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mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\n  precision mediump float;\n  layout(std140) uniform CCGlobal {\n    highp   vec4 cc_time;\n    mediump vec4 cc_screenSize;\n    mediump vec4 cc_nativeSize;\n    mediump vec4 cc_debug_view_mode;\n    mediump vec4 cc_debug_view_composite_pack_1;\n    mediump vec4 cc_debug_view_composite_pack_2;\n    mediump vec4 cc_debug_view_composite_pack_3;\n  };\n  layout(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  #define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n  #define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n  #define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n  #define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n  #define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n  #define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n  #define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n  #define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n  #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n  #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n  #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n  #define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n  #define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n  #define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n  #define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n  #define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n  #define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n  #define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n  #define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n  #define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n  #define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n  #define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n  #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n  #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n    #define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n  #define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\n  vec4 CCFragOutput (vec4 color) {\n    return color;\n  }\n  in vec2 uv;\n  in vec4 color;\n  #if CC_DRAW_WIRE_FRAME\n    in vec3 vBarycentric;\n  #endif\n  uniform sampler2D mainTexture;\n  layout(std140) uniform FragConstants {\n    vec4 tintColor;\n  };\n  vec4 add () {\n    vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n#if CC_DRAW_WIRE_FRAME\n    if (any(lessThan(vBarycentric, vec3(0.02)))) {\n        col = vec4(0., 1., 1., 1.);\n    }\n#endif\n    return CCFragOutput(col);\n  }\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"},"glsl1":{"vert":"\nprecision mediump float;\n   uniform vec4 mainTiling_Offset;\nuniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\n  precision mediump float;\n  uniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n  #define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n  #define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n  #define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n  #define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n  #define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n  #define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n  #define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n  #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n  #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n  #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n  #define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n  #define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n  #define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n  #define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n  #define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n  #define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n  #define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n  #define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n  #define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n  #define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n  #define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n  #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n  #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n    #define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n  #define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\n  vec4 CCFragOutput (vec4 color) {\n    return color;\n  }\n  varying vec2 uv;\n  varying vec4 color;\n  #if CC_DRAW_WIRE_FRAME\n    varying vec3 vBarycentric;\n  #endif\n  uniform sampler2D mainTexture;\n      uniform vec4 tintColor;\n  vec4 add () {\n    vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n#if CC_DRAW_WIRE_FRAME\n    if (any(lessThan(vBarycentric, vec3(0.02)))) {\n        col = vec4(0., 1., 1., 1.);\n    }\n#endif\n    return CCFragOutput(col);\n  }\nvoid main() { gl_FragColor = add(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":58,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":45}},"defines":[{"name":"CC_RENDER_MODE","type":"number","range":[0,4]},{"name":"CC_DRAW_WIRE_FRAME","type":"boolean"},{"name":"CC_USE_WORLD_SPACE","type":"boolean"}]},{"hash":1814387914,"name":"builtin-particle-trail|builtin/internal/particle-trail:vs_main|tinted-fs:multiply","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]},{"name":"FragConstants","stageFlags":16,"binding":1,"members":[{"name":"tintColor","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":2,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":44,"location":1,"defines":[]},{"name":"a_texCoord1","format":32,"location":2,"defines":[]},{"name":"a_texCoord2","format":32,"location":3,"defines":[]},{"name":"a_color","format":44,"location":4,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\n  precision mediump float;\n  layout(std140) uniform CCGlobal {\n    highp   vec4 cc_time;\n    mediump vec4 cc_screenSize;\n    mediump vec4 cc_nativeSize;\n    mediump vec4 cc_debug_view_mode;\n    mediump vec4 cc_debug_view_composite_pack_1;\n    mediump vec4 cc_debug_view_composite_pack_2;\n    mediump vec4 cc_debug_view_composite_pack_3;\n  };\n  layout(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  #define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n  #define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n  #define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n  #define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n  #define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n  #define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n  #define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n  #define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n  #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n  #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n  #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n  #define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n  #define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n  #define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n  #define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n  #define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n  #define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n  #define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n  #define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n  #define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n  #define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n  #define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n  #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n  #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n    #define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n  #define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\n  vec4 CCFragOutput (vec4 color) {\n    return color;\n  }\n  in vec2 uv;\n  in vec4 color;\n  #if CC_DRAW_WIRE_FRAME\n    in vec3 vBarycentric;\n  #endif\n  uniform sampler2D mainTexture;\n  layout(std140) uniform FragConstants {\n    vec4 tintColor;\n  };\n  vec4 multiply () {\n    vec4 col;\n    vec4 texColor = texture(mainTexture, uv);\n    col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n    col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n#if CC_DRAW_WIRE_FRAME\n    if (any(lessThan(vBarycentric, vec3(0.02)))) {\n        col = vec4(0., 1., 1., col.a);\n    }\n#endif\n    return CCFragOutput(col);\n  }\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"},"glsl1":{"vert":"\nprecision mediump float;\n   uniform vec4 mainTiling_Offset;\nuniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\n  precision mediump float;\n  uniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n  #define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n  #define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n  #define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n  #define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n  #define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n  #define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n  #define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n  #define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n  #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n  #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n  #define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n  #define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n  #define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n  #define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n  #define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n  #define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n  #define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n  #define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n  #define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n  #define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n  #define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n  #define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n  #define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n  #define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n  #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n  #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n    #define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n  #define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n  #define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\n  vec4 CCFragOutput (vec4 color) {\n    return color;\n  }\n  varying vec2 uv;\n  varying vec4 color;\n  #if CC_DRAW_WIRE_FRAME\n    varying vec3 vBarycentric;\n  #endif\n  uniform sampler2D mainTexture;\n      uniform vec4 tintColor;\n  vec4 multiply () {\n    vec4 col;\n    vec4 texColor = texture2D(mainTexture, uv);\n    col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n    col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n#if CC_DRAW_WIRE_FRAME\n    if (any(lessThan(vBarycentric, vec3(0.02)))) {\n        col = vec4(0., 1., 1., col.a);\n    }\n#endif\n    return CCFragOutput(col);\n  }\nvoid main() { gl_FragColor = multiply(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":58,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":45}},"defines":[{"name":"CC_RENDER_MODE","type":"number","range":[0,4]},{"name":"CC_DRAW_WIRE_FRAME","type":"boolean"},{"name":"CC_USE_WORLD_SPACE","type":"boolean"}]},{"hash":2758242521,"name":"builtin-particle-trail|builtin/internal/particle-trail:vs_main|no-tint-fs:addSmooth","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":1,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":44,"location":1,"defines":[]},{"name":"a_texCoord1","format":32,"location":2,"defines":[]},{"name":"a_texCoord2","format":32,"location":3,"defines":[]},{"name":"a_color","format":44,"location":4,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"},"glsl1":{"vert":"\nprecision mediump float;\n   uniform vec4 mainTiling_Offset;\nuniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture2D(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":58,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":44}},"defines":[{"name":"CC_RENDER_MODE","type":"number","range":[0,4]},{"name":"CC_DRAW_WIRE_FRAME","type":"boolean"},{"name":"CC_USE_WORLD_SPACE","type":"boolean"}]},{"hash":2930977053,"name":"builtin-particle-trail|builtin/internal/particle-trail:vs_main|no-tint-fs:premultiplied","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":1,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":44,"location":1,"defines":[]},{"name":"a_texCoord1","format":32,"location":2,"defines":[]},{"name":"a_texCoord2","format":32,"location":3,"defines":[]},{"name":"a_color","format":44,"location":4,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"},"glsl1":{"vert":"\nprecision mediump float;\n   uniform vec4 mainTiling_Offset;\nuniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture2D(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":58,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":44}},"defines":[{"name":"CC_RENDER_MODE","type":"number","range":[0,4]},{"name":"CC_DRAW_WIRE_FRAME","type":"boolean"},{"name":"CC_USE_WORLD_SPACE","type":"boolean"}]}],[{"name":"add","passes":[{"program":"builtin-particle-trail|builtin/internal/particle-trail:vs_main|tinted-fs:add","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":1,"blendSrcAlpha":2,"blendDstAlpha":1}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"frameTile_velLenScale":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5]}}}]},{"name":"alpha-blend","passes":[{"program":"builtin-particle-trail|builtin/internal/particle-trail:vs_main|tinted-fs:add","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":1,"blendDst":4,"blendSrcAlpha":1,"blendDstAlpha":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"frameTile_velLenScale":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5]}}}]},{"name":"add-multiply","passes":[{"program":"builtin-particle-trail|builtin/internal/particle-trail:vs_main|tinted-fs:multiply","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":1,"blendDst":4,"blendSrcAlpha":1,"blendDstAlpha":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"frameTile_velLenScale":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5]}}}]},{"name":"add-smooth","passes":[{"program":"builtin-particle-trail|builtin/internal/particle-trail:vs_main|no-tint-fs:addSmooth","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":1,"blendDst":4,"blendSrcAlpha":1,"blendDstAlpha":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"frameTile_velLenScale":{"type":16,"value":[1,1,0,0]}}}]},{"name":"premultiply-blend","passes":[{"program":"builtin-particle-trail|builtin/internal/particle-trail:vs_main|no-tint-fs:premultiplied","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":1,"blendDst":4,"blendSrcAlpha":1,"blendDstAlpha":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"frameTile_velLenScale":{"type":16,"value":[1,1,0,0]}}}]}]]],0,0,[],[],[]],[[[1,"builtin-graphics",[{"hash":3387382926,"name":"builtin-graphics|vs:vert|fs:frag","blocks":[],"samplerTextures":[],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_color","format":44,"location":1,"defines":[]},{"name":"a_dist","format":11,"location":2,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\nin