521c5f6e-1a26-42e2-8108-4400c912d9bf.json 26 KB

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  469. "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)\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#endif\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) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
  470. "frag": "\nprecision highp float;\nlayout(location = 0) in vec2 v_uv;\nlayout(set = 1, binding = 0) uniform UBO {\n vec4 inputViewPort;\n};\nlayout(set = 1, binding = 1) uniform sampler2D inputTexture;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n fragColor = texture(inputTexture, v_uv);\n}"
  471. },
  472. "glsl3": {
  473. "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)\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#endif\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};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
  474. "frag": "\nprecision highp float;\nin vec2 v_uv;\nlayout(std140) uniform UBO {\n vec4 inputViewPort;\n};\nuniform sampler2D inputTexture;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n fragColor = texture(inputTexture, v_uv);\n}"
  475. },
  476. "glsl1": {
  477. "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)\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#endif\nuniform highp vec4 cc_cameraPos;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
  478. "frag": "\nprecision highp float;\nvarying vec2 v_uv;\nuniform sampler2D inputTexture;\nvoid main () {\n gl_FragColor = texture2D(inputTexture, v_uv);\n}"
  479. },
  480. "builtins": {
  481. "globals": {
  482. "blocks": [
  483. {
  484. "name": "CCGlobal",
  485. "defines": []
  486. },
  487. {
  488. "name": "CCCamera",
  489. "defines": []
  490. }
  491. ],
  492. "samplerTextures": [],
  493. "buffers": [],
  494. "images": []
  495. },
  496. "locals": {
  497. "blocks": [],
  498. "samplerTextures": [],
  499. "buffers": [],
  500. "images": []
  501. },
  502. "statistics": {
  503. "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
  504. "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 1
  505. }
  506. },
  507. "defines": [
  508. {
  509. "name": "USE_INSTANCING",
  510. "type": "boolean",
  511. "defines": [],
  512. "editor": {
  513. "elevated": true
  514. }
  515. },
  516. {
  517. "name": "CC_USE_SKINNING",
  518. "type": "boolean",
  519. "defines": []
  520. },
  521. {
  522. "name": "CC_USE_BAKED_ANIMATION",
  523. "type": "boolean",
  524. "defines": [
  525. "USE_INSTANCING"
  526. ]
  527. },
  528. {
  529. "name": "CC_USE_LIGHTMAP",
  530. "type": "boolean",
  531. "defines": [
  532. "USE_INSTANCING"
  533. ]
  534. },
  535. {
  536. "name": "CC_USE_REFLECTION_PROBE",
  537. "type": "boolean",
  538. "defines": [
  539. "USE_INSTANCING"
  540. ]
  541. },
  542. {
  543. "name": "CC_RECEIVE_SHADOW",
  544. "type": "boolean",
  545. "defines": [
  546. "USE_INSTANCING"
  547. ]
  548. },
  549. {
  550. "name": "CC_USE_LIGHT_PROBE",
  551. "type": "boolean",
  552. "defines": [
  553. "USE_INSTANCING"
  554. ]
  555. },
  556. {
  557. "name": "CC_USE_MORPH",
  558. "type": "boolean",
  559. "defines": []
  560. }
  561. ],
  562. "name": "pipeline/post-process/post-final|vs|fs"
  563. }
  564. ],
  565. "combinations": [],
  566. "hideInEditor": false
  567. }