{ "ver": "1.0.25", "uuid": "4c8ce5d8-97ee-4496-a9ed-c42db821ec0d", "compiledShaders": [ { "glsl1": { "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_light;\n#if USE_TINT\n attribute vec4 a_color0;\n varying vec4 v_dark;\n#endif\n#if USE_TEXTURE\n attribute vec2 a_uv0;\n varying vec2 v_uv0;\n#endif\nvoid main () {\n mat4 mvp;\n #if CC_USE_MODEL\n mvp = cc_matViewProj * cc_matWorld;\n #else\n mvp = cc_matViewProj;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_light = a_color;\n #if USE_TINT\n v_dark = a_color0;\n #endif\n gl_Position = mvp * vec4(a_position, 1);\n}", "frag": "\nprecision highp float;\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 v_light;\n#if USE_TINT\n varying vec4 v_dark;\n#endif\n#if USE_TEXTURE\n varying vec2 v_uv0;\n uniform sampler2D texture;\n#endif\nuniform vec4 u_color;\nuniform float u_rate;\nvoid main () {\n vec4 texColor = vec4(1.0);\n #if USE_TEXTURE\n vec4 texture_tmp = texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n texColor.a *= texture_tmp.a;\n #else\n texColor *= texture_tmp;\n #endif\n #endif\n vec4 finalColor;\n #if USE_TINT\n finalColor.a = v_light.a * texColor.a;\n finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n #else\n finalColor = texColor * v_light;\n #endif\n ALPHA_TEST(finalColor);\n vec3 result = mix(u_color.rgb, finalColor.rgb, u_rate);\n gl_FragColor = vec4(result.rgb, finalColor.a);\n}" }, "glsl3": { "vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_light;\n#if USE_TINT\n in vec4 a_color0;\n out vec4 v_dark;\n#endif\n#if USE_TEXTURE\n in vec2 a_uv0;\n out vec2 v_uv0;\n#endif\nvoid main () {\n mat4 mvp;\n #if CC_USE_MODEL\n mvp = cc_matViewProj * cc_matWorld;\n #else\n mvp = cc_matViewProj;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_light = a_color;\n #if USE_TINT\n v_dark = a_color0;\n #endif\n gl_Position = mvp * vec4(a_position, 1);\n}", "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\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 v_light;\n#if USE_TINT\n in vec4 v_dark;\n#endif\n#if USE_TEXTURE\n in vec2 v_uv0;\n uniform sampler2D texture;\n#endif\nuniform ARGS {\n vec4 u_color;\n float u_rate;\n};\nvoid main () {\n vec4 texColor = vec4(1.0);\n #if USE_TEXTURE\n vec4 texture_tmp = texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n texColor.a *= texture_tmp.a;\n #else\n texColor *= texture_tmp;\n #endif\n #endif\n vec4 finalColor;\n #if USE_TINT\n finalColor.a = v_light.a * texColor.a;\n finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n #else\n finalColor = texColor * v_light;\n #endif\n ALPHA_TEST(finalColor);\n vec3 result = mix(u_color.rgb, finalColor.rgb, u_rate);\n gl_FragColor = vec4(result.rgb, finalColor.a);\n}" } } ], "subMetas": {} }