float a_dist;\nout float v_dist;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matViewProj * cc_matWorld * pos;\n  v_color = a_color;\n  v_dist = a_dist;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nin vec4 v_color;\nin float v_dist;\nvec4 frag () {\n  vec4 o = v_color;\n    float aa = fwidth(v_dist);\n  float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);\n  o.rgb *= o.a;\n  o *= alpha;\n  return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"},"glsl1":{"vert":"\nprecision highp float;\nuniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\nattribute float a_dist;\nvarying float v_dist;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matViewProj * cc_matWorld * pos;\n  v_color = a_color;\n  v_dist = a_dist;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\n#ifdef GL_OES_standard_derivatives\n#extension GL_OES_standard_derivatives: enable\n#endif\nprecision highp float;\nvarying vec4 v_color;\nvarying float v_dist;\nvec4 frag () {\n  vec4 o = v_color;\n    #ifdef GL_OES_standard_derivatives\n      float aa = fwidth(v_dist);\n    #else\n      float aa = 0.05;\n    #endif\n  float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);\n  o.rgb *= o.a;\n  o *= alpha;\n  return o;\n}\nvoid main() { gl_FragColor = frag(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":54,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":0}},"defines":[]}],[{"passes":[{"program":"builtin-graphics|vs:vert|fs:frag","blendState":{"targets":[{"blend":true,"blendSrc":1,"blendDst":4,"blendSrcAlpha":1,"blendDstAlpha":4}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":false,"depthWrite":false}}]}]]],0,0,[],[],[]],[[[0,"ui-alpha-test-material",[{}],[{"rasterizerState":{},"depthStencilState":{},"blendState":{"targets":[{}]}}],[{"USE_ALPHA_TEST":true,"USE_TEXTURE":true,"IS_GRAY":false,"CC_USE_EMBEDDED_ALPHA":false}]]],0,0,[0],[0],[0]],[[[3,"builtin-sprite",[{}],[{"hash":2489457887,"name":"builtin-sprite|sprite-vs:vert|sprite-fs:frag","blocks":[{"name":"ALPHA_TEST_DATA","stageFlags":16,"binding":0,"members":[{"name":"alphaThreshold","type":13,"count":1}],"defines":["USE_ALPHA_TEST"]}],"samplerTextures":[],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":21,"location":1,"defines":[]},{"name":"a_color","format":44,"location":2,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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_LOCAL\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  };\n#endif\n#if SAMPLE_FROM_RT\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         2.71828183f\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 CC_LIGHTMAP_DISABLED 0\n  #define CC_LIGHTMAP_ALL_IN_ONE 1\n  #define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\n#endif\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nout vec4 color;\nout vec2 uv0;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  #if USE_PIXEL_ALIGNMENT\n    pos = cc_matView * pos;\n    pos.xyz = floor(pos.xyz);\n    pos = cc_matProj * pos;\n  #else\n    pos = cc_matViewProj * pos;\n  #endif\n  uv0 = a_texCoord;\n  #if SAMPLE_FROM_RT\n    uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;\n  #endif\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n  return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n  return texture(tex, uv);\n#endif\n}\n#if USE_ALPHA_TEST\n  layout(std140) uniform ALPHA_TEST_DATA {\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 color;\n#if USE_TEXTURE\n  in vec2 uv0;\n  uniform sampler2D cc_spriteTexture;\n#endif\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);\n    #if IS_GRAY\n      float gray  = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n      o.r = o.g = o.b = gray;\n    #endif\n  #endif\n  o *= color;\n  ALPHA_TEST(o);\n  return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"},"glsl1":{"vert":"\nprecision highp float;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matProj;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\n#if USE_LOCAL\n  uniform highp mat4 cc_matWorld;\n#endif\n#if SAMPLE_FROM_RT\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         2.71828183f\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 CC_LIGHTMAP_DISABLED 0\n  #define CC_LIGHTMAP_ALL_IN_ONE 1\n  #define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\n#endif\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nvarying vec4 color;\nvarying vec2 uv0;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  #if USE_PIXEL_ALIGNMENT\n    pos = cc_matView * pos;\n    pos.xyz = floor(pos.xyz);\n    pos = cc_matProj * pos;\n  #else\n    pos = cc_matViewProj * pos;\n  #endif\n  uv0 = a_texCoord;\n  #if SAMPLE_FROM_RT\n    uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;\n  #endif\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n  return vec4(texture2D(tex, uv).rgb, texture2D(tex, uv + vec2(0.0, 0.5)).r);\n#else\n  return texture2D(tex, uv);\n#endif\n}\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 color;\n#if USE_TEXTURE\n  varying vec2 uv0;\n  uniform sampler2D cc_spriteTexture;\n#endif\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);\n    #if IS_GRAY\n      float gray  = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n      o.r = o.g = o.b = gray;\n    #endif\n  #endif\n  o *= color;\n  ALPHA_TEST(o);\n  return o;\n}\nvoid main() { gl_FragColor = frag(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":["USE_LOCAL"]}],"samplerTextures":[{"name":"cc_spriteTexture","defines":["USE_TEXTURE"]}],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":54,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":1}},"defines":[{"name":"USE_LOCAL","type":"boolean"},{"name":"SAMPLE_FROM_RT","type":"boolean"},{"name":"USE_PIXEL_ALIGNMENT","type":"boolean"},{"name":"CC_USE_EMBEDDED_ALPHA","type":"boolean"},{"name":"USE_ALPHA_TEST","type":"boolean"},{"name":"USE_TEXTURE","type":"boolean"},{"name":"IS_GRAY","type":"boolean"}]}],[{"passes":[{"program":"builtin-sprite|sprite-vs:vert|sprite-fs:frag","blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendDstAlpha":4}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":false,"depthWrite":false},"properties":{"alphaThreshold":{"type":13,"value":[0.5]}}}]}]]],0,0,[],[],[]],[[[1,"builtin-billboard",[{"hash":118572244,"name":"builtin-billboard|vert:vs_main|tinted-fs:add","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]},{"name":"builtin","stageFlags":1,"binding":1,"members":[{"name":"cc_size_rotation","type":16,"count":1}],"defines":[]},{"name":"FragConstants","stageFlags":16,"binding":2,"members":[{"name":"tintColor","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":3,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":21,"location":1,"defines":[]},{"name":"a_color","format":44,"location":2,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nlayout(std140) uniform builtin {\n  vec4 cc_size_rotation;\n};\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n  vec4 tintColor;\n};\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"},"glsl1":{"vert":"\nprecision mediump float;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\n   uniform vec4 cc_size_rotation;\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\n  uniform vec4 tintColor;\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":59,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":45}},"defines":[]},{"hash":520524949,"name":"builtin-billboard|vert:vs_main|tinted-fs:multiply","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]},{"name":"builtin","stageFlags":1,"binding":1,"members":[{"name":"cc_size_rotation","type":16,"count":1}],"defines":[]},{"name":"FragConstants","stageFlags":16,"binding":2,"members":[{"name":"tintColor","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":3,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":21,"location":1,"defines":[]},{"name":"a_color","format":44,"location":2,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nlayout(std140) uniform builtin {\n  vec4 cc_size_rotation;\n};\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n  vec4 tintColor;\n};\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"},"glsl1":{"vert":"\nprecision mediump float;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\n   uniform vec4 cc_size_rotation;\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\n  uniform vec4 tintColor;\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture2D(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = multiply(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":59,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":45}},"defines":[]},{"hash":3986641069,"name":"builtin-billboard|vert:vs_main|no-tint-fs:addSmooth","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]},{"name":"builtin","stageFlags":1,"binding":1,"members":[{"name":"cc_size_rotation","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":2,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":21,"location":1,"defines":[]},{"name":"a_color","format":44,"location":2,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nlayout(std140) uniform builtin {\n  vec4 cc_size_rotation;\n};\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"},"glsl1":{"vert":"\nprecision mediump float;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\n   uniform vec4 cc_size_rotation;\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture2D(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":59,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":44}},"defines":[]},{"hash":57501644,"name":"builtin-billboard|vert:vs_main|no-tint-fs:premultiplied","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]},{"name":"builtin","stageFlags":1,"binding":1,"members":[{"name":"cc_size_rotation","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":2,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":21,"location":1,"defines":[]},{"name":"a_color","format":44,"location":2,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nlayout(std140) uniform builtin {\n  vec4 cc_size_rotation;\n};\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"},"glsl1":{"vert":"\nprecision mediump float;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\n   uniform vec4 cc_size_rotation;\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture2D(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":59,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":44}},"defines":[]}],[{"name":"add","passes":[{"program":"builtin-billboard|vert:vs_main|tinted-fs:add","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":1,"blendSrcAlpha":2,"blendDstAlpha":1}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5]}}}]},{"name":"alpha-blend","passes":[{"program":"builtin-billboard|vert:vs_main|tinted-fs:add","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":1,"blendDst":4,"blendSrcAlpha":1,"blendDstAlpha":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5]}}}]},{"name":"add-multiply","passes":[{"program":"builtin-billboard|vert:vs_main|tinted-fs:multiply","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":1,"blendDst":4,"blendSrcAlpha":1,"blendDstAlpha":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5]}}}]},{"name":"add-smooth","passes":[{"program":"builtin-billboard|vert:vs_main|no-tint-fs:addSmooth","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":1,"blendDst":4,"blendSrcAlpha":1,"blendDstAlpha":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]}}}]},{"name":"premultiply-blend","passes":[{"program":"builtin-billboard|vert:vs_main|no-tint-fs:premultiplied","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":1,"blendDst":4,"blendSrcAlpha":1,"blendDstAlpha":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]}}}]}]]],0,0,[],[],[]],[[[0,"default-billboard-material",[{}],[{"rasterizerState":{},"depthStencilState":{},"blendState":{"targets":[{}]}}],[{}]]],0,0,[0],[0],[4]],[[[3,"builtin-clear-stencil",[{}],[{"hash":3507038093,"name":"builtin-clear-stencil|sprite-vs:vert|sprite-fs:frag","blocks":[],"samplerTextures":[],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision highp float;\nin vec3 a_position;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nvec4 frag () {\n  vec4 o = vec4(1.0);\n  return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"},"glsl1":{"vert":"\nprecision highp float;\nattribute vec3 a_position;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nvec4 frag () {\n  vec4 o = vec4(1.0);\n  return o;\n}\nvoid main() { gl_FragColor = frag(); }"},"builtins":{"globals":{"blocks":[],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":0,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":0}},"defines":[]}],[{"passes":[{"program":"builtin-clear-stencil|sprite-vs:vert|sprite-fs:frag","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":false,"depthWrite":false}}]}]]],0,0,[],[],[]],[[[1,"util/profiler",[{"hash":412318372,"name":"util/profiler|profiler-vs:vert|profiler-fs:frag","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"offset","type":16,"count":1}],"defines":[]},{"name":"PerFrameInfo","stageFlags":1,"binding":1,"members":[{"name":"digits","type":16,"count":20}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":2,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_color","format":44,"location":1,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nin vec3 a_position;\nin vec4 a_color;\nout vec2 v_uv;\nlayout(std140) uniform Constants {\n  vec4 offset;\n};\nlayout(std140) uniform PerFrameInfo {\n  vec4 digits[8 * 10 / 4];\n};\nfloat getComponent(vec4 v, float i) {\n  if (i < 1.0) { return v.x; }\n  else if (i < 2.0) { return v.y; }\n  else if (i < 3.0) { return v.z; }\n  else { return v.w; }\n}\nvec4 vert () {\n  mat2 proj = mat2(cc_matProj[0].xy, cc_matProj[1].xy);\n  proj /= abs(proj[1].x + proj[1].y);\n  vec2 position = proj * a_position.xy + offset.xy;\n  v_uv = a_color.xy;\n  if (a_color.z >= 0.0) {\n    float n = getComponent(digits[int(a_color.z)], a_color.w);\n    v_uv += vec2(offset.z * n, 0.0);\n  }\n  return vec4(position, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 v_uv;\nuniform sampler2D mainTexture;\nvec4 frag () {\n  return CCFragOutput(texture(mainTexture, v_uv));\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"},"glsl1":{"vert":"\nprecision mediump float;\nuniform highp mat4 cc_matProj;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec2 v_uv;\n   uniform vec4 offset;\n    uniform vec4 digits[20];\nfloat getComponent(vec4 v, float i) {\n  if (i < 1.0) { return v.x; }\n  else if (i < 2.0) { return v.y; }\n  else if (i < 