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- {
- "__type__": "cc.EffectAsset",
- "_name": "__builtin-editor-gizmo",
- "_objFlags": 0,
- "_native": "",
- "properties": null,
- "techniques": [
- {
- "passes": [
- {
- "stage": "transparent",
- "blendState": {
- "targets": [
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- "rasterizerState": {
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- "depthStencilState": {
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- "properties": {
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- "editor": {
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- "program": "__builtin-editor-gizmo|vs|fs"
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- "shaders": [
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- "hash": 2992916359,
- "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};\nvarying vec3 v_worldNormal;\nvarying vec3 v_worldPosition;\nvarying vec3 v_localPosition;\nvarying vec3 v_right;\nvarying vec3 v_up;\nvarying vec3 v_forward;\nattribute vec3 a_position;\nattribute vec3 a_normal;\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n v_localPosition = a_position;\n v_worldPosition = (cc_matWorld * pos).xyz;\n v_worldNormal = (cc_matWorldIT * vec4(a_normal, 0)).xyz;\n v_right = vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]);\n v_up = vec3(cc_matView[0][1], cc_matView[1][1], cc_matView[2][1]);\n v_forward = vec3(cc_matView[0][2], cc_matView[1][2], cc_matView[2][2]);\n gl_Position = cc_matViewProj * cc_matWorld * pos;\n}",
- "frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nmat3 transpose(mat3 v) {\n mat3 tmp;\n tmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n tmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n tmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n return tmp;\n}\nvoid ClipQuadToHorizon(inout vec3 L[5], out int n) {\n int config = 0;\n if (L[0].z > 0.0) config += 1;\n if (L[1].z > 0.0) config += 2;\n if (L[2].z > 0.0) config += 4;\n if (L[3].z > 0.0) config += 8;\n config = 15;\n n = 0;\n if (config == 0)\n {\n }\n else if (config == 1)\n {\n n = 3;\n L[1] = -L[1].z * L[0] + L[0].z * L[1];\n L[2] = -L[3].z * L[0] + L[0].z * L[3];\n }\n else if (config == 2)\n {\n n = 3;\n L[0] = -L[0].z * L[1] + L[1].z * L[0];\n L[2] = -L[2].z * L[1] + L[1].z * L[2];\n }\n else if (config == 3)\n {\n n = 4;\n L[2] = -L[2].z * L[1] + L[1].z * L[2];\n L[3] = -L[3].z * L[0] + L[0].z * L[3];\n }\n else if (config == 4)\n {\n n = 3;\n L[0] = -L[3].z * L[2] + L[2].z * L[3];\n L[1] = -L[1].z * L[2] + L[2].z * L[1];\n }\n else if (config == 5)\n {\n n = 0;\n }\n else if (config == 6)\n {\n n = 4;\n L[0] = -L[0].z * L[1] + L[1].z * L[0];\n L[3] = -L[3].z * L[2] + L[2].z * L[3];\n }\n else if (config == 7)\n {\n n = 5;\n L[4] = -L[3].z * L[0] + L[0].z * L[3];\n L[3] = -L[3].z * L[2] + L[2].z * L[3];\n }\n else if (config == 8)\n {\n n = 3;\n L[0] = -L[0].z * L[3] + L[3].z * L[0];\n L[1] = -L[2].z * L[3] + L[3].z * L[2];\n L[2] = L[3];\n }\n else if (config == 9)\n {\n n = 4;\n L[1] = -L[1].z * L[0] + L[0].z * L[1];\n L[2] = -L[2].z * L[3] + L[3].z * L[2];\n }\n else if (config == 10)\n {\n n = 0;\n }\n else if (config == 11)\n {\n n = 5;\n L[4] = L[3];\n L[3] = -L[2].z * L[3] + L[3].z * L[2];\n L[2] = -L[2].z * L[1] + L[1].z * L[2];\n }\n else if (config == 12)\n {\n n = 4;\n L[1] = -L[1].z * L[2] + L[2].z * L[1];\n L[0] = -L[0].z * L[3] + L[3].z * L[0];\n }\n else if (config == 13)\n {\n n = 5;\n L[4] = L[3];\n L[3] = L[2];\n L[2] = -L[1].z * L[2] + L[2].z * L[1];\n L[1] = -L[1].z * L[0] + L[0].z * L[1];\n }\n else if (config == 14)\n {\n n = 5;\n L[4] = -L[0].z * L[3] + L[3].z * L[0];\n L[0] = -L[0].z * L[1] + L[1].z * L[0];\n }\n else if (config == 15)\n {\n n = 4;\n }\n if (n == 3)\n L[3] = L[0];\n if (n == 4)\n L[4] = L[0];\n}\nfloat IntegrateEdge(vec3 v1, vec3 v2) {\n float cosTheta = dot(v1, v2);\n float theta = acos(cosTheta);\n return cross(v1, v2).z * ((theta > 0.001) ? theta/sin(theta) : 4.0);\n}\nvec3 LTC_Evaluate(vec3 N, vec3 V, vec3 P, mat3 Minv, vec3 points[4]) {\n vec3 T1, T2;\n T1 = normalize(V - N*dot(V, N));\n T2 = cross(N, T1);\n Minv = Minv * transpose(mat3(T1, T2, N));\n vec3 L[5];\n L[0] = Minv * (points[0] - P);\n L[1] = Minv * (points[1] - P);\n L[2] = Minv * (points[2] - P);\n L[3] = Minv * (points[3] - P);\n int n;\n ClipQuadToHorizon(L, n);\n if (n == 0)\n return vec3(0, 0, 0);\n L[0] = normalize(L[0]);\n L[1] = normalize(L[1]);\n L[2] = normalize(L[2]);\n L[3] = normalize(L[3]);\n L[4] = normalize(L[4]);\n float sum = 0.0;\n sum += IntegrateEdge(L[0], L[1]);\n sum += IntegrateEdge(L[1], L[2]);\n sum += IntegrateEdge(L[2], L[3]);\n if (n >= 4)\n sum += IntegrateEdge(L[3], L[4]);\n if (n == 5)\n sum += IntegrateEdge(L[4], L[0]);\n sum = max(0.0, sum);\n vec3 Lo_i = vec3(sum, sum, sum);\n return Lo_i;\n}\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 DIFFUSE_COLOR {\n vec4 diffuseColor;\n};\nvarying vec3 v_worldNormal;\nvarying vec3 v_worldPosition;\nvarying vec3 v_localPosition;\nvarying vec3 v_right;\nvarying vec3 v_up;\nvarying vec3 v_forward;\nvoid main () {\n vec3 N = normalize(v_worldNormal);\n vec3 V = normalize(cc_cameraPos.xyz - v_worldPosition);\n vec3 points[4];\n vec3 up = vec3(0, 1, 0);\n points[0] = (v_forward * 3.0 + v_right + up) * 40.0;\n points[1] = (v_forward * 3.0 - v_right + up) * 40.0;\n points[2] = (v_forward * 3.0 - v_right - up) * 40.0;\n points[3] = (v_forward * 3.0 + v_right - up) * 40.0;\n vec3 diffuse = diffuseColor.rgb * (0.2 + LTC_Evaluate(N, V, v_localPosition, mat3(1), points) * 0.8);\n gl_FragColor = CCFragOutput(vec4(diffuse, diffuseColor.a));\n}"
- },
- "glsl1": {
- "vert": "\nprecision highp float;\nuniform mat4 cc_matView;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nuniform mat4 cc_matWorldIT;\nvarying vec3 v_worldNormal;\nvarying vec3 v_worldPosition;\nvarying vec3 v_localPosition;\nvarying vec3 v_right;\nvarying vec3 v_up;\nvarying vec3 v_forward;\nattribute vec3 a_position;\nattribute vec3 a_normal;\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n v_localPosition = a_position;\n v_worldPosition = (cc_matWorld * pos).xyz;\n v_worldNormal = (cc_matWorldIT * vec4(a_normal, 0)).xyz;\n v_right = vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]);\n v_up = vec3(cc_matView[0][1], cc_matView[1][1], cc_matView[2][1]);\n v_forward = vec3(cc_matView[0][2], cc_matView[1][2], cc_matView[2][2]);\n gl_Position = cc_matViewProj * cc_matWorld * pos;\n}",
- "frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nmat3 transpose(mat3 v) {\n mat3 tmp;\n tmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n tmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n tmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n return tmp;\n}\nvoid ClipQuadToHorizon(inout vec3 L[5], out int n) {\n int config = 0;\n if (L[0].z > 0.0) config += 1;\n if (L[1].z > 0.0) config += 2;\n if (L[2].z > 0.0) config += 4;\n if (L[3].z > 0.0) config += 8;\n config = 15;\n n = 0;\n if (config == 0)\n {\n }\n else if (config == 1)\n {\n n = 3;\n