123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979 |
- {
- "__type__": "cc.EffectAsset",
- "_name": "pipeline/planar-shadow",
- "_objFlags": 0,
- "__editorExtras__": {},
- "_native": "",
- "techniques": [
- {
- "passes": [
- {
- "phase": "planarShadow",
- "blendState": {
- "targets": [
- {
- "blend": true,
- "blendSrc": 2,
- "blendDst": 4,
- "blendDstAlpha": 4
- }
- ]
- },
- "program": "pipeline/planar-shadow|planar-shadow-vs:vert|planar-shadow-fs:frag",
- "depthStencilState": {
- "depthTest": true,
- "depthWrite": false,
- "stencilTestFront": true,
- "stencilFuncFront": 5,
- "stencilPassOpFront": 2,
- "stencilRefBack": 128,
- "stencilRefFront": 128,
- "stencilReadMaskBack": 128,
- "stencilReadMaskFront": 128,
- "stencilWriteMaskBack": 128,
- "stencilWriteMaskFront": 128
- }
- }
- ]
- }
- ],
- "shaders": [
- {
- "blocks": [],
- "samplerTextures": [],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": [],
- "attributes": [
- {
- "name": "a_position",
- "defines": [],
- "format": 32,
- "location": 0
- },
- {
- "name": "a_normal",
- "defines": [],
- "format": 32,
- "location": 1
- },
- {
- "name": "a_texCoord",
- "defines": [],
- "format": 21,
- "location": 2
- },
- {
- "name": "a_tangent",
- "defines": [],
- "format": 44,
- "location": 3
- },
- {
- "name": "a_joints",
- "defines": [
- "CC_USE_SKINNING"
- ],
- "location": 4
- },
- {
- "name": "a_weights",
- "defines": [
- "CC_USE_SKINNING"
- ],
- "format": 44,
- "location": 5
- },
- {
- "name": "a_jointAnimInfo",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_BAKED_ANIMATION"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 6
- },
- {
- "name": "a_matWorld0",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 7
- },
- {
- "name": "a_matWorld1",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 8
- },
- {
- "name": "a_matWorld2",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 9
- },
- {
- "name": "a_lightingMapUVParam",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHTMAP"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 10
- },
- {
- "name": "a_localShadowBiasAndProbeId",
- "defines": [
- "USE_INSTANCING"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 11
- },
- {
- "name": "a_reflectionProbeData",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_REFLECTION_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 12
- },
- {
- "name": "a_sh_linear_const_r",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 13
- },
- {
- "name": "a_sh_linear_const_g",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 14
- },
- {
- "name": "a_sh_linear_const_b",
- "defines": [
- "USE_INSTANCING",
- "CC_USE_LIGHT_PROBE"
- ],
- "format": 44,
- "isInstanced": true,
- "location": 15
- },
- {
- "name": "a_vertexId",
- "defines": [
- "CC_USE_MORPH"
- ],
- "format": 11,
- "location": 16
- }
- ],
- "varyings": [
- {
- "name": "v_dist",
- "type": 13,
- "count": 1,
- "defines": [],
- "stageFlags": 17,
- "location": 0
- }
- ],
- "fragColors": [
- {
- "name": "cc_FragColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "defines": [],
- "stageFlags": 16,
- "location": 0
- }
- ],
- "descriptors": [
- {
- "rate": 0,
- "blocks": [
- {
- "tags": {
- "builtin": "local"
- },
- "name": "CCMorph",
- "members": [
- {
- "name": "cc_displacementWeights",
- "typename": "vec4",
- "type": 16,
- "count": 15,
- "isArray": true
- },
- {
- "name": "cc_displacementTextureInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1
- }
- ],
- "defines": [
- "CC_USE_MORPH"
- ],
- "stageFlags": 1
- },
- {
- "tags": {
- "builtin": "local"
- },
- "name": "CCSkinningTexture",
- "members": [
- {
- "name": "cc_jointTextureInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- }
- ],
- "defines": [
- "CC_USE_SKINNING",
- "CC_USE_BAKED_ANIMATION"
- ],
- "stageFlags": 1
- },