3.0) { return v.z; }\n  else { return v.w; }\n}\nvec4 vert () {\n  mat2 proj = mat2(cc_matProj[0].xy, cc_matProj[1].xy);\n  proj /= abs(proj[1].x + proj[1].y);\n  vec2 position = proj * a_position.xy + offset.xy;\n  v_uv = a_color.xy;\n  if (a_color.z >= 0.0) {\n    float n = getComponent(digits[int(a_color.z)], a_color.w);\n    v_uv += vec2(offset.z * n, 0.0);\n  }\n  return vec4(position, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 v_uv;\nuniform sampler2D mainTexture;\nvec4 frag () {\n  return CCFragOutput(texture2D(mainTexture, v_uv));\n}\nvoid main() { gl_FragColor = frag(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":65,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":44}},"defines":[]}],[{"passes":[{"program":"util/profiler|profiler-vs:vert|profiler-fs:frag","priority":255,"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendDstAlpha":4}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":false,"depthWrite":false}}]}]]],0,0,[],[],[]],[[[0,"default-clear-stencil",[{}],[{"rasterizerState":{},"depthStencilState":{},"blendState":{"targets":[{}]}}],[{"USE_TEXTURE":false}]]],0,0,[0],[0],[5]],[[[1,"pipeline/planar-shadow",[{"hash":1900454553,"name":"pipeline/planar-shadow|planar-shadow-vs:vert|planar-shadow-fs:frag","blocks":[],"samplerTextures":[],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_normal","format":32,"location":1,"defines":[]},{"name":"a_texCoord","format":21,"location":2,"defines":[]},{"name":"a_tangent","format":44,"location":3,"defines":[]},{"name":"a_joints","location":4,"defines":["CC_USE_SKINNING"]},{"name":"a_weights","format":44,"location":5,"defines":["CC_USE_SKINNING"]},{"name":"a_jointAnimInfo","format":44,"isInstanced":true,"location":6,"defines":["USE_INSTANCING","CC_USE_BAKED_ANIMATION"]},{"name":"a_matWorld0","format":44,"isInstanced":true,"location":7,"defines":["USE_INSTANCING"]},{"name":"a_matWorld1","format":44,"isInstanced":true,"location":8,"defines":["USE_INSTANCING"]},{"name":"a_matWorld2","format":44,"isInstanced":true,"location":9,"defines":["USE_INSTANCING"]},{"name":"a_lightingMapUVParam","format":44,"isInstanced":true,"location":10,"defines":["USE_INSTANCING","CC_USE_LIGHTMAP"]},{"name":"a_localShadowBias","format":21,"isInstanced":true,"location":11,"defines":["USE_INSTANCING","CC_RECEIVE_SHADOW"]},{"name":"a_vertexId","format":11,"location":12,"defines":["CC_USE_MORPH"]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"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         2.71828183f\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 CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\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_RECEIVE_SHADOW\n    in vec2 a_localShadowBias;\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_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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  };\n#endif\nvoid CCGetWorldMatrix(out mat4 matWorld)\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  #else\n    matWorld = cc_matWorld;\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};\nout float v_dist;\nvec4 vert () {\n  vec4 position;\n  CCVertInput(position);\n  mat4 matWorld;\n  CCGetWorldMatrix(matWorld);\n  vec3 P = (matWorld * position).xyz;\n  vec3 L = cc_mainLitDir.xyz;\n  vec3 N = cc_planarNDInfo.xyz;\n  float d = cc_planarNDInfo.w + 0.001;\n  float dist = (-d - dot(P, N)) / (dot(L, N) + 0.0001);\n  vec3 shadowPos = P + L * dist;\n  vec3 view = normalize(cc_cameraPos.xyz - shadowPos);\n  float viewLength = length(cc_cameraPos.xyz - shadowPos);\n  shadowPos += view * min(1.0, 0.005 * viewLength);\n  position = cc_matProj * cc_matView * vec4(shadowPos, 1.0);\n  v_dist = dist;\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_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\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         2.71828183f\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 CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\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_RECEIVE_SHADOW\n    attribute vec2 a_localShadowBias;\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#if !USE_INSTANCING\n  uniform highp mat4 cc_matWorld;\n#endif\nvoid CCGetWorldMatrix(out mat4 matWorld)\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  #else\n    matWorld = cc_matWorld;\n  #endif\n}\nuniform mediump vec4 cc_planarNDInfo;\nvarying float v_dist;\nvec4 vert () {\n  vec4 position;\n  CCVertInput(position);\n  mat4 matWorld;\n  CCGetWorldMatrix(matWorld);\n  vec3 P = (matWorld * position).xyz;\n  vec3 L = cc_mainLitDir.xyz;\n  vec3 N = cc_planarNDInfo.xyz;\n  float d = cc_planarNDInfo.w + 0.001;\n  float dist = (-d - dot(P, N)) / (dot(L, N) + 0.0001);\n  vec3 shadowPos = P + L * dist;\n  vec3 view = normalize(cc_cameraPos.xyz - shadowPos);\n  float viewLength = length(cc_cameraPos.xyz - shadowPos);\n  shadowPos += view * min(1.0, 0.005 * viewLength);\n  position = cc_matProj * cc_matView * vec4(shadowPos, 1.0);\n  v_dist = dist;\n  return position;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nuniform lowp vec4 cc_shadowColor;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\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":88,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":60}},"defines":[{"name":"USE_INSTANCING","type":"boolean"},{"name":"CC_USE_SKINNING","type":"boolean"},{"name":"CC_USE_BAKED_ANIMATION","type":"boolean"},{"name":"CC_USE_LIGHTMAP","type":"boolean"},{"name":"CC_RECEIVE_SHADOW","type":"boolean"},{"name":"CC_USE_MORPH","type":"boolean"},{"name":"CC_MORPH_TARGET_COUNT","type":"number","range":[2,8]},{"name":"CC_MORPH_TARGET_HAS_POSITION","type":"boolean"},{"name":"CC_MORPH_TARGET_HAS_NORMAL","type":"boolean"},{"name":"CC_MORPH_TARGET_HAS_TANGENT","type":"boolean"},{"name":"CC_MORPH_PRECOMPUTED","type":"boolean"},{"name":"CC_USE_REAL_TIME_JOINT_TEXTURE","type":"boolean"}]}],[{"passes":[{"phase":"planarShadow","program":"pipeline/planar-shadow|planar-shadow-vs:vert|planar-shadow-fs:frag","blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendDstAlpha":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false,"stencilTestFront":true,"stencilFuncFront":5,"stencilPassOpFront":2,"stencilRefBack":128,"stencilRefFront":128,"stencilReadMaskBack":128,"stencilReadMaskFront":128,"stencilWriteMaskBack":128,"stencilWriteMaskFront":128}}]}]]],0,0,[],[],[]],[[[1,"util/splash-screen",[{"hash":3189094080,"name":"util/splash-screen|splash-screen-vs:vert|splash-screen-fs:frag","blocks":[{"name":"Constant","stageFlags":1,"binding":0,"members":[{"name":"u_buffer0","type":16,"count":1},{"name":"u_buffer1","type":16,"count":1},{"name":"u_projection","type":25,"count":1}],"defines":[]},{"name":"Factor","stageFlags":16,"binding":1,"members":[{"name":"u_percent","type":13,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":2,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":21,"location":0,"defines":[]},{"name":"a_texCoord","format":21,"location":1,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nin vec2 a_position;\nin vec2 a_texCoord;\nout vec2 v_uv;\nlayout(std140) uniform Constant {\n  vec4 u_buffer0;\n  vec4 u_buffer1;\n  mat4 u_projection;\n};\nvec4 vert () {\n  vec2 worldPos = a_position * u_buffer1.xy + u_buffer1.zw;\n  vec2 clipSpace = worldPos / u_buffer0.xy * 2.0 - 1.0;\n  vec4 screenPos = u_projection * vec4(clipSpace, 0.0, 1.0);\n  v_uv = a_texCoord;\n  return screenPos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision mediump float;\nin vec2 v_uv;\nlayout(std140) uniform Factor {\n  float u_percent;\n};\nuniform sampler2D mainTexture;\nvec4 frag () {\n  vec4 color = texture(mainTexture, v_uv);\n  float percent = clamp(u_percent, 0.0, 1.0);\n  color.xyz *= percent;\n  return color;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"},"glsl1":{"vert":"\nprecision mediump float;\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nvarying vec2 v_uv;\n  uniform vec4 u_buffer0;\n  uniform vec4 u_buffer1;\n  uniform mat4 u_projection;\nvec4 vert () {\n  vec2 worldPos = a_position * u_buffer1.xy + u_buffer1.zw;\n  vec2 clipSpace = worldPos / u_buffer0.xy * 2.0 - 1.0;\n  vec4 screenPos = u_projection * vec4(clipSpace, 0.0, 1.0);\n  v_uv = a_texCoord;\n  return screenPos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision mediump float;\nvarying vec2 v_uv;\n  uniform float u_percent;\nuniform sampler2D mainTexture;\nvec4 frag () {\n  vec4 color = texture2D(mainTexture, v_uv);\n  float percent = clamp(u_percent, 0.0, 1.0);\n  color.xyz *= percent;\n  return color;\n}\nvoid main() { gl_FragColor = frag(); }"},"builtins":{"globals":{"blocks":[],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":6,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":1}},"defines":[]}],[{"name":"default","passes":[{"program":"util/splash-screen|splash-screen-vs:vert|splash-screen-fs:frag","blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendDstAlpha":4}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":false,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"resolution":{"type":14,"value":[640,960],"handleInfo":["u_buffer0",0,14]},"percent":{"type":13,"value":[0.5],"handleInfo":["u_percent",0,13]},"scale":{"type":14,"value":[200,500],"handleInfo":["u_buffer1",0,14]},"translate":{"type":14,"value":[320,480],"handleInfo":["u_buffer1",2,14]},"u_buffer0":{"type":16,"value":[640,960,0,0]},"u_percent":{"type":13,"value":[0.5]},"u_buffer1":{"type":16,"value":[200,500,320,480]}}}]}]]],0,0,[],[],[]],[[[1,"builtin-particle-gpu",[{"hash":2101588355,"name":"builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|tinted-fs:add","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]},{"name":"SampleConstants","stageFlags":1,"binding":1,"members":[{"name":"u_sampleInfo","type":16,"count":1}],"defines":[]},{"name":"TickConstants","stageFlags":1,"binding":2,"members":[{"name":"u_worldRot","type":16,"count":1},{"name":"u_timeDelta","type":16,"count":1}],"defines":[]},{"name":"ColorConstant","stageFlags":1,"binding":3,"members":[{"name":"u_color_mode","type":5,"count":1}],"defines":["COLOR_OVER_TIME_MODULE_ENABLE"]},{"name":"RotationConstant","stageFlags":1,"binding":4,"members":[{"name":"u_rotation_mode","type":5,"count":1}],"defines":["ROTATION_OVER_TIME_MODULE_ENABLE"]},{"name":"SizeConstant","stageFlags":1,"binding":5,"members":[{"name":"u_size_mode","type":5,"count":1}],"defines":["SIZE_OVER_TIME_MODULE_ENABLE"]},{"name":"ForceConstant","stageFlags":1,"binding":6,"members":[{"name":"u_force_mode","type":5,"count":1},{"name":"u_force_space","type":5,"count":1}],"defines":["FORCE_OVER_TIME_MODULE_ENABLE"]},{"name":"VelocityConstant","stageFlags":1,"binding":7,"members":[{"name":"u_velocity_mode","type":5,"count":1},{"name":"u_velocity_space","type":5,"count":1}],"defines":["VELOCITY_OVER_TIME_MODULE_ENABLE"]},{"name":"AnimationConstant","stageFlags":1,"binding":8,"members":[{"name":"u_anim_info","type":16,"count":1}],"defines":["TEXTURE_ANIMATION_MODULE_ENABLE"]},{"name":"FragConstants","stageFlags":16,"binding":9,"members":[{"name":"tintColor","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"color_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":10,"defines":["COLOR_OVER_TIME_MODULE_ENABLE"]},{"name":"rotation_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":11,"defines":["ROTATION_OVER_TIME_MODULE_ENABLE"]},{"name":"size_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":12,"defines":["SIZE_OVER_TIME_MODULE_ENABLE"]},{"name":"force_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":13,"defines":["FORCE_OVER_TIME_MODULE_ENABLE"]},{"name":"velocity_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":14,"defines":["VELOCITY_OVER_TIME_MODULE_ENABLE"]},{"name":"texture_animation_tex0","type":28,"count":1,"stageFlags":1,"binding":15,"defines":["TEXTURE_ANIMATION_MODULE_ENABLE"]},{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":16,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position_starttime","format":44,"location":0,"defines":[]},{"name":"a_color","format":44,"location":1,"defines":[]},{"name":"a_dir_life","format":44,"location":2,"defines":[]},{"name":"a_size_uv","format":44,"location":3,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_rotation_uv","format":44,"location":4,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_rndSeed","format":11,"location":5,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_size_fid","format":44,"location":6,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_rotation_rnd","format":44,"location":7,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_uv","format":32,"location":8,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_texCoord","format":32,"location":9,"defines":["CC_RENDER_MODE"]},{"name":"a_texCoord3","format":32,"location":10,"defines":["CC_RENDER_MODE"]},{"name":"a_normal","format":32,"location":11,"defines":["CC_RENDER_MODE"]},{"name":"a_color1","format":44,"location":12,"defines":["CC_RENDER_MODE"]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n  vec3 er = euler * 0.5;\n  float x = er.x, y = er.y, z = er.z;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat;\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(std140) uniform SampleConstants {\n  vec4 u_sampleInfo;\n};\nlayout(std140) uniform TickConstants {\n  vec4 u_worldRot;\n  vec4 u_timeDelta;\n};\nin vec4 a_position_starttime;\nin vec4 a_color;\nin vec4 a_dir_life;\n#if !CC_INSTANCE_PARTICLE\n  in vec4 a_size_uv;\n  in vec4 a_rotation_uv;\n  in float a_rndSeed;\n#endif\n#if CC_INSTANCE_PARTICLE\n  in vec4 a_size_fid;\n  in vec4 a_rotation_rnd;\n  in vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n  in vec3 a_texCoord;\n  in vec3 a_texCoord3;\n  in vec3 a_normal;\n  in vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n  vec4 a = texture(tex, coord);\n  vec4 b = texture(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n  vec4 a = texture(tex, coord);\n  vec4 b = texture(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  w = mix(a.w, b.w, c);\n  return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n  float o = x;\n  x = mod(x - 1.0, 2.0) - 1.0;\n  float freqVar = 10.16640753482;\n  float y = sin(freqVar * floor(o * 0.5 - 0.5));\n  float v = max(0.0, 1.0-abs(x));\n  v *= 0.7071067812;\n  v = y < 0.0 ? -v : v;\n  return v;\n#endif\n#if !USE_VK_SHADER\n  float seed = mod(x, 233280.);\n  float q = (seed * 9301. + 49297.) / 233280.;\n  return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D color_over_time_tex0;\n  layout(std140) uniform ColorConstant {\n    int u_color_mode;\n  };\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D rotation_over_time_tex0;\n  layout(std140) uniform RotationConstant {\n    int u_rotation_mode;\n  };\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D size_over_time_tex0;\n  layout(std140) uniform SizeConstant {\n    int u_size_mode;\n  };\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D force_over_time_tex0;\n  layout(std140) uniform ForceConstant {\n    