L[1] = -L[1].z * L[0] + L[0].z * L[1];\n L[2] = -L[3].z * L[0] + L[0].z * L[3];\n }\n else if (config == 2)\n {\n n = 3;\n L[0] = -L[0].z * L[1] + L[1].z * L[0];\n L[2] = -L[2].z * L[1] + L[1].z * L[2];\n }\n else if (config == 3)\n {\n n = 4;\n L[2] = -L[2].z * L[1] + L[1].z * L[2];\n L[3] = -L[3].z * L[0] + L[0].z * L[3];\n }\n else if (config == 4)\n {\n n = 3;\n L[0] = -L[3].z * L[2] + L[2].z * L[3];\n L[1] = -L[1].z * L[2] + L[2].z * L[1];\n }\n else if (config == 5)\n {\n n = 0;\n }\n else if (config == 6)\n {\n n = 4;\n L[0] = -L[0].z * L[1] + L[1].z * L[0];\n L[3] = -L[3].z * L[2] + L[2].z * L[3];\n }\n else if (config == 7)\n {\n n = 5;\n L[4] = -L[3].z * L[0] + L[0].z * L[3];\n L[3] = -L[3].z * L[2] + L[2].z * L[3];\n }\n else if (config == 8)\n {\n n = 3;\n L[0] = -L[0].z * L[3] + L[3].z * L[0];\n L[1] = -L[2].z * L[3] + L[3].z * L[2];\n L[2] = L[3];\n }\n else if (config == 9)\n {\n n = 4;\n L[1] = -L[1].z * L[0] + L[0].z * L[1];\n L[2] = -L[2].z * L[3] + L[3].z * L[2];\n }\n else if (config == 10)\n {\n n = 0;\n }\n else if (config == 11)\n {\n n = 5;\n L[4] = L[3];\n L[3] = -L[2].z * L[3] + L[3].z * L[2];\n L[2] = -L[2].z * L[1] + L[1].z * L[2];\n }\n else if (config == 12)\n {\n n = 4;\n L[1] = -L[1].z * L[2] + L[2].z * L[1];\n L[0] = -L[0].z * L[3] + L[3].z * L[0];\n }\n else if (config == 13)\n {\n n = 5;\n L[4] = L[3];\n L[3] = L[2];\n L[2] = -L[1].z * L[2] + L[2].z * L[1];\n L[1] = -L[1].z * L[0] + L[0].z * L[1];\n }\n else if (config == 14)\n {\n n = 5;\n L[4] = -L[0].z * L[3] + L[3].z * L[0];\n L[0] = -L[0].z * L[1] + L[1].z * L[0];\n }\n else if (config == 15)\n {\n n = 4;\n }\n if (n == 3)\n L[3] = L[0];\n if (n == 4)\n L[4] = L[0];\n}\nfloat IntegrateEdge(vec3 v1, vec3 v2) {\n float cosTheta = dot(v1, v2);\n float theta = acos(cosTheta);\n return cross(v1, v2).z * ((theta > 0.001) ? theta/sin(theta) : 4.0);\n}\nvec3 LTC_Evaluate(vec3 N, vec3 V, vec3 P, mat3 Minv, vec3 points[4]) {\n vec3 T1, T2;\n T1 = normalize(V - N*dot(V, N));\n T2 = cross(N, T1);\n Minv = Minv * transpose(mat3(T1, T2, N));\n vec3 L[5];\n L[0] = Minv * (points[0] - P);\n L[1] = Minv * (points[1] - P);\n L[2] = Minv * (points[2] - P);\n L[3] = Minv * (points[3] - P);\n int n;\n ClipQuadToHorizon(L, n);\n if (n == 0)\n return vec3(0, 0, 0);\n L[0] = normalize(L[0]);\n L[1] = normalize(L[1]);\n L[2] = normalize(L[2]);\n L[3] = normalize(L[3]);\n L[4] = normalize(L[4]);\n float sum = 0.0;\n sum += IntegrateEdge(L[0], L[1]);\n sum += IntegrateEdge(L[1], L[2]);\n sum += IntegrateEdge(L[2], L[3]);\n if (n >= 4)\n sum += IntegrateEdge(L[3], L[4]);\n if (n == 5)\n sum += IntegrateEdge(L[4], L[0]);\n sum = max(0.0, sum);\n vec3 Lo_i = vec3(sum, sum, sum);\n return Lo_i;\n}\nuniform vec4 cc_cameraPos;\nuniform vec4 diffuseColor;\nvarying vec3 v_worldNormal;\nvarying vec3 v_worldPosition;\nvarying vec3 v_localPosition;\nvarying vec3 v_right;\nvarying vec3 v_up;\nvarying vec3 v_forward;\nvoid main () {\n vec3 N = normalize(v_worldNormal);\n vec3 V = normalize(cc_cameraPos.xyz - v_worldPosition);\n vec3 points[4];\n vec3 up = vec3(0, 1, 0);\n points[0] = (v_forward * 3.0 + v_right + up) * 40.0;\n points[1] = (v_forward * 3.0 - v_right + up) * 40.0;\n points[2] = (v_forward * 3.0 - v_right - up) * 40.0;\n points[3] = (v_forward * 3.0 + v_right - up) * 40.0;\n vec3 diffuse = diffuseColor.rgb * (0.2 + LTC_Evaluate(N, V, v_localPosition, mat3(1), points) * 0.8);\n gl_FragColor = CCFragOutput(vec4(diffuse, diffuseColor.a));\n}"
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