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- {
- "ver": "1.0.25",
- "uuid": "44d938b3-1a8f-4091-a0de-1e6115698652",
- "compiledShaders": [
- {
- "glsl1": {
- "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
- "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform vec4 totalTex;\nuniform float curTex;\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n vec4 texture_tmp = texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n #endif\n float numY = ceil(curTex / totalTex.z);\n float numX = ceil(curTex - totalTex.z * (numY - 1.0));\n vec2 uv = v_uv0;\n uv.x = v_uv0.x * 1.0 / totalTex.z + (numX - 1.0) * 1.0 / totalTex.z;\n uv.y = v_uv0.y * 1.0 / totalTex.y + (numY - 1.0) * 1.0 / totalTex.y;\n o = texture2D(texture, uv);\n o *= v_color;\n gl_FragColor = o;\n}"
- },
- "glsl3": {
- "vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
- "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform Props{\n vec4 totalTex;\n float curTex;\n};\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n vec4 texture_tmp = texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n #endif\n float numY = ceil(curTex / totalTex.z);\n float numX = ceil(curTex - totalTex.z * (numY - 1.0));\n vec2 uv = v_uv0;\n uv.x = v_uv0.x * 1.0 / totalTex.z + (numX - 1.0) * 1.0 / totalTex.z;\n uv.y = v_uv0.y * 1.0 / totalTex.y + (numY - 1.0) * 1.0 / totalTex.y;\n o = texture2D(texture, uv);\n o *= v_color;\n gl_FragColor = o;\n}"
- }
- }
- ],
- "subMetas": {}
- }
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