int u_force_mode;\n    int u_force_space;\n  };\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D velocity_over_time_tex0;\n  layout(std140) uniform VelocityConstant {\n    int u_velocity_mode;\n    int u_velocity_space;\n  };\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n  uniform sampler2D texture_animation_tex0;\n  layout(std140) uniform AnimationConstant {\n    vec4 u_anim_info;\n  };\n#endif\nfloat repeat (float t, float length) {\n  return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n  vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n  vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n  return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n  #if CC_INSTANCE_PARTICLE\n    float randSeed = a_rotation_rnd.w;\n  #else\n    float randSeed = a_rndSeed;\n  #endif\n  float activeTime = u_timeDelta.x - a_position_starttime.w;\n  float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n  vec2 timeCoord0 = vec2(normalizedTime, 0.);\n  vec2 timeCoord1 = vec2(normalizedTime, 1.);\n  #if CC_RENDER_MODE == 4\n    vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if !CC_INSTANCE_PARTICLE\n      vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n    #endif\n    #if CC_INSTANCE_PARTICLE\n      vec2 vertIdx = a_uv.xy;\n    #endif\n  #endif\n  vec4 velocity = vec4(a_dir_life.xyz, 0.);\n  vec4 pos = vec4(a_position_starttime.xyz, 1.);\n  #if !CC_INSTANCE_PARTICLE\n    vec3 size = a_size_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 size = a_size_fid.xyz;\n  #endif\n  #if SIZE_OVER_TIME_MODULE_ENABLE\n    if (u_size_mode == 1) {\n      size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n    } else {\n      vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n      vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n      float factor_s = pseudoRandom(randSeed + 39825.);\n      size *= mix(size_0, size_1, factor_s);\n    }\n  #endif\n  vec3 compScale = scale.xyz * size;\n  #if FORCE_OVER_TIME_MODULE_ENABLE\n    vec3 forceAnim = vec3(0.);\n    if (u_force_mode == 1) {\n      forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n    } else {\n      vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n      vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n      float factor_f =  pseudoRandom(randSeed + 212165.);\n      forceAnim = mix(force_0, force_1, factor_f);\n    }\n    vec4 forceTrack = vec4(forceAnim, 0.);\n    if (u_force_space == 0) {\n      forceTrack = rotateQuat(forceTrack, u_worldRot);\n    }\n    velocity.xyz += forceTrack.xyz;\n  #endif\n  #if VELOCITY_OVER_TIME_MODULE_ENABLE\n    float speedModifier0 = 1.;\n    float speedModifier1 = 1.;\n    vec3 velocityAnim = vec3(0.);\n    if (u_velocity_mode == 1) {\n      velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n    } else {\n      vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n      vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n      float factor_v = pseudoRandom(randSeed + 197866.);\n      velocityAnim = mix(vectory_0, vectory_1, factor_v);\n      speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n    }\n    vec4 velocityTrack = vec4(velocityAnim, 0.);\n    if (u_velocity_space == 0) {\n      velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n    }\n    velocity.xyz += velocityTrack.xyz;\n    velocity.xyz *= speedModifier0;\n  #endif\n  pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = rotateQuat(velocity, u_worldRot);\n    #endif\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_rnd.xyz;\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if CC_RENDER_MODE == 0\n      vec3 rotEuler = startRotation.xyz;\n    #elif CC_RENDER_MODE == 1\n      vec3 rotEuler = vec3(0.);\n    #endif\n    #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n      vec3 rotEuler = vec3(0., 0., startRotation.z);\n    #endif\n    vec4 rot = quaternionFromEuler(rotEuler);\n  #endif\n  #if CC_RENDER_MODE == 4\n    vec4 rot = quaternionFromEuler(startRotation);\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    if (u_rotation_mode == 1) {\n      vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    } else {\n      vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n      vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n      float factor_r = pseudoRandom(randSeed + 125292.);\n      vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n      #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n        euler = vec3(0.0, 0.0, euler.z);\n      #endif\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    }\n  #endif\n  #if COLOR_OVER_TIME_MODULE_ENABLE\n    if (u_color_mode == 1) {\n      color = a_color * texture(color_over_time_tex0, timeCoord0);\n    } else {\n      vec4 color_0 = texture(color_over_time_tex0, timeCoord0);\n      vec4 color_1 = texture(color_over_time_tex0, timeCoord1);\n      float factor_c = pseudoRandom(randSeed + 91041.);\n      color = a_color * mix(color_0, color_1, factor_c);\n    }\n  #endif\n  #if !COLOR_OVER_TIME_MODULE_ENABLE\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((vertIdx - 0.5));\n    #if CC_RENDER_MODE == 1\n      rot = vec4(0.0, 0.0, 0.0, 1.0);\n    #endif\n    computeVertPos(pos, cornerOffset, rot, compScale\n      #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n        , cc_matViewInv\n      #endif\n      #if CC_RENDER_MODE == 1\n        , cc_cameraPos.xyz\n        , velocity\n        , frameTile_velLenScale.z\n        , frameTile_velLenScale.w\n        #if !CC_INSTANCE_PARTICLE\n          , a_size_uv.w\n        #endif\n        #if CC_INSTANCE_PARTICLE\n          , a_uv.x\n        #endif\n      #endif\n    );\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color *= a_color1;\n  #endif\n  pos = cc_matViewProj * pos;\n  float frameIndex = 0.;\n  #if TEXTURE_ANIMATION_MODULE_ENABLE\n    float startFrame = 0.;\n    vec3 frameInfo = vec3(0.);\n    if (int(u_anim_info.x) == 1) {\n      frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n    } else {\n      vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n      vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n      float factor_t = pseudoRandom(randSeed + 90794.);\n      frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n    }\n    startFrame = frameInfo.x / u_anim_info.y;\n    frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1.);\n  #endif\n  uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n  vec4 tintColor;\n};\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"},"glsl1":{"vert":"\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n  vec3 er = euler * 0.5;\n  float x = er.x, y = er.y, z = er.z;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat;\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\n   uniform vec4 mainTiling_Offset;\n   uniform vec4 frameTile_velLenScale;\n   uniform vec4 scale;\n   uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\n          uniform vec4 u_sampleInfo;\n    uniform vec4 u_worldRot;\n    uniform vec4 u_timeDelta;\nattribute vec4 a_position_starttime;\nattribute vec4 a_color;\nattribute vec4 a_dir_life;\n#if !CC_INSTANCE_PARTICLE\n  attribute vec4 a_size_uv;\n  attribute vec4 a_rotation_uv;\n  attribute float a_rndSeed;\n#endif\n#if CC_INSTANCE_PARTICLE\n  attribute vec4 a_size_fid;\n  attribute vec4 a_rotation_rnd;\n  attribute vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n  attribute vec3 a_texCoord;\n  attribute vec3 a_texCoord3;\n  attribute vec3 a_normal;\n  attribute vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n  vec4 a = texture2D(tex, coord);\n  vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n  vec4 a = texture2D(tex, coord);\n  vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  w = mix(a.w, b.w, c);\n  return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n  float o = x;\n  x = mod(x - 1.0, 2.0) - 1.0;\n  float freqVar = 10.16640753482;\n  float y = sin(freqVar * floor(o * 0.5 - 0.5));\n  float v = max(0.0, 1.0-abs(x));\n  v *= 0.7071067812;\n  v = y < 0.0 ? -v : v;\n  return v;\n#endif\n#if !USE_VK_SHADER\n  float seed = mod(x, 233280.);\n  float q = (seed * 9301. + 49297.) / 233280.;\n  return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D color_over_time_tex0;\n      uniform int u_color_mode;\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D rotation_over_time_tex0;\n      uniform int u_rotation_mode;\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D size_over_time_tex0;\n      uniform int u_size_mode;\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D force_over_time_tex0;\n      uniform int u_force_mode;\n    uniform int u_force_space;\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D velocity_over_time_tex0;\n      uniform int u_velocity_mode;\n    uniform int u_velocity_space;\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n  uniform sampler2D texture_animation_tex0;\n      uniform vec4 u_anim_info;\n#endif\nfloat repeat (float t, float length) {\n  return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n  vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n  vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n  return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n  #if CC_INSTANCE_PARTICLE\n    float randSeed = a_rotation_rnd.w;\n  #else\n    float randSeed = a_rndSeed;\n  #endif\n  float activeTime = u_timeDelta.x - a_position_starttime.w;\n  float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n  vec2 timeCoord0 = vec2(normalizedTime, 0.);\n  vec2 timeCoord1 = vec2(normalizedTime, 1.);\n  #if CC_RENDER_MODE == 4\n    vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if !CC_INSTANCE_PARTICLE\n      vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n    #endif\n    #if CC_INSTANCE_PARTICLE\n      vec2 vertIdx = a_uv.xy;\n    #endif\n  #endif\n  vec4 velocity = vec4(a_dir_life.xyz, 0.);\n  vec4 pos = vec4(a_position_starttime.xyz, 1.);\n  #if !CC_INSTANCE_PARTICLE\n    vec3 size = a_size_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 size = a_size_fid.xyz;\n  #endif\n  #if SIZE_OVER_TIME_MODULE_ENABLE\n    if (u_size_mode == 1) {\n      size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n    } else {\n      vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n      vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n      float factor_s = pseudoRandom(randSeed + 39825.);\n      size *= mix(size_0, size_1, factor_s);\n    }\n  #endif\n  vec3 compScale = scale.xyz * size;\n  #if FORCE_OVER_TIME_MODULE_ENABLE\n    vec3 forceAnim = vec3(0.);\n    if (u_force_mode == 1) {\n      forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n    } else {\n      vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n      vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n      float factor_f =  pseudoRandom(randSeed + 212165.);\n      forceAnim = mix(force_0, force_1, factor_f);\n    }\n    vec4 forceTrack = vec4(forceAnim, 0.);\n    if (u_force_space == 0) {\n      forceTrack = rotateQuat(forceTrack, u_worldRot);\n    }\n    velocity.xyz += forceTrack.xyz;\n  #endif\n  #if VELOCITY_OVER_TIME_MODULE_ENABLE\n    float speedModifier0 = 1.;\n    float speedModifier1 = 1.;\n    vec3 velocityAnim = vec3(0.);\n    if (u_velocity_mode == 1) {\n      velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n    } else {\n      vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n      vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n      float factor_v = pseudoRandom(randSeed + 197866.);\n      velocityAnim = mix(vectory_0, vectory_1, factor_v);\n      speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n    }\n    vec4 velocityTrack = vec4(velocityAnim, 0.);\n    if (u_velocity_space == 0) {\n      velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n    }\n    velocity.xyz += velocityTrack.xyz;\n    velocity.xyz *= speedModifier0;\n  #endif\n  pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = rotateQuat(velocity, u_worldRot);\n    #endif\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_rnd.xyz;\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if CC_RENDER_MODE == 0\n      vec3 rotEuler = startRotation.xyz;\n    #elif CC_RENDER_MODE == 1\n      vec3 rotEuler = vec3(0.);\n    #endif\n    #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n      vec3 rotEuler = vec3(0., 0., startRotation.z);\n    #endif\n    vec4 rot = quaternionFromEuler(rotEuler);\n  #endif\n  #if CC_RENDER_MODE == 4\n    vec4 rot = quaternionFromEuler(startRotation);\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    if (u_rotation_mode == 1) {\n      vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    } else {\n      vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n      vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n      float factor_r = pseudoRandom(randSeed + 125292.);\n      vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n      #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n        euler = vec3(0.0, 0.0, euler.z);\n      #endif\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    }\n  #endif\n  #if COLOR_OVER_TIME_MODULE_ENABLE\n    if (u_color_mode == 1) {\n      color = a_color * texture2D(color_over_time_tex0, timeCoord0);\n    } else {\n      vec4 color_0 = texture2D(color_over_time_tex0, timeCoord0);\n      vec4 color_1 = texture2D(color_over_time_tex0, timeCoord1);\n      float factor_c = pseudoRandom(randSeed + 91041.);\n      color = a_color * mix(color_0, color_1, factor_c);\n    }\n  #endif\n  #if !COLOR_OVER_TIME_MODULE_ENABLE\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((vertIdx - 0.5));\n    #if CC_RENDER_MODE == 1\n      rot = vec4(0.0, 0.0, 0.0, 1.0);\n    #endif\n    computeVertPos(pos, cornerOffset, rot, compScale\n      #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n        , cc_matViewInv\n      #endif\n      #if CC_RENDER_MODE == 1\n        , cc_cameraPos.xyz\n        , velocity\n        , frameTile_velLenScale.z\n        , frameTile_velLenScale.w\n        #if !CC_INSTANCE_PARTICLE\n          , a_size_uv.w\n        #endif\n        #if CC_INSTANCE_PARTICLE\n          , a_uv.x\n        #endif\n      #endif\n    );\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color *= a_color1;\n  #endif\n  pos = cc_matViewProj * pos;\n  float frameIndex = 0.;\n  #if TEXTURE_ANIMATION_MODULE_ENABLE\n    float startFrame = 0.;\n    vec3 frameInfo = vec3(0.);\n    if (int(u_anim_info.x) == 1) {\n      frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n    } else {\n      vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n      vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n      float factor_t = pseudoRandom(randSeed + 90794.);\n      frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n    }\n    startFrame = frameInfo.x / u_anim_info.y;\n    frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1.);\n  #endif\n  uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\n   uniform vec4 