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cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec4 a_color;\nlayout(location = 0) out vec2 v_uv;\nlayout(set = 1, binding = 0) uniform Constants {\n vec4 offset;\n};\nlayout(set = 1, binding = 1) uniform PerFrameInfo {\n vec4 digits[8 * 11 / 4];\n};\nfloat getComponent(vec4 v, float i) {\n if (i < 1.0) { return v.x; }\n else if (i < 2.0) { return v.y; }\n else if (i < 3.0) { return v.z; }\n else { return v.w; }\n}\nvec4 vert () {\n mat2 proj = mat2(cc_matProj[0].xy, cc_matProj[1].xy);\n proj /= abs(proj[1].x + proj[1].y);\n vec2 position = proj * a_position.xy + offset.xy;\n v_uv = a_color.xy;\n if (a_color.z >= 0.0) {\n float n = getComponent(digits[int(a_color.z)], a_color.w);\n v_uv += vec2(offset.z * n, 0.0);\n }\n return vec4(position, 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_probeInfo;\n mediump vec4 cc_debug_view_mode;\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};\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nlayout(location = 0) in vec2 v_uv;\nlayout(set = 1, binding = 2) uniform sampler2D mainTexture;\nvec4 frag () {\n return CCFragOutput(texture(mainTexture, v_uv));\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_probeInfo;\n mediump vec4 cc_debug_view_mode;\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};\nin vec3 a_position;\nin vec4 a_color;\nout vec2 v_uv;\nlayout(std140) uniform Constants {\n vec4 offset;\n};\nlayout(std140) uniform PerFrameInfo {\n vec4 digits[8 * 11 / 4];\n};\nfloat getComponent(vec4 v, float i) {\n if (i < 1.0) { return v.x; }\n else if (i < 2.0) { return v.y; }\n else if (i < 3.0) { return v.z; }\n else { return v.w; }\n}\nvec4 vert () {\n mat2 proj = mat2(cc_matProj[0].xy, cc_matProj[1].xy);\n proj /= abs(proj[1].x + proj[1].y);\n vec2 position = proj * a_position.xy + offset.xy;\n v_uv = a_color.xy;\n if (a_color.z >= 0.0) {\n float n = getComponent(digits[int(a_color.z)], a_color.w);\n v_uv += vec2(offset.z * n, 0.0);\n }\n return vec4(position, 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_probeInfo;\n mediump vec4 cc_debug_view_mode;\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};\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin vec2 v_uv;\nuniform sampler2D mainTexture;\nvec4 frag () {\n return CCFragOutput(texture(mainTexture, v_uv));\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }" }, "glsl1": { "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matProj;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec2 v_uv;\n uniform vec4 offset;\n uniform vec4 digits[22];\nfloat getComponent(vec4 v, float i) {\n if (i < 1.0) { return v.x; }\n else if (i < 2.0) { return v.y; }\n else if (i < 3.0) { return v.z; }\n else { return v.w; }\n}\nvec4 vert () {\n mat2 proj = mat2(cc_matProj[0].xy, cc_matProj[1].xy);\n proj /= abs(proj[1].x + proj[1].y);\n vec2 position = proj * a_position.xy + offset.xy;\n v_uv = a_color.xy;\n if (a_color.z >= 0.0) {\n float n = getComponent(digits[int(a_color.z)], a_color.w);\n v_uv += vec2(offset.z * n, 0.0);\n }\n return 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