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  491. "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 vec4 v_color;\nvec4 front() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = front(); }"
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  495. "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 vec4 v_color;\nvec4 front() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = front(); }"
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  1475. "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_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 highp vec3 a_position;\nlayout(location = 1) in vec4 a_color;\nlayout(location = 0) out vec4 v_color;\nlayout(location = 1) out float v_distance;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n v_distance = dot(a_position, vec3(1.0, 1.0, 1.0));\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
  1476. "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 vec4 v_color;\nlayout(location = 1) in float v_distance;\nvec4 back() {\n if (fract(v_distance) > 0.5) {\n discard;\n }\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(vec4(v_color.rgb, v_color.a * 0.2));\n #else\n return vec4(v_color.rgb, v_color.a * 0.2);\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = back(); }"
  1477. },
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  1479. "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 highp vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\nout float v_distance;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n v_distance = dot(a_position, vec3(1.0, 1.0, 1.0));\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
  1480. "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 vec4 v_color;\nin float v_distance;\nvec4 back() {\n if (fract(v_distance) > 0.5) {\n discard;\n }\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(vec4(v_color.rgb, v_color.a * 0.2));\n #else\n return vec4(v_color.rgb, v_color.a * 0.2);\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = back(); }"
  1481. },
  1482. "glsl1": {
  1483. "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matViewProj;\nattribute highp vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvarying float v_distance;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n pos.z -= 0.000001;\n v_color = a_color;\n v_distance = dot(a_position, vec3(1.0, 1.0, 1.0));\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
  1484. "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec4 v_color;\nvarying float v_distance;\nvec4 back() {\n if (fract(v_distance) > 0.5) {\n discard;\n }\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(vec4(v_color.rgb, v_color.a * 0.2));\n #else\n return vec4(v_color.rgb, v_color.a * 0.2);\n #endif\n}\nvoid main() { gl_FragColor = back(); }"
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  1804. "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_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 highp vec3 a_position;\nlayout(location = 1) in vec4 a_normal;\nlayout(location = 2) in vec4 a_color;\nlayout(location = 0) out vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n v_color = a_color;\n float intensity = dot(vec3(1, 2, 4), a_normal.xyz);\n v_color.rgb -= a_normal.w * intensity * 0.1;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
  1805. "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 vec4 v_color;\nvec4 front() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = front(); }"
  1806. },
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  1808. "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 highp vec3 a_position;\nin vec4 a_normal;\nin vec4 a_color;\nout vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n v_color = a_color;\n float intensity = dot(vec3(1, 2, 4), a_normal.xyz);\n v_color.rgb -= a_normal.w * intensity * 0.1;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
  1809. "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 vec4 v_color;\nvec4 front() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = front(); }"
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  1812. "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matViewProj;\nattribute highp vec3 a_position;\nattribute vec4 a_normal;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvec4 vert () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n v_color = a_color;\n float intensity = dot(vec3(1, 2, 4), a_normal.xyz);\n v_color.rgb -= a_normal.w * intensity * 0.1;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
  1813. "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec4 v_color;\nvec4 front() {\n #if USE_FORWARD_PIPELINE\n return CCFragOutput(v_color);\n #else\n return v_color;\n #endif\n}\nvoid main() { gl_FragColor = front(); }"
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