tintColor;\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":69,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":45}},"defines":[{"name":"CC_RENDER_MODE","type":"number","range":[0,4]},{"name":"CC_INSTANCE_PARTICLE","type":"boolean"},{"name":"USE_VK_SHADER","type":"boolean"},{"name":"COLOR_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"ROTATION_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"SIZE_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"FORCE_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"VELOCITY_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"TEXTURE_ANIMATION_MODULE_ENABLE","type":"boolean"},{"name":"CC_USE_WORLD_SPACE","type":"boolean"}]},{"hash":1385132893,"name":"builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|tinted-fs:multiply","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]},{"name":"SampleConstants","stageFlags":1,"binding":1,"members":[{"name":"u_sampleInfo","type":16,"count":1}],"defines":[]},{"name":"TickConstants","stageFlags":1,"binding":2,"members":[{"name":"u_worldRot","type":16,"count":1},{"name":"u_timeDelta","type":16,"count":1}],"defines":[]},{"name":"ColorConstant","stageFlags":1,"binding":3,"members":[{"name":"u_color_mode","type":5,"count":1}],"defines":["COLOR_OVER_TIME_MODULE_ENABLE"]},{"name":"RotationConstant","stageFlags":1,"binding":4,"members":[{"name":"u_rotation_mode","type":5,"count":1}],"defines":["ROTATION_OVER_TIME_MODULE_ENABLE"]},{"name":"SizeConstant","stageFlags":1,"binding":5,"members":[{"name":"u_size_mode","type":5,"count":1}],"defines":["SIZE_OVER_TIME_MODULE_ENABLE"]},{"name":"ForceConstant","stageFlags":1,"binding":6,"members":[{"name":"u_force_mode","type":5,"count":1},{"name":"u_force_space","type":5,"count":1}],"defines":["FORCE_OVER_TIME_MODULE_ENABLE"]},{"name":"VelocityConstant","stageFlags":1,"binding":7,"members":[{"name":"u_velocity_mode","type":5,"count":1},{"name":"u_velocity_space","type":5,"count":1}],"defines":["VELOCITY_OVER_TIME_MODULE_ENABLE"]},{"name":"AnimationConstant","stageFlags":1,"binding":8,"members":[{"name":"u_anim_info","type":16,"count":1}],"defines":["TEXTURE_ANIMATION_MODULE_ENABLE"]},{"name":"FragConstants","stageFlags":16,"binding":9,"members":[{"name":"tintColor","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"color_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":10,"defines":["COLOR_OVER_TIME_MODULE_ENABLE"]},{"name":"rotation_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":11,"defines":["ROTATION_OVER_TIME_MODULE_ENABLE"]},{"name":"size_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":12,"defines":["SIZE_OVER_TIME_MODULE_ENABLE"]},{"name":"force_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":13,"defines":["FORCE_OVER_TIME_MODULE_ENABLE"]},{"name":"velocity_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":14,"defines":["VELOCITY_OVER_TIME_MODULE_ENABLE"]},{"name":"texture_animation_tex0","type":28,"count":1,"stageFlags":1,"binding":15,"defines":["TEXTURE_ANIMATION_MODULE_ENABLE"]},{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":16,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position_starttime","format":44,"location":0,"defines":[]},{"name":"a_color","format":44,"location":1,"defines":[]},{"name":"a_dir_life","format":44,"location":2,"defines":[]},{"name":"a_size_uv","format":44,"location":3,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_rotation_uv","format":44,"location":4,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_rndSeed","format":11,"location":5,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_size_fid","format":44,"location":6,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_rotation_rnd","format":44,"location":7,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_uv","format":32,"location":8,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_texCoord","format":32,"location":9,"defines":["CC_RENDER_MODE"]},{"name":"a_texCoord3","format":32,"location":10,"defines":["CC_RENDER_MODE"]},{"name":"a_normal","format":32,"location":11,"defines":["CC_RENDER_MODE"]},{"name":"a_color1","format":44,"location":12,"defines":["CC_RENDER_MODE"]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n  vec3 er = euler * 0.5;\n  float x = er.x, y = er.y, z = er.z;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat;\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(std140) uniform SampleConstants {\n  vec4 u_sampleInfo;\n};\nlayout(std140) uniform TickConstants {\n  vec4 u_worldRot;\n  vec4 u_timeDelta;\n};\nin vec4 a_position_starttime;\nin vec4 a_color;\nin vec4 a_dir_life;\n#if !CC_INSTANCE_PARTICLE\n  in vec4 a_size_uv;\n  in vec4 a_rotation_uv;\n  in float a_rndSeed;\n#endif\n#if CC_INSTANCE_PARTICLE\n  in vec4 a_size_fid;\n  in vec4 a_rotation_rnd;\n  in vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n  in vec3 a_texCoord;\n  in vec3 a_texCoord3;\n  in vec3 a_normal;\n  in vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n  vec4 a = texture(tex, coord);\n  vec4 b = texture(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n  vec4 a = texture(tex, coord);\n  vec4 b = texture(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  w = mix(a.w, b.w, c);\n  return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n  float o = x;\n  x = mod(x - 1.0, 2.0) - 1.0;\n  float freqVar = 10.16640753482;\n  float y = sin(freqVar * floor(o * 0.5 - 0.5));\n  float v = max(0.0, 1.0-abs(x));\n  v *= 0.7071067812;\n  v = y < 0.0 ? -v : v;\n  return v;\n#endif\n#if !USE_VK_SHADER\n  float seed = mod(x, 233280.);\n  float q = (seed * 9301. + 49297.) / 233280.;\n  return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D color_over_time_tex0;\n  layout(std140) uniform ColorConstant {\n    int u_color_mode;\n  };\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D rotation_over_time_tex0;\n  layout(std140) uniform RotationConstant {\n    int u_rotation_mode;\n  };\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D size_over_time_tex0;\n  layout(std140) uniform SizeConstant {\n    int u_size_mode;\n  };\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D force_over_time_tex0;\n  layout(std140) uniform ForceConstant {\n    int u_force_mode;\n    int u_force_space;\n  };\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D velocity_over_time_tex0;\n  layout(std140) uniform VelocityConstant {\n    int u_velocity_mode;\n    int u_velocity_space;\n  };\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n  uniform sampler2D texture_animation_tex0;\n  layout(std140) uniform AnimationConstant {\n    vec4 u_anim_info;\n  };\n#endif\nfloat repeat (float t, float length) {\n  return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n  vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n  vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n  return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n  #if CC_INSTANCE_PARTICLE\n    float randSeed = a_rotation_rnd.w;\n  #else\n    float randSeed = a_rndSeed;\n  #endif\n  float activeTime = u_timeDelta.x - a_position_starttime.w;\n  float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n  vec2 timeCoord0 = vec2(normalizedTime, 0.);\n  vec2 timeCoord1 = vec2(normalizedTime, 1.);\n  #if CC_RENDER_MODE == 4\n    vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if !CC_INSTANCE_PARTICLE\n      vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n    #endif\n    #if CC_INSTANCE_PARTICLE\n      vec2 vertIdx = a_uv.xy;\n    #endif\n  #endif\n  vec4 velocity = vec4(a_dir_life.xyz, 0.);\n  vec4 pos = vec4(a_position_starttime.xyz, 1.);\n  #if !CC_INSTANCE_PARTICLE\n    vec3 size = a_size_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 size = a_size_fid.xyz;\n  #endif\n  #if SIZE_OVER_TIME_MODULE_ENABLE\n    if (u_size_mode == 1) {\n      size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n    } else {\n      vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n      vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n      float factor_s = pseudoRandom(randSeed + 39825.);\n      size *= mix(size_0, size_1, factor_s);\n    }\n  #endif\n  vec3 compScale = scale.xyz * size;\n  #if FORCE_OVER_TIME_MODULE_ENABLE\n    vec3 forceAnim = vec3(0.);\n    if (u_force_mode == 1) {\n      forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n    } else {\n      vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n      vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n      float factor_f =  pseudoRandom(randSeed + 212165.);\n      forceAnim = mix(force_0, force_1, factor_f);\n    }\n    vec4 forceTrack = vec4(forceAnim, 0.);\n    if (u_force_space == 0) {\n      forceTrack = rotateQuat(forceTrack, u_worldRot);\n    }\n    velocity.xyz += forceTrack.xyz;\n  #endif\n  #if VELOCITY_OVER_TIME_MODULE_ENABLE\n    float speedModifier0 = 1.;\n    float speedModifier1 = 1.;\n    vec3 velocityAnim = vec3(0.);\n    if (u_velocity_mode == 1) {\n      velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n    } else {\n      vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n      vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n      float factor_v = pseudoRandom(randSeed + 197866.);\n      velocityAnim = mix(vectory_0, vectory_1, factor_v);\n      speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n    }\n    vec4 velocityTrack = vec4(velocityAnim, 0.);\n    if (u_velocity_space == 0) {\n      velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n    }\n    velocity.xyz += velocityTrack.xyz;\n    velocity.xyz *= speedModifier0;\n  #endif\n  pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = rotateQuat(velocity, u_worldRot);\n    #endif\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_rnd.xyz;\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if CC_RENDER_MODE == 0\n      vec3 rotEuler = startRotation.xyz;\n    #elif CC_RENDER_MODE == 1\n      vec3 rotEuler = vec3(0.);\n    #endif\n    #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n      vec3 rotEuler = vec3(0., 0., startRotation.z);\n    #endif\n    vec4 rot = quaternionFromEuler(rotEuler);\n  #endif\n  #if CC_RENDER_MODE == 4\n    vec4 rot = quaternionFromEuler(startRotation);\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    if (u_rotation_mode == 1) {\n      vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    } else {\n      vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n      vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n      float factor_r = pseudoRandom(randSeed + 125292.);\n      vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n      #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n        euler = vec3(0.0, 0.0, euler.z);\n      #endif\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    }\n  #endif\n  #if COLOR_OVER_TIME_MODULE_ENABLE\n    if (u_color_mode == 1) {\n      color = a_color * texture(color_over_time_tex0, timeCoord0);\n    } else {\n      vec4 color_0 = texture(color_over_time_tex0, timeCoord0);\n      vec4 color_1 = texture(color_over_time_tex0, timeCoord1);\n      float factor_c = pseudoRandom(randSeed + 91041.);\n      color = a_color * mix(color_0, color_1, factor_c);\n    }\n  #endif\n  #if !COLOR_OVER_TIME_MODULE_ENABLE\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((vertIdx - 0.5));\n    #if CC_RENDER_MODE == 1\n      rot = vec4(0.0, 0.0, 0.0, 1.0);\n    #endif\n    computeVertPos(pos, cornerOffset, rot, compScale\n      #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n        , cc_matViewInv\n      #endif\n      #if CC_RENDER_MODE == 1\n        , cc_cameraPos.xyz\n        , velocity\n        , frameTile_velLenScale.z\n        , frameTile_velLenScale.w\n        #if !CC_INSTANCE_PARTICLE\n          , a_size_uv.w\n        #endif\n        #if CC_INSTANCE_PARTICLE\n          , a_uv.x\n        #endif\n      #endif\n    );\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color *= a_color1;\n  #endif\n  pos = cc_matViewProj * pos;\n  float frameIndex = 0.;\n  #if TEXTURE_ANIMATION_MODULE_ENABLE\n    float startFrame = 0.;\n    vec3 frameInfo = vec3(0.);\n    if (int(u_anim_info.x) == 1) {\n      frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n    } else {\n      vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n      vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n      float factor_t = pseudoRandom(randSeed + 90794.);\n      frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n    }\n    startFrame = frameInfo.x / u_anim_info.y;\n    frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1.);\n  #endif\n  uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n  vec4 tintColor;\n};\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"},"glsl1":{"vert":"\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n  vec3 er = euler * 0.5;\n  float x = er.x, y = er.y, z = er.z;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat;\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\n   uniform vec4 mainTiling_Offset;\n   uniform vec4 frameTile_velLenScale;\n   uniform vec4 scale;\n   uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\n          uniform vec4 u_sampleInfo;\n    uniform vec4 u_worldRot;\n    uniform vec4 u_timeDelta;\nattribute vec4 a_position_starttime;\nattribute vec4 a_color;\nattribute vec4 a_dir_life;\n#if !CC_INSTANCE_PARTICLE\n  attribute vec4 a_size_uv;\n  attribute vec4 a_rotation_uv;\n  attribute float a_rndSeed;\n#endif\n#if CC_INSTANCE_PARTICLE\n  attribute vec4 a_size_fid;\n  attribute vec4 a_rotation_rnd;\n  attribute vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n  attribute vec3 a_texCoord;\n  attribute vec3 a_texCoord3;\n  attribute vec3 a_normal;\n  attribute vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n  vec4 a = texture2D(tex, coord);\n  vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n  vec4 a = texture2D(tex, coord);\n  vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  w = mix(a.w, b.w, c);\n  return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n  float o = x;\n  x = mod(x - 1.0, 2.0) - 1.0;\n  float freqVar = 10.16640753482;\n  float y = sin(freqVar * floor(o * 0.5 - 0.5));\n  float v = max(0.0, 1.0-abs(x));\n  v *= 0.7071067812;\n  v = y < 0.0 ? -v : v;\n  return v;\n#endif\n#if !USE_VK_SHADER\n  float seed = mod(x, 233280.);\n  float q = (seed * 9301. + 49297.) / 233280.;\n  return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D color_over_time_tex0;\n      uniform int u_color_mode;\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D rotation_over_time_tex0;\n      uniform int u_rotation_mode;\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D size_over_time_tex0;\n      uniform int u_size_mode;\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D force_over_time_tex0;\n      uniform int u_force_mode;\n    uniform int u_force_space;\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D velocity_over_time_tex0;\n      uniform int u_velocity_mode;\n    uniform int u_velocity_space;\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n  uniform sampler2D texture_animation_tex0;\n      uniform vec4 u_anim_info;\n#endif\nfloat