- {
- "tags": {
- "builtin": "local"
- },
- "name": "CCSkinningAnimation",
- "members": [
- {
- "name": "cc_jointAnimInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- }
- ],
- "defines": [
- "CC_USE_SKINNING",
- "CC_USE_BAKED_ANIMATION"
- ],
- "stageFlags": 1
- },
- {
- "tags": {
- "builtin": "local"
- },
- "name": "CCSkinning",
- "members": [
- {
- "name": "cc_joints",
- "typename": "vec4",
- "type": 16,
- "count": 0,
- "precision": "highp ",
- "isArray": true
- }
- ],
- "defines": [
- "CC_USE_SKINNING",
- "!CC_USE_BAKED_ANIMATION",
- "!CC_USE_REAL_TIME_JOINT_TEXTURE"
- ],
- "stageFlags": 1
- },
- {
- "tags": {
- "builtin": "local"
- },
- "name": "CCLocal",
- "members": [
- {
- "name": "cc_matWorld",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matWorldIT",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_lightingMapUVParam",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_localShadowBias",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_reflectionProbeData1",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_reflectionProbeData2",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_reflectionProbeBlendData1",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_reflectionProbeBlendData2",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- }
- ],
- "defines": [
- "!USE_INSTANCING"
- ],
- "stageFlags": 1
- }
- ],
- "samplerTextures": [
- {
- "tags": {
- "builtin": "local"
- },
- "name": "cc_PositionDisplacements",
- "typename": "sampler2D",
- "type": 28,
- "count": 1,
- "defines": [
- "CC_USE_MORPH",
- "CC_MORPH_TARGET_HAS_POSITION"
- ],
- "stageFlags": 1
- },
- {
- "tags": {
- "builtin": "local"
- },
- "name": "cc_NormalDisplacements",
- "typename": "sampler2D",
- "type": 28,
- "count": 1,
- "defines": [
- "CC_USE_MORPH",
- "CC_MORPH_TARGET_HAS_NORMAL"
- ],
- "stageFlags": 1
- },
- {
- "tags": {
- "builtin": "local"
- },
- "name": "cc_TangentDisplacements",
- "typename": "sampler2D",
- "type": 28,
- "count": 1,
- "defines": [
- "CC_USE_MORPH",
- "CC_MORPH_TARGET_HAS_TANGENT"
- ],
- "stageFlags": 1
- },
- {
- "tags": {
- "builtin": "local"
- },
- "name": "cc_jointTexture",
- "typename": "sampler2D",
- "type": 28,
- "count": 1,
- "precision": "highp ",
- "defines": [
- "CC_USE_SKINNING",
- "CC_USE_BAKED_ANIMATION"
- ],
- "stageFlags": 1
- },
- {
- "tags": {
- "builtin": "local"
- },
- "name": "cc_realtimeJoint",
- "typename": "sampler2D",
- "type": 28,
- "count": 1,
- "precision": "highp ",
- "defines": [
- "CC_USE_SKINNING",
- "!CC_USE_BAKED_ANIMATION",
- "CC_USE_REAL_TIME_JOINT_TEXTURE"
- ],
- "stageFlags": 1
- }
- ],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 1,
- "blocks": [],
- "samplerTextures": [],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 2,
- "blocks": [],
- "samplerTextures": [],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- },
- {
- "rate": 3,
- "blocks": [
- {
- "tags": {
- "builtin": "global"
- },
- "name": "CCGlobal",
- "members": [
- {
- "name": "cc_time",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_screenSize",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_nativeSize",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_probeInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_debug_view_mode",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- }
- ],
- "defines": [],
- "stageFlags": 17
- },
- {
- "tags": {
- "builtin": "global"
- },
- "name": "CCCamera",
- "members": [
- {
