * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n uv0 = a_texCoord;\n #if SAMPLE_FROM_RT\n uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;\n #endif\n color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture(tex, uv);\n#endif\n}\n#if USE_ALPHA_TEST\n layout(set = 1, binding = 0) uniform ALPHA_TEST_DATA {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nlayout(location = 0) in vec4 color;\n#if USE_TEXTURE\n layout(location = 1) in vec2 uv0;\n layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;\n#endif\nvec4 frag () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);\n #if IS_GRAY\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n o.r = o.g = o.b = gray;\n #endif\n #endif\n o *= color;\n ALPHA_TEST(o);\n return o;\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;\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_LOCAL\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#if SAMPLE_FROM_RT\n #define QUATER_PI 0.78539816340\n #define HALF_PI 1.57079632679\n #define PI 3.14159265359\n #define PI2 6.28318530718\n #define PI4 12.5663706144\n #define INV_QUATER_PI 1.27323954474\n #define INV_HALF_PI 0.63661977237\n #define INV_PI 0.31830988618\n #define INV_PI2 0.15915494309\n #define INV_PI4 0.07957747155\n #define EPSILON 1e-6\n #define EPSILON_LOWP 1e-4\n #define LOG2 1.442695\n #define EXP_VALUE 2.71828183f\n #define FP_MAX 65504.0\n #define FP_SCALE 0.0009765625\n #define FP_SCALE_INV 1024.0\n #define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#endif\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nout vec4 color;\nout vec2 uv0;\nvec4 vert () {\n vec4 pos = vec4(a_position, 1);\n #if USE_LOCAL\n pos = cc_matWorld * pos;\n #endif\n #if USE_PIXEL_ALIGNMENT\n pos = cc_matView * pos;\n pos.xyz = floor(pos.xyz);\n pos = cc_matProj * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n uv0 = a_texCoord;\n #if SAMPLE_FROM_RT\n uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;\n #endif\n color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture(tex, uv);\n#endif\n}\n#if USE_ALPHA_TEST\n layout(std140) uniform ALPHA_TEST_DATA {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 color;\n#if USE_TEXTURE\n in vec2 uv0;\n uniform sampler2D cc_spriteTexture;\n#endif\nvec4 frag () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);\n #if IS_GRAY\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n o.r = o.g = o.b = gray;\n #endif\n #endif\n o *= color;\n ALPHA_TEST(o);\n return o;\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;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matProj;\n uniform highp mat4 cc_matViewProj;\n uniform highp vec4 cc_cameraPos;\n#if USE_LOCAL\n uniform highp mat4 cc_matWorld;\n#endif\n#if SAMPLE_FROM_RT\n #define QUATER_PI 0.78539816340\n #define HALF_PI 1.57079632679\n #define PI 3.14159265359\n #define PI2 6.28318530718\n #define PI4 12.5663706144\n #define INV_QUATER_PI 1.27323954474\n #define INV_HALF_PI 0.63661977237\n #define INV_PI 0.31830988618\n #define INV_PI2 0.15915494309\n #define INV_PI4 0.07957747155\n #define EPSILON 1e-6\n #define EPSILON_LOWP 1e-4\n #define LOG2 1.442695\n #define EXP_VALUE 2.71828183f\n #define FP_MAX 65504.0\n #define FP_SCALE 0.0009765625\n #define FP_SCALE_INV 1024.0\n #define GRAY_VECTOR vec3(0.299, 0.587, 0.114)\n#endif\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nvarying vec4 color;\nvarying vec2 uv0;\nvec4 vert () {\n vec4 pos = vec4(a_position, 1);\n #if USE_LOCAL\n pos = cc_matWorld * pos;\n #endif\n #if USE_PIXEL_ALIGNMENT\n pos = cc_matView * pos;\n pos.xyz = floor(pos.xyz);\n pos = cc_matProj * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n uv0 = a_texCoord;\n #if SAMPLE_FROM_RT\n uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;\n #endif\n color = a_color;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n return vec4(texture2D(tex, uv).rgb, texture2D(tex, uv + vec2(0.0, 0.5)).r);\n#else\n return texture2D(tex, uv);\n#endif\n}\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 color;\n#if USE_TEXTURE\n varying vec2 uv0;\n uniform sampler2D cc_spriteTexture;\n#endif\nvec4 frag () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);\n #if IS_GRAY\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n o.r = o.g = o.b = gray;\n #endif\n #endif\n o *= color;\n ALPHA_TEST(o);\n return o;\n}\nvoid main() { gl_FragColor = frag(); }"
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},
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"builtins": {
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"globals": {
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"blocks": [
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{
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"name": "CCGlobal",
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"defines": []
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},
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{
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"name": "CCCamera",
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"defines": []
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}
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],
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"samplerTextures": [],
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"buffers": [],
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"images": []
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},
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"locals": {
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"blocks": [
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{
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"name": "CCLocal",
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"defines": [
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"USE_LOCAL"
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]
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}
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],
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"samplerTextures": [
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{
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"name": "cc_spriteTexture",
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"defines": [
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"USE_TEXTURE"
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]
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}
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],
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"buffers": [],
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"images": []
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},
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"statistics": {
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"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 54,
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"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 1
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}
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},
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"defines": [
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{
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"name": "USE_LOCAL",
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"type": "boolean",
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"defines": []
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},
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{
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"name": "SAMPLE_FROM_RT",
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"type": "boolean",
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"defines": []
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},
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{
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"name": "USE_PIXEL_ALIGNMENT",
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"type": "boolean",
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"defines": []
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},
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{
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"name": "CC_USE_EMBEDDED_ALPHA",
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"type": "boolean",
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"defines": []
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},
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{
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"name": "USE_ALPHA_TEST",
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"type": "boolean",
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"defines": []
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},
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{
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"name": "USE_TEXTURE",
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"type": "boolean",
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"defines": []
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},
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{
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"name": "IS_GRAY",
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"type": "boolean",
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"defines": [
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"USE_TEXTURE"
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]
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}
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],
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"name": "builtin-sprite|sprite-vs:vert|sprite-fs:frag"
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}
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],
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"combinations": [
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{}
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],
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"hideInEditor": false
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} |