repeat (float t, float length) {\n  return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n  vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n  vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n  return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n  #if CC_INSTANCE_PARTICLE\n    float randSeed = a_rotation_rnd.w;\n  #else\n    float randSeed = a_rndSeed;\n  #endif\n  float activeTime = u_timeDelta.x - a_position_starttime.w;\n  float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n  vec2 timeCoord0 = vec2(normalizedTime, 0.);\n  vec2 timeCoord1 = vec2(normalizedTime, 1.);\n  #if CC_RENDER_MODE == 4\n    vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if !CC_INSTANCE_PARTICLE\n      vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n    #endif\n    #if CC_INSTANCE_PARTICLE\n      vec2 vertIdx = a_uv.xy;\n    #endif\n  #endif\n  vec4 velocity = vec4(a_dir_life.xyz, 0.);\n  vec4 pos = vec4(a_position_starttime.xyz, 1.);\n  #if !CC_INSTANCE_PARTICLE\n    vec3 size = a_size_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 size = a_size_fid.xyz;\n  #endif\n  #if SIZE_OVER_TIME_MODULE_ENABLE\n    if (u_size_mode == 1) {\n      size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n    } else {\n      vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n      vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n      float factor_s = pseudoRandom(randSeed + 39825.);\n      size *= mix(size_0, size_1, factor_s);\n    }\n  #endif\n  vec3 compScale = scale.xyz * size;\n  #if FORCE_OVER_TIME_MODULE_ENABLE\n    vec3 forceAnim = vec3(0.);\n    if (u_force_mode == 1) {\n      forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n    } else {\n      vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n      vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n      float factor_f =  pseudoRandom(randSeed + 212165.);\n      forceAnim = mix(force_0, force_1, factor_f);\n    }\n    vec4 forceTrack = vec4(forceAnim, 0.);\n    if (u_force_space == 0) {\n      forceTrack = rotateQuat(forceTrack, u_worldRot);\n    }\n    velocity.xyz += forceTrack.xyz;\n  #endif\n  #if VELOCITY_OVER_TIME_MODULE_ENABLE\n    float speedModifier0 = 1.;\n    float speedModifier1 = 1.;\n    vec3 velocityAnim = vec3(0.);\n    if (u_velocity_mode == 1) {\n      velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n    } else {\n      vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n      vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n      float factor_v = pseudoRandom(randSeed + 197866.);\n      velocityAnim = mix(vectory_0, vectory_1, factor_v);\n      speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n    }\n    vec4 velocityTrack = vec4(velocityAnim, 0.);\n    if (u_velocity_space == 0) {\n      velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n    }\n    velocity.xyz += velocityTrack.xyz;\n    velocity.xyz *= speedModifier0;\n  #endif\n  pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = rotateQuat(velocity, u_worldRot);\n    #endif\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_rnd.xyz;\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if CC_RENDER_MODE == 0\n      vec3 rotEuler = startRotation.xyz;\n    #elif CC_RENDER_MODE == 1\n      vec3 rotEuler = vec3(0.);\n    #endif\n    #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n      vec3 rotEuler = vec3(0., 0., startRotation.z);\n    #endif\n    vec4 rot = quaternionFromEuler(rotEuler);\n  #endif\n  #if CC_RENDER_MODE == 4\n    vec4 rot = quaternionFromEuler(startRotation);\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    if (u_rotation_mode == 1) {\n      vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    } else {\n      vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n      vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n      float factor_r = pseudoRandom(randSeed + 125292.);\n      vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n      #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n        euler = vec3(0.0, 0.0, euler.z);\n      #endif\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    }\n  #endif\n  #if COLOR_OVER_TIME_MODULE_ENABLE\n    if (u_color_mode == 1) {\n      color = a_color * texture2D(color_over_time_tex0, timeCoord0);\n    } else {\n      vec4 color_0 = texture2D(color_over_time_tex0, timeCoord0);\n      vec4 color_1 = texture2D(color_over_time_tex0, timeCoord1);\n      float factor_c = pseudoRandom(randSeed + 91041.);\n      color = a_color * mix(color_0, color_1, factor_c);\n    }\n  #endif\n  #if !COLOR_OVER_TIME_MODULE_ENABLE\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((vertIdx - 0.5));\n    #if CC_RENDER_MODE == 1\n      rot = vec4(0.0, 0.0, 0.0, 1.0);\n    #endif\n    computeVertPos(pos, cornerOffset, rot, compScale\n      #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n        , cc_matViewInv\n      #endif\n      #if CC_RENDER_MODE == 1\n        , cc_cameraPos.xyz\n        , velocity\n        , frameTile_velLenScale.z\n        , frameTile_velLenScale.w\n        #if !CC_INSTANCE_PARTICLE\n          , a_size_uv.w\n        #endif\n        #if CC_INSTANCE_PARTICLE\n          , a_uv.x\n        #endif\n      #endif\n    );\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color *= a_color1;\n  #endif\n  pos = cc_matViewProj * pos;\n  float frameIndex = 0.;\n  #if TEXTURE_ANIMATION_MODULE_ENABLE\n    float startFrame = 0.;\n    vec3 frameInfo = vec3(0.);\n    if (int(u_anim_info.x) == 1) {\n      frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n    } else {\n      vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n      vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n      float factor_t = pseudoRandom(randSeed + 90794.);\n      frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n    }\n    startFrame = frameInfo.x / u_anim_info.y;\n    frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1.);\n  #endif\n  uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\n   uniform vec4 tintColor;\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture2D(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = multiply(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":69,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":45}},"defines":[{"name":"CC_RENDER_MODE","type":"number","range":[0,4]},{"name":"CC_INSTANCE_PARTICLE","type":"boolean"},{"name":"USE_VK_SHADER","type":"boolean"},{"name":"COLOR_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"ROTATION_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"SIZE_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"FORCE_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"VELOCITY_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"TEXTURE_ANIMATION_MODULE_ENABLE","type":"boolean"},{"name":"CC_USE_WORLD_SPACE","type":"boolean"}]},{"hash":1909117524,"name":"builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|no-tint-fs:addSmooth","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]},{"name":"SampleConstants","stageFlags":1,"binding":1,"members":[{"name":"u_sampleInfo","type":16,"count":1}],"defines":[]},{"name":"TickConstants","stageFlags":1,"binding":2,"members":[{"name":"u_worldRot","type":16,"count":1},{"name":"u_timeDelta","type":16,"count":1}],"defines":[]},{"name":"ColorConstant","stageFlags":1,"binding":3,"members":[{"name":"u_color_mode","type":5,"count":1}],"defines":["COLOR_OVER_TIME_MODULE_ENABLE"]},{"name":"RotationConstant","stageFlags":1,"binding":4,"members":[{"name":"u_rotation_mode","type":5,"count":1}],"defines":["ROTATION_OVER_TIME_MODULE_ENABLE"]},{"name":"SizeConstant","stageFlags":1,"binding":5,"members":[{"name":"u_size_mode","type":5,"count":1}],"defines":["SIZE_OVER_TIME_MODULE_ENABLE"]},{"name":"ForceConstant","stageFlags":1,"binding":6,"members":[{"name":"u_force_mode","type":5,"count":1},{"name":"u_force_space","type":5,"count":1}],"defines":["FORCE_OVER_TIME_MODULE_ENABLE"]},{"name":"VelocityConstant","stageFlags":1,"binding":7,"members":[{"name":"u_velocity_mode","type":5,"count":1},{"name":"u_velocity_space","type":5,"count":1}],"defines":["VELOCITY_OVER_TIME_MODULE_ENABLE"]},{"name":"AnimationConstant","stageFlags":1,"binding":8,"members":[{"name":"u_anim_info","type":16,"count":1}],"defines":["TEXTURE_ANIMATION_MODULE_ENABLE"]}],"samplerTextures":[{"name":"color_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":9,"defines":["COLOR_OVER_TIME_MODULE_ENABLE"]},{"name":"rotation_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":10,"defines":["ROTATION_OVER_TIME_MODULE_ENABLE"]},{"name":"size_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":11,"defines":["SIZE_OVER_TIME_MODULE_ENABLE"]},{"name":"force_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":12,"defines":["FORCE_OVER_TIME_MODULE_ENABLE"]},{"name":"velocity_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":13,"defines":["VELOCITY_OVER_TIME_MODULE_ENABLE"]},{"name":"texture_animation_tex0","type":28,"count":1,"stageFlags":1,"binding":14,"defines":["TEXTURE_ANIMATION_MODULE_ENABLE"]},{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":15,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position_starttime","format":44,"location":0,"defines":[]},{"name":"a_color","format":44,"location":1,"defines":[]},{"name":"a_dir_life","format":44,"location":2,"defines":[]},{"name":"a_size_uv","format":44,"location":3,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_rotation_uv","format":44,"location":4,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_rndSeed","format":11,"location":5,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_size_fid","format":44,"location":6,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_rotation_rnd","format":44,"location":7,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_uv","format":32,"location":8,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_texCoord","format":32,"location":9,"defines":["CC_RENDER_MODE"]},{"name":"a_texCoord3","format":32,"location":10,"defines":["CC_RENDER_MODE"]},{"name":"a_normal","format":32,"location":11,"defines":["CC_RENDER_MODE"]},{"name":"a_color1","format":44,"location":12,"defines":["CC_RENDER_MODE"]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n  vec3 er = euler * 0.5;\n  float x = er.x, y = er.y, z = er.z;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat;\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(std140) uniform SampleConstants {\n  vec4 u_sampleInfo;\n};\nlayout(std140) uniform TickConstants {\n  vec4 u_worldRot;\n  vec4 u_timeDelta;\n};\nin vec4 a_position_starttime;\nin vec4 a_color;\nin vec4 a_dir_life;\n#if !CC_INSTANCE_PARTICLE\n  in vec4 a_size_uv;\n  in vec4 a_rotation_uv;\n  in float a_rndSeed;\n#endif\n#if CC_INSTANCE_PARTICLE\n  in vec4 a_size_fid;\n  in vec4 a_rotation_rnd;\n  in vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n  in vec3 a_texCoord;\n  in vec3 a_texCoord3;\n  in vec3 a_normal;\n  in vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n  vec4 a = texture(tex, coord);\n  vec4 b = texture(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n  vec4 a = texture(tex, coord);\n  vec4 b = texture(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  w = mix(a.w, b.w, c);\n  return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n  float o = x;\n  x = mod(x - 1.0, 2.0) - 1.0;\n  float freqVar = 10.16640753482;\n  float y = sin(freqVar * floor(o * 0.5 - 0.5));\n  float v = max(0.0, 1.0-abs(x));\n  v *= 0.7071067812;\n  v = y < 0.0 ? -v : v;\n  return v;\n#endif\n#if !USE_VK_SHADER\n  float seed = mod(x, 233280.);\n  float q = (seed * 9301. + 49297.) / 233280.;\n  return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D color_over_time_tex0;\n  layout(std140) uniform ColorConstant {\n    int u_color_mode;\n  };\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D rotation_over_time_tex0;\n  layout(std140) uniform RotationConstant {\n    int u_rotation_mode;\n  };\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D size_over_time_tex0;\n  layout(std140) uniform SizeConstant {\n    int u_size_mode;\n  };\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D force_over_time_tex0;\n  layout(std140) uniform ForceConstant {\n    int u_force_mode;\n    int u_force_space;\n  };\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D velocity_over_time_tex0;\n  layout(std140) uniform VelocityConstant {\n    int u_velocity_mode;\n    int u_velocity_space;\n  };\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n  uniform sampler2D texture_animation_tex0;\n  layout(std140) uniform AnimationConstant {\n    vec4 u_anim_info;\n  };\n#endif\nfloat repeat (float t, float length) {\n  return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n  vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n  vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n  return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n  #if CC_INSTANCE_PARTICLE\n    float randSeed = a_rotation_rnd.w;\n  #else\n    float randSeed = a_rndSeed;\n  #endif\n  float activeTime = u_timeDelta.x - a_position_starttime.w;\n  float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n  vec2 timeCoord0 = vec2(normalizedTime, 0.);\n  vec2 timeCoord1 = vec2(normalizedTime, 1.);\n  #if CC_RENDER_MODE == 4\n    vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if !CC_INSTANCE_PARTICLE\n      vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n    #endif\n    #if CC_INSTANCE_PARTICLE\n      vec2 vertIdx = a_uv.xy;\n    #endif\n  #endif\n  vec4 velocity = vec4(a_dir_life.xyz, 0.);\n  vec4 pos = vec4(a_position_starttime.xyz, 1.);\n  #if !CC_INSTANCE_PARTICLE\n    vec3 size = a_size_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 size = a_size_fid.xyz;\n  #endif\n  #if SIZE_OVER_TIME_MODULE_ENABLE\n    if (u_size_mode == 1) {\n      size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n    } else {\n      vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n      vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n      float factor_s = pseudoRandom(randSeed + 39825.);\n      size *= mix(size_0, size_1, factor_s);\n    }\n  #endif\n  vec3 compScale = scale.xyz * size;\n  #if FORCE_OVER_TIME_MODULE_ENABLE\n    vec3 forceAnim = vec3(0.);\n    if (u_force_mode == 1) {\n      forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n    } else {\n      vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n      vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n      float factor_f =  pseudoRandom(randSeed + 212165.);\n      forceAnim = mix(force_0, force_1, factor_f);\n    }\n    vec4 forceTrack = vec4(forceAnim, 0.);\n    if (u_force_space == 0) {\n      forceTrack = rotateQuat(forceTrack, u_worldRot);\n    }\n    velocity.xyz += forceTrack.xyz;\n  #endif\n  #if VELOCITY_OVER_TIME_MODULE_ENABLE\n    float speedModifier0 = 1.;\n    float speedModifier1 = 1.;\n    vec3 velocityAnim = vec3(0.);\n    if (u_velocity_mode == 1) {\n      velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n    } else {\n      vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n      vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n      float factor_v = pseudoRandom(randSeed + 197866.);\n      velocityAnim = mix(vectory_0, vectory_1, factor_v);\n      speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n    }\n    vec4 velocityTrack = vec4(velocityAnim, 0.);\n    if (u_velocity_space == 0) {\n      velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n    }\n    velocity.xyz += velocityTrack.xyz;\n    velocity.xyz *= speedModifier0;\n  #endif\n  pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = rotateQuat(velocity, u_worldRot);\n    #endif\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_rnd.xyz;\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if CC_RENDER_MODE == 0\n      vec3 rotEuler = startRotation.xyz;\n    #elif CC_RENDER_MODE == 1\n      vec3 rotEuler = vec3(0.);\n    #endif\n    #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n      vec3 rotEuler = vec3(0., 0., startRotation.z);\n    #endif\n    vec4 rot = quaternionFromEuler(rotEuler);\n  #endif\n  #if CC_RENDER_MODE == 4\n    vec4 rot = quaternionFromEuler(startRotation);\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    if (u_rotation_mode == 1) {\n      vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    } else {\n      vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n      vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n      float factor_r = pseudoRandom(randSeed + 125292.);\n      vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n      #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n        euler = vec3(0.0, 0.0, euler.z);\n      #endif\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    }\n  #endif\n  #if COLOR_OVER_TIME_MODULE_ENABLE\n    if (u_color_mode == 1) {\n      color = a_color * texture(color_over_time_tex0, timeCoord0);\n    } else {\n      vec4 color_0 = texture(color_over_time_tex0, timeCoord0);\n      vec4 color_1 = texture(color_over_time_tex0, timeCoord1);\n      float factor_c = pseudoRandom(randSeed + 91041.);\n      color = a_color * mix(color_0, color_1, factor_c);\n    }\n  #endif\n  #if !COLOR_OVER_TIME_MODULE_ENABLE\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((vertIdx - 0.5));\n    #if CC_RENDER_MODE == 1\n      rot = vec4(0.0, 0.0, 0.0, 1.0);\n    #endif\n    computeVertPos(pos, cornerOffset, rot, compScale\n      #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n        , cc_matViewInv\n      #endif\n      #if CC_RENDER_MODE == 1\n        , cc_cameraPos.xyz\n        , velocity\n        , frameTile_velLenScale.z\n        , frameTile_velLenScale.w\n        #if !CC_INSTANCE_PARTICLE\n          , a_size_uv.w\n        #endif\n        #if CC_INSTANCE_PARTICLE\n          , a_uv.x\n        #endif\n      #endif\n    );\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color *= a_color1;\n  #endif\n  pos = cc_matViewProj * pos;\n  float frameIndex = 0.;\n  #if TEXTURE_ANIMATION_MODULE_ENABLE\n    float startFrame = 0.;\n    vec3 frameInfo = vec3(0.);\n    if (int(u_anim_info.x) == 1) {\n      frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n    } else {\n      vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n      vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n      float factor_t = pseudoRandom(randSeed + 90794.);\n      frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n    }\n    startFrame = frameInfo.x / u_anim_info.y;\n    frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1.);\n  #endif\n  uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"},"glsl1":{"vert":"\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n  vec3 er = euler * 0.5;\n  float x = er.x, y = er.y, z = er.z;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat;\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\n   uniform vec4 mainTiling_Offset;\n   uniform vec4 frameTile_velLenScale;\n   uniform vec4 scale;\n   uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\n          uniform vec4 u_sampleInfo;\n    uniform vec4 u_worldRot;\n    uniform vec4 u_timeDelta;\nattribute vec4 a_position_starttime;\nattribute vec4 a_color;\nattribute vec4 a_dir_life;\n#if !CC_INSTANCE_PARTICLE\n  attribute vec4 a_size_uv;\n  attribute vec4 a_rotation_uv;\n  attribute float a_rndSeed;\n#endif\n#if CC_INSTANCE_PARTICLE\n  attribute vec4 a_size_fid;\n  attribute vec4 a_rotation_rnd;\n  attribute vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n  attribute vec3 a_texCoord;\n  attribute vec3 a_texCoord3;\n  attribute vec3 a_normal;\n  attribute vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n  vec4 a = texture2D(tex, coord);\n  vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n  vec4 a = texture2D(tex, coord);\n  vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  w = mix(a.w, b.w, c);\n  return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n  float o = x;\n  x = mod(x - 1.0, 2.0) - 1.0;\n  float freqVar = 10.16640753482;\n  float y = sin(freqVar * floor(o * 0.5 - 0.5));\n  float v = max(0.0, 1.0-abs(x));\n  v *= 0.7071067812;\n  v = y < 0.0 ? -v : v;\n  return v;\n#endif\n#if !USE_VK_SHADER\n  float seed = mod(x, 233280.);\n  float q = (seed * 9301. + 49297.) / 233280.;\n  return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D color_over_time_tex0;\n      uniform int u_color_mode;\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D rotation_over_time_tex0;\n      uniform int u_rotation_mode;\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D size_over_time_tex0;\n      uniform int u_size_mode;\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D force_over_time_tex0;\n      uniform int u_force_mode;\n    uniform int u_force_space;\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D velocity_over_time_tex0;\n      uniform int u_velocity_mode;\n    uniform int u_velocity_space;\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n  uniform sampler2D texture_animation_tex0;\n      uniform vec4 u_anim_info;\n#endif\nfloat repeat (float t, float length) {\n  return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n  vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n  vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n  return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n  #if CC_INSTANCE_PARTICLE\n    float randSeed = a_rotation_rnd.w;\n  #else\n    float randSeed = a_rndSeed;\n  #endif\n  float activeTime = u_timeDelta.x - a_position_starttime.w;\n  float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n  vec2 timeCoord0 = vec2(normalizedTime, 0.);\n  vec2 timeCoord1 = vec2(normalizedTime, 1.);\n  #if CC_RENDER_MODE == 4\n    vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if !CC_INSTANCE_PARTICLE\n      vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n    #endif\n    #if CC_INSTANCE_PARTICLE\n      vec2 vertIdx = a_uv.xy;\n    #endif\n  #endif\n  vec4 velocity = vec4(a_dir_life.xyz, 0.);\n  vec4 pos = vec4(a_position_starttime.xyz, 1.);\n  #if !CC_INSTANCE_PARTICLE\n    vec3 size = a_size_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 size = a_size_fid.xyz;\n  #endif\n  #if SIZE_OVER_TIME_MODULE_ENABLE\n    if (u_size_mode == 1) {\n      size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n    } else {\n      vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n      vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n      float factor_s = pseudoRandom(randSeed + 39825.);\n      size *= mix(size_0, size_1, factor_s);\n    }\n  #endif\n  vec3 compScale = scale.xyz * size;\n  #if FORCE_OVER_TIME_MODULE_ENABLE\n    vec3 forceAnim = vec3(0.);\n    if (u_force_mode == 1) {\n      forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n    } else {\n      vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n      vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n      float factor_f =  pseudoRandom(randSeed + 212165.);\n      forceAnim = mix(force_0, force_1, factor_f);\n    }\n    vec4 forceTrack = vec4(forceAnim, 0.);\n    if (u_force_space == 0) {\n      forceTrack = rotateQuat(forceTrack, u_worldRot);\n    }\n    velocity.xyz += forceTrack.xyz;\n  #endif\n  #if VELOCITY_OVER_TIME_MODULE_ENABLE\n    float speedModifier0 = 1.;\n    float speedModifier1 = 1.;\n    vec3 velocityAnim = vec3(0.);\n    if (u_velocity_mode == 1) {\n      velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n    } else {\n      vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n      vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n      float factor_v = pseudoRandom(randSeed + 197866.);\n      velocityAnim = mix(vectory_0, vectory_1, factor_v);\n      speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n    }\n    vec4 velocityTrack = vec4(velocityAnim, 0.);\n    if (u_velocity_space == 0) {\n      velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n    }\n    velocity.xyz += velocityTrack.xyz;\n    velocity.xyz *= speedModifier0;\n  #endif\n  pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = rotateQuat(velocity, u_worldRot);\n    #endif\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_rnd.xyz;\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if CC_RENDER_MODE == 0\n      vec3 rotEuler = startRotation.xyz;\n    #elif CC_RENDER_MODE == 1\n      vec3 rotEuler = vec3(0.);\n    #endif\n    #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n      vec3 rotEuler = vec3(0., 0., startRotation.z);\n    #endif\n    vec4 rot = quaternionFromEuler(rotEuler);\n  #endif\n  #if CC_RENDER_MODE == 4\n    vec4 rot = quaternionFromEuler(startRotation);\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    if (u_rotation_mode == 1) {\n      vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    } else {\n      vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n      vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n      float factor_r = pseudoRandom(randSeed + 125292.);\n      vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n      #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n        euler = vec3(0.0, 0.0, euler.z);\n      #endif\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    }\n  #endif\n  #if COLOR_OVER_TIME_MODULE_ENABLE\n    if (u_color_mode == 1) {\n      color = a_color * texture2D(color_over_time_tex0, timeCoord0);\n    } else {\n      vec4 color_0 = texture2D(color_over_time_tex0, timeCoord0);\n      vec4 color_1 = texture2D(color_over_time_tex0, timeCoord1);\n      float factor_c = pseudoRandom(randSeed + 91041.);\n      color = a_color * mix(color_0, color_1, factor_c);\n    }\n  #endif\n  #if !COLOR_OVER_TIME_MODULE_ENABLE\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((vertIdx - 0.5));\n    #if CC_RENDER_MODE == 1\n      rot = vec4(0.0, 0.0, 0.0, 1.0);\n    #endif\n    computeVertPos(pos, cornerOffset, rot, compScale\n      #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n        , cc_matViewInv\n      #endif\n      #if CC_RENDER_MODE == 1\n        , cc_cameraPos.xyz\n        , velocity\n        , frameTile_velLenScale.z\n        , frameTile_velLenScale.w\n        #if !CC_INSTANCE_PARTICLE\n          , a_size_uv.w\n        #endif\n        #if CC_INSTANCE_PARTICLE\n          , a_uv.x\n        #endif\n      #endif\n    );\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color *= a_color1;\n  #endif\n  pos = cc_matViewProj * pos;\n  float frameIndex = 0.;\n  #if TEXTURE_ANIMATION_MODULE_ENABLE\n    float startFrame = 0.;\n    vec3 frameInfo = vec3(0.);\n    if (int(u_anim_info.x) == 1) {\n      frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n    } else {\n      vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n      vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n      float factor_t = pseudoRandom(randSeed + 90794.);\n      frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n    }\n    startFrame = frameInfo.x / u_anim_info.y;\n    frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1.);\n  #endif\n  uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture2D(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":69,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":44}},"defines":[{"name":"CC_RENDER_MODE","type":"number","range":[0,4]},{"name":"CC_INSTANCE_PARTICLE","type":"boolean"},{"name":"USE_VK_SHADER","type":"boolean"},{"name":"COLOR_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"ROTATION_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"SIZE_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"FORCE_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"VELOCITY_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"TEXTURE_ANIMATION_MODULE_ENABLE","type":"boolean"},{"name":"CC_USE_WORLD_SPACE","type":"boolean"}]},{"hash":2197720832,"name":"builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|no-tint-fs:premultiplied","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]},{"name":"SampleConstants","stageFlags":1,"binding":1,"members":[{"name":"u_sampleInfo","type":16,"count":1}],"defines":[]},{"name":"TickConstants","stageFlags":1,"binding":2,"members":[{"name":"u_worldRot","type":16,"count":1},{"name":"u_timeDelta","type":16,"count":1}],"defines":[]},{"name":"ColorConstant","stageFlags":1,"binding":3,"members":[{"name":"u_color_mode","type":5,"count":1}],"defines":["COLOR_OVER_TIME_MODULE_ENABLE"]},{"name":"RotationConstant","stageFlags":1,"binding":4,"members":[{"name":"u_rotation_mode","type":5,"count":1}],"defines":["ROTATION_OVER_TIME_MODULE_ENABLE"]},{"name":"SizeConstant","stageFlags":1,"binding":5,"members":[{"name":"u_size_mode","type":5,"count":1}],"defines":["SIZE_OVER_TIME_MODULE_ENABLE"]},{"name":"ForceConstant","stageFlags":1,"binding":6,"members":[{"name":"u_force_mode","type":5,"count":1},{"name":"u_force_space","type":5,"count":1}],"defines":["FORCE_OVER_TIME_MODULE_ENABLE"]},{"name":"VelocityConstant","stageFlags":1,"binding":7,"members":[{"name":"u_velocity_mode","type":5,"count":1},{"name":"u_velocity_space","type":5,"count":1}],"defines":["VELOCITY_OVER_TIME_MODULE_ENABLE"]},{"name":"AnimationConstant","stageFlags":1,"binding":8,"members":[{"name":"u_anim_info","type":16,"count":1}],"defines":["TEXTURE_ANIMATION_MODULE_ENABLE"]}],"samplerTextures":[{"name":"color_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":9,"defines":["COLOR_OVER_TIME_MODULE_ENABLE"]},{"name":"rotation_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":10,"defines":["ROTATION_OVER_TIME_MODULE_ENABLE"]},{"name":"size_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":11,"defines":["SIZE_OVER_TIME_MODULE_ENABLE"]},{"name":"force_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":12,"defines":["FORCE_OVER_TIME_MODULE_ENABLE"]},{"name":"velocity_over_time_tex0","type":28,"count":1,"stageFlags":1,"binding":13,"defines":["VELOCITY_OVER_TIME_MODULE_ENABLE"]},{"name":"texture_animation_tex0","type":28,"count":1,"stageFlags":1,"binding":14,"defines":["TEXTURE_ANIMATION_MODULE_ENABLE"]},{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":15,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position_starttime","format":44,"location":0,"defines":[]},{"name":"a_color","format":44,"location":1,"defines":[]},{"name":"a_dir_life","format":44,"location":2,"defines":[]},{"name":"a_size_uv","format":44,"location":3,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_rotation_uv","format":44,"location":4,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_rndSeed","format":11,"location":5,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_size_fid","format":44,"location":6,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_rotation_rnd","format":44,"location":7,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_uv","format":32,"location":8,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_texCoord","format":32,"location":9,"defines":["CC_RENDER_MODE"]},{"name":"a_texCoord3","format":32,"location":10,"defines":["CC_RENDER_MODE"]},{"name":"a_normal","format":32,"location":11,"defines":["CC_RENDER_MODE"]},{"name":"a_color1","format":44,"location":12,"defines":["CC_RENDER_MODE"]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n  