- "name": "cc_matView",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matProj",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matProjInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewProj",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matViewProjInv",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_cameraPos",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_surfaceTransform",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_screenScale",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_exposure",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_mainLitDir",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_mainLitColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_ambientSky",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_ambientGround",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogBase",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_fogAdd",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_nearFar",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_viewPort",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- }
- ],
- "defines": [],
- "stageFlags": 17
- },
- {
- "tags": {
- "builtin": "global"
- },
- "name": "CCShadow",
- "members": [
- {
- "name": "cc_matLightView",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_matLightViewProj",
- "typename": "mat4",
- "type": 25,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_shadowInvProjDepthInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_shadowProjDepthInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_shadowProjInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "highp "
- },
- {
- "name": "cc_shadowNFLSInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_shadowWHPBInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_shadowLPNNInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- },
- {
- "name": "cc_shadowColor",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "lowp "
- },
- {
- "name": "cc_planarNDInfo",
- "typename": "vec4",
- "type": 16,
- "count": 1,
- "precision": "mediump "
- }
- ],
- "defines": [],
- "stageFlags": 17
- }
- ],
- "samplerTextures": [],
- "samplers": [],
- "textures": [],
- "buffers": [],
- "images": [],
- "subpassInputs": []
- }
- ],
- "hash": 3680218420,
- "glsl4": {
- "vert": "#extension GL_EXT_shader_explicit_arithmetic_types_int32: require\nprecision highp float;\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 2.71828183\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)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n int getVertexId() {\n return gl_VertexIndex;\n }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n layout(set = 2, binding = 4) uniform CCMorph {\n vec4 cc_displacementWeights[15];\n vec4 cc_displacementTextureInfo;\n };\n #if CC_MORPH_TARGET_HAS_POSITION\n layout(set = 2, binding = 8) uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n layout(set = 2, binding = 9) uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n layout(set = 2, binding = 10) uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n ivec2 texSize = textureSize(tex, 0);\n return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture(tex, x)),\n decode32(texture(tex, y)),\n decode32(texture(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n layout(set = 2, binding = 3) uniform CCSkinningTexture {\n highp vec4 cc_jointTextureInfo;\n };\n layout(set = 2, binding = 2) uniform CCSkinningAnimation {\n highp vec4 cc_jointAnimInfo;\n };\n layout(set = 2, binding = 7) uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n layout(set = 2, binding = 7) uniform highp sampler2D cc_realtimeJoint;\n #else\n layout(set = 2, binding = 3) uniform CCSkinning {\n highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n };\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout vec4 In)\n{\n In = vec4(a_position, 1.0);\n #if CC_USE_MORPH\n applyMorph(In);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In);\n #endif\n}\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};\n#if !USE_INSTANCING\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 highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\n };\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n vec3 scale = 1.0 / vec3(length(a_matWorld0.xyz), length(a_matWorld1.xyz), length(a_matWorld2.xyz));\n vec3 scale2 = scale * scale;\n matWorldIT = mat4(\n vec4(a_matWorld0.xyz * scale2.x, 0.0),\n vec4(a_matWorld1.xyz * scale2.y, 0.0),\n vec4(a_matWorld2.xyz * scale2.z, 0.0),\n vec4(0.0, 0.0, 0.0, 1.0)\n );\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\n}\nlayout(set = 0, binding = 2) uniform CCShadow {\n highp mat4 cc_matLightView;\n highp mat4 cc_matLightViewProj;\n highp vec4 cc_shadowInvProjDepthInfo;\n highp vec4 cc_shadowProjDepthInfo;\n highp vec4 cc_shadowProjInfo;\n mediump vec4 cc_shadowNFLSInfo;\n mediump vec4 cc_shadowWHPBInfo;\n mediump vec4 cc_shadowLPNNInfo;\n lowp vec4 cc_shadowColor;\n mediump vec4 cc_planarNDInfo;\n};\nvec4 CalculatePlanarShadowPos(vec3 meshWorldPos, vec3 cameraPos, vec3 lightDir, vec4 plane) {\n vec3 P = meshWorldPos;\n vec3 L = lightDir;\n vec3 N = plane.xyz;\n float d = plane.w + EPSILON_LOWP;\n float dist = (-d - dot(P, N)) / (dot(L, N) + EPSILON_LOWP);\n vec3 shadowPos = P + L * dist;\n return vec4(shadowPos, dist);\n}\nvec4 CalculatePlanarShadowClipPos(vec4 shadowPos, vec3 cameraPos, mat4 matView, mat4 matProj, vec4 nearFar, float bias) {\n vec4 camPos = matView * vec4(shadowPos.xyz, 1.0);\n float lerpCoef = saturate((nearFar.z < 0.0 ? -camPos.z : camPos.z) / (nearFar.y - nearFar.x));\n camPos.z += mix(nearFar.x * 0.01, nearFar.y * EPSILON_LOWP * bias, lerpCoef);\n return matProj * camPos;\n}\nlayout(location = 0) out float v_dist;\nvec4 vert () {\n vec4 position;\n CCVertInput(position);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n vec3 worldPos = (matWorld * position).xyz;\n vec4 shadowPos = CalculatePlanarShadowPos(worldPos, cc_cameraPos.xyz, cc_mainLitDir.xyz, cc_planarNDInfo);\n position = CalculatePlanarShadowClipPos(shadowPos, cc_cameraPos.xyz, cc_matView, cc_matProj, cc_nearFar, cc_shadowWHPBInfo.w);\n v_dist = shadowPos.w;\n return position;\n}\nvoid main() { gl_Position = vert(); }",
- "frag": "\nprecision highp float;\nlayout(set = 0, binding = 2) uniform CCShadow {\n highp mat4 cc_matLightView;\n highp mat4 cc_matLightViewProj;\n highp vec4 cc_shadowInvProjDepthInfo;\n highp vec4 cc_shadowProjDepthInfo;\n highp vec4 cc_shadowProjInfo;\n mediump vec4 cc_shadowNFLSInfo;\n mediump vec4 cc_shadowWHPBInfo;\n mediump vec4 cc_shadowLPNNInfo;\n lowp vec4 cc_shadowColor;\n mediump vec4 cc_planarNDInfo;\n};\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 float v_dist;\nvec4 frag () {\n if(v_dist < 0.0)\n discard;\n return CCFragOutput(cc_shadowColor);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
- },
- "glsl3": {
- "vert": "\nprecision highp float;\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 2.71828183\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)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n int getVertexId() {\n return int(a_vertexId);\n }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n layout(std140) uniform CCMorph {\n vec4 cc_displacementWeights[15];\n vec4 cc_displacementTextureInfo;\n };\n #if CC_MORPH_TARGET_HAS_POSITION\n uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n ivec2 texSize = textureSize(tex, 0);\n return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture(tex, x)),\n decode32(texture(tex, y)),\n decode32(texture(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n layout(std140) uniform CCSkinningTexture {\n highp vec4 cc_jointTextureInfo;\n };\n layout(std140) uniform CCSkinningAnimation {\n highp vec4 cc_jointAnimInfo;\n };\n uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n uniform highp sampler2D cc_realtimeJoint;\n #else\n layout(std140) uniform CCSkinning {\n highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n };\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout vec4 In)\n{\n In = vec4(a_position, 1.0);\n #if CC_USE_MORPH\n applyMorph(In);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In);\n #endif\n}\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};\n#if !USE_INSTANCING\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 highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\n };\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n vec3 scale = 1.0 / vec3(length(a_matWorld0.xyz), length(a_matWorld1.xyz), length(a_matWorld2.xyz));\n vec3 scale2 = scale * scale;\n matWorldIT = mat4(\n vec4(a_matWorld0.xyz * scale2.x, 0.0),\n vec4(a_matWorld1.xyz * scale2.y, 0.0),\n vec4(a_matWorld2.xyz * scale2.z, 0.0),\n vec4(0.0, 0.0, 0.0, 1.0)\n );\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\n}\nlayout(std140) uniform CCShadow {\n highp mat4 cc_matLightView;\n highp mat4 cc_matLightViewProj;\n highp vec4 cc_shadowInvProjDepthInfo;\n highp vec4 cc_shadowProjDepthInfo;\n highp vec4 cc_shadowProjInfo;\n mediump vec4 cc_shadowNFLSInfo;\n mediump vec4 cc_shadowWHPBInfo;\n mediump vec4 cc_shadowLPNNInfo;\n lowp vec4 cc_shadowColor;\n mediump vec4 cc_planarNDInfo;\n};\nvec4 CalculatePlanarShadowPos(vec3 meshWorldPos, vec3 cameraPos, vec3 lightDir, vec4 plane) {\n vec3 P = meshWorldPos;\n vec3 L = lightDir;\n vec3 N = plane.xyz;\n float d = plane.w + EPSILON_LOWP;\n float dist = (-d - dot(P, N)) / (dot(L, N) + EPSILON_LOWP);\n vec3 shadowPos = P + L * dist;\n return vec4(shadowPos, dist);\n}\nvec4 CalculatePlanarShadowClipPos(vec4 shadowPos, vec3 cameraPos, mat4 matView, mat4 matProj, vec4 nearFar, float bias) {\n vec4 camPos = matView * vec4(shadowPos.xyz, 1.0);\n float lerpCoef = saturate((nearFar.z < 0.0 ? -camPos.z : camPos.z) / (nearFar.y - nearFar.x));\n camPos.z += mix(nearFar.x * 0.01, nearFar.y * EPSILON_LOWP * bias, lerpCoef);\n return matProj * camPos;\n}\nout float v_dist;\nvec4 vert () {\n vec4 position;\n CCVertInput(position);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n vec3 worldPos = (matWorld * position).xyz;\n vec4 shadowPos = CalculatePlanarShadowPos(worldPos, cc_cameraPos.xyz, cc_mainLitDir.xyz, cc_planarNDInfo);\n position = CalculatePlanarShadowClipPos(shadowPos, cc_cameraPos.xyz, cc_matView, cc_matProj, cc_nearFar, cc_shadowWHPBInfo.w);\n v_dist = shadowPos.w;\n return position;\n}\nvoid main() { gl_Position = vert(); }",
- "frag": "\nprecision highp float;\nlayout(std140) uniform CCShadow {\n highp mat4 cc_matLightView;\n highp mat4 cc_matLightViewProj;\n highp vec4 cc_shadowInvProjDepthInfo;\n highp vec4 cc_shadowProjDepthInfo;\n highp vec4 cc_shadowProjInfo;\n mediump vec4 cc_shadowNFLSInfo;\n mediump vec4 cc_shadowWHPBInfo;\n mediump vec4 cc_shadowLPNNInfo;\n lowp vec4 cc_shadowColor;\n mediump vec4 cc_planarNDInfo;\n};\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 float v_dist;\nvec4 frag () {\n if(v_dist < 0.0)\n discard;\n return CCFragOutput(cc_shadowColor);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
- },
- "glsl1": {
- "vert": "\nprecision highp float;\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 2.71828183\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)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n highp vec4 position;\n vec3 normal;\n vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n attribute vec4 a_joints;\n attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n attribute highp vec4 a_jointAnimInfo;\n #endif\n attribute vec4 a_matWorld0;\n attribute vec4 a_matWorld1;\n attribute vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n attribute vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n int getVertexId() {\n return int(a_vertexId);\n }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n rgba = rgba * 255.0;\n highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n uniform vec4 cc_displacementWeights[15];\n uniform vec4 cc_displacementTextureInfo;\n #if CC_MORPH_TARGET_HAS_POSITION\n uniform sampler2D cc_PositionDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n uniform sampler2D cc_NormalDisplacements;\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n uniform sampler2D cc_TangentDisplacements;\n #endif\n vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n float pixelIndexF = float(pixelIndex);\n float x = mod(pixelIndexF, textureResolution.x);\n float y = floor(pixelIndexF / textureResolution.x);\n return vec2(x, y);\n }\n vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n return (vec2(location.x, location.y) + .5) / textureResolution;\n }\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 uv = getPixelCoordFromLocation(location, cc_displacementTextureInfo.xy);\n return texture2D(tex, uv);\n }\n #else\n vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n int pixelIndex = elementIndex * 4;\n vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n return vec4(\n decode32(texture2D(tex, x)),\n decode32(texture2D(tex, y)),\n decode32(texture2D(tex, z)),\n 1.0\n );\n }\n #endif\n float getDisplacementWeight(int index) {\n int quot = index / 4;\n int remainder = index - quot * 4;\n if (remainder == 0) {\n return cc_displacementWeights[quot].x;\n } else if (remainder == 1) {\n return cc_displacementWeights[quot].y;\n } else if (remainder == 2) {\n return cc_displacementWeights[quot].z;\n } else {\n return cc_displacementWeights[quot].w;\n }\n }\n vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n #if CC_MORPH_PRECOMPUTED\n return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n #else\n vec3 result = vec3(0, 0, 0);\n int nVertices = int(cc_displacementTextureInfo.z);\n for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n }\n return result;\n #endif\n }\n #if CC_MORPH_TARGET_HAS_POSITION\n vec3 getPositionDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n vec3 getNormalDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n }\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n vec3 getTangentDisplacement(int vertexId) {\n return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n }\n #endif\n void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n int vertexId = getVertexId();\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_NORMAL\n normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n #endif\n #if CC_MORPH_TARGET_HAS_TANGENT\n tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n #endif\n }\n void applyMorph (inout vec4 position) {\n #if CC_MORPH_TARGET_HAS_POSITION\n position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n #endif\n }\n#endif\n#if CC_USE_SKINNING\n #if CC_USE_BAKED_ANIMATION\n uniform highp vec4 cc_jointTextureInfo;\n uniform highp vec4 cc_jointAnimInfo;\n uniform highp sampler2D cc_jointTexture;\n void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n {\n #if USE_INSTANCING\n highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n #else\n highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n #endif\n invSize = cc_jointTextureInfo.w;\n highp float tempY = floor(temp * invSize);\n x = floor(temp - tempY * cc_jointTextureInfo.x);\n y = (tempY + 0.5) * invSize;\n }\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n uniform highp sampler2D cc_realtimeJoint;\n #else\n uniform highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n #endif\n #endif\n #if CC_USE_BAKED_ANIMATION\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(3.0, i, x, y, invSize);\n vec4 v1 = texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n vec4 v2 = texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n vec4 v3 = texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n highp float x, y, invSize;\n CCGetJointTextureCoords(12.0, i, x, y, invSize);\n vec4 v1 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n );\n vec4 v2 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n );\n vec4 v3 = vec4(\n decode32(texture2D(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n decode32(texture2D(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n #if CC_USE_REAL_TIME_JOINT_TEXTURE\n #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n mat4 getJointMatrix (float i) {\n float x = i;\n vec4 v1 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n vec4 v2 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n vec4 v3 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #else\n mat4 getJointMatrix (float i) {\n float x = 4.0 * i;\n vec4 v1 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n );\n vec4 v2 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n );\n vec4 v3 = vec4(\n decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n );\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #else\n mat4 getJointMatrix (float i) {\n int idx = int(i);\n vec4 v1 = cc_joints[idx * 3];\n vec4 v2 = cc_joints[idx * 3 + 1];\n vec4 v3 = cc_joints[idx * 3 + 2];\n return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n }\n #endif\n #endif\n mat4 skinMatrix () {\n vec4 joints = vec4(a_joints);\n return getJointMatrix(joints.x) * a_weights.x\n + getJointMatrix(joints.y) * a_weights.y\n + getJointMatrix(joints.z) * a_weights.z\n + getJointMatrix(joints.w) * a_weights.w;\n }\n void CCSkin (inout vec4 position) {\n mat4 m = skinMatrix();\n position = m * position;\n }\n void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n mat4 m = skinMatrix();\n position = m * position;\n normal = (m * vec4(normal, 0.0)).xyz;\n tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n }\n#endif\nvoid CCVertInput(inout vec4 In)\n{\n In = vec4(a_position, 1.0);\n #if CC_USE_MORPH\n applyMorph(In);\n #endif\n #if CC_USE_SKINNING\n CCSkin(In);\n #endif\n}\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matProj;\n uniform highp vec4 cc_cameraPos;\n uniform mediump vec4 cc_mainLitDir;\n uniform mediump vec4 cc_nearFar;\n#if !USE_INSTANCING\n uniform highp mat4 cc_matWorld;\n uniform highp mat4 cc_matWorldIT;\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n #if USE_INSTANCING\n matWorld = mat4(\n vec4(a_matWorld0.xyz, 0.0),\n vec4(a_matWorld1.xyz, 0.0),\n vec4(a_matWorld2.xyz, 0.0),\n vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n );\n vec3 scale = 1.0 / vec3(length(a_matWorld0.xyz), length(a_matWorld1.xyz), length(a_matWorld2.xyz));\n vec3 scale2 = scale * scale;\n matWorldIT = mat4(\n vec4(a_matWorld0.xyz * scale2.x, 0.0),\n vec4(a_matWorld1.xyz * scale2.y, 0.0),\n vec4(a_matWorld2.xyz * scale2.z, 0.0),\n vec4(0.0, 0.0, 0.0, 1.0)\n );\n #else\n matWorld = cc_matWorld;\n matWorldIT = cc_matWorldIT;\n #endif\n}\nuniform mediump vec4 cc_shadowWHPBInfo;\n uniform mediump vec4 cc_planarNDInfo;\nvec4 CalculatePlanarShadowPos(vec3 meshWorldPos, vec3 cameraPos, vec3 lightDir, vec4 plane) {\n vec3 P = meshWorldPos;\n vec3 L = lightDir;\n vec3 N = plane.xyz;\n float d = plane.w + EPSILON_LOWP;\n float dist = (-d - dot(P, N)) / (dot(L, N) + EPSILON_LOWP);\n vec3 shadowPos = P + L * dist;\n return vec4(shadowPos, dist);\n}\nvec4 CalculatePlanarShadowClipPos(vec4 shadowPos, vec3 cameraPos, mat4 matView, mat4 matProj, vec4 nearFar, float bias) {\n vec4 camPos = matView * vec4(shadowPos.xyz, 1.0);\n float lerpCoef = saturate((nearFar.z < 0.0 ? -camPos.z : camPos.z) / (nearFar.y - nearFar.x));\n camPos.z += mix(nearFar.x * 0.01, nearFar.y * EPSILON_LOWP * bias, lerpCoef);\n return matProj * camPos;\n}\nvarying float v_dist;\nvec4 vert () {\n vec4 position;\n CCVertInput(position);\n mat4 matWorld, matWorldIT;\n CCGetWorldMatrixFull(matWorld, matWorldIT);\n vec3 worldPos = (matWorld * position).xyz;\n vec4 shadowPos = CalculatePlanarShadowPos(worldPos, cc_cameraPos.xyz, cc_mainLitDir.xyz, cc_planarNDInfo);\n position = CalculatePlanarShadowClipPos(shadowPos, cc_cameraPos.xyz, cc_matView, cc_matProj, cc_nearFar, cc_shadowWHPBInfo.w);\n v_dist = shadowPos.w;\n return position;\n}\nvoid main() { gl_Position = vert(); }",
