ef_p2.effect.meta 3.4 KB

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  1. {
  2. "ver": "1.0.25",
  3. "uuid": "726828e7-41eb-4e03-9765-7016fd5be7ca",
  4. "compiledShaders": [
  5. {
  6. "glsl1": {
  7. "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\nuniform vec2 u_point;\nuniform float u_start;\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n pos.x += (u_point.x - pos.x) * ((pos.y - u_start) / (pos.y - u_point.y));\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}",
  8. "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
  9. },
  10. "glsl3": {
  11. "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\nuniform Constant{\n vec2 u_point;\n float u_start;\n};\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n pos.x += (u_point.x - pos.x) * ((pos.y - u_start) / (pos.y - u_point.y));\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}",
  12. "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform line{\n vec4 outlineColor;\n vec2 outlineSize;\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
  13. }
  14. }
  15. ],
  16. "subMetas": {}
  17. }