- "frag": "\nprecision highp float;\nuniform lowp vec4 cc_shadowColor;\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying float v_dist;\nvec4 frag () {\n if(v_dist < 0.0)\n discard;\n return CCFragOutput(cc_shadowColor);\n}\nvoid main() { gl_FragColor = frag(); }"
- },
- "builtins": {
- "globals": {
- "blocks": [
- {
- "name": "CCGlobal",
- "defines": []
- },
- {
- "name": "CCCamera",
- "defines": []
- },
- {
- "name": "CCShadow",
- "defines": []
- }
- ],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "locals": {
- "blocks": [
- {
- "name": "CCMorph",
- "defines": [
- "CC_USE_MORPH"
- ]
- },
- {
- "name": "CCSkinningTexture",
- "defines": [
- "CC_USE_SKINNING",
- "CC_USE_BAKED_ANIMATION"
- ]
- },
- {
- "name": "CCSkinningAnimation",
- "defines": [
- "CC_USE_SKINNING",
- "CC_USE_BAKED_ANIMATION"
- ]
- },
- {
- "name": "CCSkinning",
- "defines": [
- "CC_USE_SKINNING",
- "!CC_USE_BAKED_ANIMATION",
- "!CC_USE_REAL_TIME_JOINT_TEXTURE"
- ]
- },
- {
- "name": "CCLocal",
- "defines": [
- "!USE_INSTANCING"
- ]
- }
- ],
- "samplerTextures": [
- {
- "name": "cc_PositionDisplacements",
- "defines": [
- "CC_USE_MORPH",
- "CC_MORPH_TARGET_HAS_POSITION"
- ]
- },
- {
- "name": "cc_NormalDisplacements",
- "defines": [
- "CC_USE_MORPH",
- "CC_MORPH_TARGET_HAS_NORMAL"
- ]
- },
- {
- "name": "cc_TangentDisplacements",
- "defines": [
- "CC_USE_MORPH",
- "CC_MORPH_TARGET_HAS_TANGENT"
- ]
- },
- {
- "name": "cc_jointTexture",
- "defines": [
- "CC_USE_SKINNING",
- "CC_USE_BAKED_ANIMATION"
- ]
- },
- {
- "name": "cc_realtimeJoint",
- "defines": [
- "CC_USE_SKINNING",
- "!CC_USE_BAKED_ANIMATION",
- "CC_USE_REAL_TIME_JOINT_TEXTURE"
- ]
- }
- ],
- "buffers": [],
- "images": []
- },
- "statistics": {
- "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 90,
- "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 58
- }
- },
- "defines": [
- {
- "name": "USE_INSTANCING",
- "type": "boolean",
- "defines": [],
- "editor": {
- "elevated": true
- }
- },
- {
- "name": "CC_USE_SKINNING",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_BAKED_ANIMATION",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHTMAP",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_REFLECTION_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_RECEIVE_SHADOW",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHT_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_MORPH",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_MORPH_TARGET_COUNT",
- "type": "number",
- "defines": [
- "CC_USE_MORPH"
- ],
- "range": [
- 2,
- 8
- ]
- },
- {
- "name": "CC_MORPH_TARGET_HAS_POSITION",
- "type": "boolean",
- "defines": [
- "CC_USE_MORPH"
- ]
- },
- {
- "name": "CC_MORPH_TARGET_HAS_NORMAL",
- "type": "boolean",
- "defines": [
- "CC_USE_MORPH"
- ]
- },
- {
- "name": "CC_MORPH_TARGET_HAS_TANGENT",
- "type": "boolean",
- "defines": [
- "CC_USE_MORPH"
- ]
- },
- {
- "name": "CC_MORPH_PRECOMPUTED",
- "type": "boolean",
- "defines": [
- "CC_USE_MORPH"
- ]
- },
- {
- "name": "CC_USE_REAL_TIME_JOINT_TEXTURE",
- "type": "boolean",
- "defines": [
- "CC_USE_SKINNING",
- "!CC_USE_BAKED_ANIMATION"
- ]
- }
- ],
- "name": "pipeline/planar-shadow|planar-shadow-vs:vert|planar-shadow-fs:frag"
- }
- ],
- "combinations": [],
- "hideInEditor": false
- }
|