vec3 er = euler * 0.5;\n  float x = er.x, y = er.y, z = er.z;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat;\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(std140) uniform SampleConstants {\n  vec4 u_sampleInfo;\n};\nlayout(std140) uniform TickConstants {\n  vec4 u_worldRot;\n  vec4 u_timeDelta;\n};\nin vec4 a_position_starttime;\nin vec4 a_color;\nin vec4 a_dir_life;\n#if !CC_INSTANCE_PARTICLE\n  in vec4 a_size_uv;\n  in vec4 a_rotation_uv;\n  in float a_rndSeed;\n#endif\n#if CC_INSTANCE_PARTICLE\n  in vec4 a_size_fid;\n  in vec4 a_rotation_rnd;\n  in vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n  in vec3 a_texCoord;\n  in vec3 a_texCoord3;\n  in vec3 a_normal;\n  in vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n  vec4 a = texture(tex, coord);\n  vec4 b = texture(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n  vec4 a = texture(tex, coord);\n  vec4 b = texture(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  w = mix(a.w, b.w, c);\n  return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n  float o = x;\n  x = mod(x - 1.0, 2.0) - 1.0;\n  float freqVar = 10.16640753482;\n  float y = sin(freqVar * floor(o * 0.5 - 0.5));\n  float v = max(0.0, 1.0-abs(x));\n  v *= 0.7071067812;\n  v = y < 0.0 ? -v : v;\n  return v;\n#endif\n#if !USE_VK_SHADER\n  float seed = mod(x, 233280.);\n  float q = (seed * 9301. + 49297.) / 233280.;\n  return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D color_over_time_tex0;\n  layout(std140) uniform ColorConstant {\n    int u_color_mode;\n  };\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D rotation_over_time_tex0;\n  layout(std140) uniform RotationConstant {\n    int u_rotation_mode;\n  };\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D size_over_time_tex0;\n  layout(std140) uniform SizeConstant {\n    int u_size_mode;\n  };\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D force_over_time_tex0;\n  layout(std140) uniform ForceConstant {\n    int u_force_mode;\n    int u_force_space;\n  };\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D velocity_over_time_tex0;\n  layout(std140) uniform VelocityConstant {\n    int u_velocity_mode;\n    int u_velocity_space;\n  };\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n  uniform sampler2D texture_animation_tex0;\n  layout(std140) uniform AnimationConstant {\n    vec4 u_anim_info;\n  };\n#endif\nfloat repeat (float t, float length) {\n  return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n  vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n  vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n  return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n  #if CC_INSTANCE_PARTICLE\n    float randSeed = a_rotation_rnd.w;\n  #else\n    float randSeed = a_rndSeed;\n  #endif\n  float activeTime = u_timeDelta.x - a_position_starttime.w;\n  float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n  vec2 timeCoord0 = vec2(normalizedTime, 0.);\n  vec2 timeCoord1 = vec2(normalizedTime, 1.);\n  #if CC_RENDER_MODE == 4\n    vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if !CC_INSTANCE_PARTICLE\n      vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n    #endif\n    #if CC_INSTANCE_PARTICLE\n      vec2 vertIdx = a_uv.xy;\n    #endif\n  #endif\n  vec4 velocity = vec4(a_dir_life.xyz, 0.);\n  vec4 pos = vec4(a_position_starttime.xyz, 1.);\n  #if !CC_INSTANCE_PARTICLE\n    vec3 size = a_size_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 size = a_size_fid.xyz;\n  #endif\n  #if SIZE_OVER_TIME_MODULE_ENABLE\n    if (u_size_mode == 1) {\n      size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n    } else {\n      vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n      vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n      float factor_s = pseudoRandom(randSeed + 39825.);\n      size *= mix(size_0, size_1, factor_s);\n    }\n  #endif\n  vec3 compScale = scale.xyz * size;\n  #if FORCE_OVER_TIME_MODULE_ENABLE\n    vec3 forceAnim = vec3(0.);\n    if (u_force_mode == 1) {\n      forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n    } else {\n      vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n      vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n      float factor_f =  pseudoRandom(randSeed + 212165.);\n      forceAnim = mix(force_0, force_1, factor_f);\n    }\n    vec4 forceTrack = vec4(forceAnim, 0.);\n    if (u_force_space == 0) {\n      forceTrack = rotateQuat(forceTrack, u_worldRot);\n    }\n    velocity.xyz += forceTrack.xyz;\n  #endif\n  #if VELOCITY_OVER_TIME_MODULE_ENABLE\n    float speedModifier0 = 1.;\n    float speedModifier1 = 1.;\n    vec3 velocityAnim = vec3(0.);\n    if (u_velocity_mode == 1) {\n      velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n    } else {\n      vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n      vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n      float factor_v = pseudoRandom(randSeed + 197866.);\n      velocityAnim = mix(vectory_0, vectory_1, factor_v);\n      speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n    }\n    vec4 velocityTrack = vec4(velocityAnim, 0.);\n    if (u_velocity_space == 0) {\n      velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n    }\n    velocity.xyz += velocityTrack.xyz;\n    velocity.xyz *= speedModifier0;\n  #endif\n  pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = rotateQuat(velocity, u_worldRot);\n    #endif\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_rnd.xyz;\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if CC_RENDER_MODE == 0\n      vec3 rotEuler = startRotation.xyz;\n    #elif CC_RENDER_MODE == 1\n      vec3 rotEuler = vec3(0.);\n    #endif\n    #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n      vec3 rotEuler = vec3(0., 0., startRotation.z);\n    #endif\n    vec4 rot = quaternionFromEuler(rotEuler);\n  #endif\n  #if CC_RENDER_MODE == 4\n    vec4 rot = quaternionFromEuler(startRotation);\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    if (u_rotation_mode == 1) {\n      vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    } else {\n      vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n      vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n      float factor_r = pseudoRandom(randSeed + 125292.);\n      vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n      #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n        euler = vec3(0.0, 0.0, euler.z);\n      #endif\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    }\n  #endif\n  #if COLOR_OVER_TIME_MODULE_ENABLE\n    if (u_color_mode == 1) {\n      color = a_color * texture(color_over_time_tex0, timeCoord0);\n    } else {\n      vec4 color_0 = texture(color_over_time_tex0, timeCoord0);\n      vec4 color_1 = texture(color_over_time_tex0, timeCoord1);\n      float factor_c = pseudoRandom(randSeed + 91041.);\n      color = a_color * mix(color_0, color_1, factor_c);\n    }\n  #endif\n  #if !COLOR_OVER_TIME_MODULE_ENABLE\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((vertIdx - 0.5));\n    #if CC_RENDER_MODE == 1\n      rot = vec4(0.0, 0.0, 0.0, 1.0);\n    #endif\n    computeVertPos(pos, cornerOffset, rot, compScale\n      #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n        , cc_matViewInv\n      #endif\n      #if CC_RENDER_MODE == 1\n        , cc_cameraPos.xyz\n        , velocity\n        , frameTile_velLenScale.z\n        , frameTile_velLenScale.w\n        #if !CC_INSTANCE_PARTICLE\n          , a_size_uv.w\n        #endif\n        #if CC_INSTANCE_PARTICLE\n          , a_uv.x\n        #endif\n      #endif\n    );\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color *= a_color1;\n  #endif\n  pos = cc_matViewProj * pos;\n  float frameIndex = 0.;\n  #if TEXTURE_ANIMATION_MODULE_ENABLE\n    float startFrame = 0.;\n    vec3 frameInfo = vec3(0.);\n    if (int(u_anim_info.x) == 1) {\n      frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n    } else {\n      vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n      vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n      float factor_t = pseudoRandom(randSeed + 90794.);\n      frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n    }\n    startFrame = frameInfo.x / u_anim_info.y;\n    frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1.);\n  #endif\n  uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"},"glsl1":{"vert":"\nprecision mediump float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nvec4 eulerToQuat(vec3 euler) {\n  vec3 er = euler * 0.5;\n  float x = er.x, y = er.y, z = er.z;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat;\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\n   uniform vec4 mainTiling_Offset;\n   uniform vec4 frameTile_velLenScale;\n   uniform vec4 scale;\n   uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\n          uniform vec4 u_sampleInfo;\n    uniform vec4 u_worldRot;\n    uniform vec4 u_timeDelta;\nattribute vec4 a_position_starttime;\nattribute vec4 a_color;\nattribute vec4 a_dir_life;\n#if !CC_INSTANCE_PARTICLE\n  attribute vec4 a_size_uv;\n  attribute vec4 a_rotation_uv;\n  attribute float a_rndSeed;\n#endif\n#if CC_INSTANCE_PARTICLE\n  attribute vec4 a_size_fid;\n  attribute vec4 a_rotation_rnd;\n  attribute vec3 a_uv;\n#endif\n#if CC_RENDER_MODE == 4\n  attribute vec3 a_texCoord;\n  attribute vec3 a_texCoord3;\n  attribute vec3 a_normal;\n  attribute vec4 a_color1;\n#endif\nvec3 unpackCurveData (sampler2D tex, vec2 coord) {\n  vec4 a = texture2D(tex, coord);\n  vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  return mix(a.xyz, b.xyz, c);\n}\nvec3 unpackCurveData (sampler2D tex, vec2 coord, out float w) {\n  vec4 a = texture2D(tex, coord);\n  vec4 b = texture2D(tex, coord + u_sampleInfo.y);\n  float c = fract(coord.x * u_sampleInfo.x);\n  w = mix(a.w, b.w, c);\n  return mix(a.xyz, b.xyz, c);\n}\nfloat pseudoRandom(float x) {\n#if USE_VK_SHADER\n  float o = x;\n  x = mod(x - 1.0, 2.0) - 1.0;\n  float freqVar = 10.16640753482;\n  float y = sin(freqVar * floor(o * 0.5 - 0.5));\n  float v = max(0.0, 1.0-abs(x));\n  v *= 0.7071067812;\n  v = y < 0.0 ? -v : v;\n  return v;\n#endif\n#if !USE_VK_SHADER\n  float seed = mod(x, 233280.);\n  float q = (seed * 9301. + 49297.) / 233280.;\n  return fract(q);\n#endif\n}\n#if COLOR_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D color_over_time_tex0;\n      uniform int u_color_mode;\n#endif\n#if ROTATION_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D rotation_over_time_tex0;\n      uniform int u_rotation_mode;\n#endif\n#if SIZE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D size_over_time_tex0;\n      uniform int u_size_mode;\n#endif\n#if FORCE_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D force_over_time_tex0;\n      uniform int u_force_mode;\n    uniform int u_force_space;\n#endif\n#if VELOCITY_OVER_TIME_MODULE_ENABLE\n  uniform sampler2D velocity_over_time_tex0;\n      uniform int u_velocity_mode;\n    uniform int u_velocity_space;\n#endif\n#if TEXTURE_ANIMATION_MODULE_ENABLE\n  uniform sampler2D texture_animation_tex0;\n      uniform vec4 u_anim_info;\n#endif\nfloat repeat (float t, float length) {\n  return t - floor(t / length) * length;\n}\nvec4 rotateQuat (vec4 p, vec4 q) {\n  vec3 iv = cross(q.xyz, p.xyz) + q.w * p.xyz;\n  vec3 res = p.xyz + 2.0 * cross(q.xyz, iv);\n  return vec4(res.xyz, p.w);\n}\nvec4 gpvs_main () {\n  #if CC_INSTANCE_PARTICLE\n    float randSeed = a_rotation_rnd.w;\n  #else\n    float randSeed = a_rndSeed;\n  #endif\n  float activeTime = u_timeDelta.x - a_position_starttime.w;\n  float normalizedTime = clamp(activeTime / a_dir_life.w, 0.0, 1.0);\n  vec2 timeCoord0 = vec2(normalizedTime, 0.);\n  vec2 timeCoord1 = vec2(normalizedTime, 1.);\n  #if CC_RENDER_MODE == 4\n    vec2 vertIdx = vec2(a_texCoord.x, a_texCoord.y);\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if !CC_INSTANCE_PARTICLE\n      vec2 vertIdx = vec2(a_size_uv.w, a_rotation_uv.w);\n    #endif\n    #if CC_INSTANCE_PARTICLE\n      vec2 vertIdx = a_uv.xy;\n    #endif\n  #endif\n  vec4 velocity = vec4(a_dir_life.xyz, 0.);\n  vec4 pos = vec4(a_position_starttime.xyz, 1.);\n  #if !CC_INSTANCE_PARTICLE\n    vec3 size = a_size_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 size = a_size_fid.xyz;\n  #endif\n  #if SIZE_OVER_TIME_MODULE_ENABLE\n    if (u_size_mode == 1) {\n      size *= unpackCurveData(size_over_time_tex0, timeCoord0);\n    } else {\n      vec3 size_0 = unpackCurveData(size_over_time_tex0, timeCoord0);\n      vec3 size_1 = unpackCurveData(size_over_time_tex0, timeCoord1);\n      float factor_s = pseudoRandom(randSeed + 39825.);\n      size *= mix(size_0, size_1, factor_s);\n    }\n  #endif\n  vec3 compScale = scale.xyz * size;\n  #if FORCE_OVER_TIME_MODULE_ENABLE\n    vec3 forceAnim = vec3(0.);\n    if (u_force_mode == 1) {\n      forceAnim = unpackCurveData(force_over_time_tex0, timeCoord0);\n    } else {\n      vec3 force_0 = unpackCurveData(force_over_time_tex0, timeCoord0);\n      vec3 force_1 = unpackCurveData(force_over_time_tex0, timeCoord1);\n      float factor_f =  pseudoRandom(randSeed + 212165.);\n      forceAnim = mix(force_0, force_1, factor_f);\n    }\n    vec4 forceTrack = vec4(forceAnim, 0.);\n    if (u_force_space == 0) {\n      forceTrack = rotateQuat(forceTrack, u_worldRot);\n    }\n    velocity.xyz += forceTrack.xyz;\n  #endif\n  #if VELOCITY_OVER_TIME_MODULE_ENABLE\n    float speedModifier0 = 1.;\n    float speedModifier1 = 1.;\n    vec3 velocityAnim = vec3(0.);\n    if (u_velocity_mode == 1) {\n      velocityAnim = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n    } else {\n      vec3 vectory_0 = unpackCurveData(velocity_over_time_tex0, timeCoord0, speedModifier0);\n      vec3 vectory_1 = unpackCurveData(velocity_over_time_tex0, timeCoord1, speedModifier1);\n      float factor_v = pseudoRandom(randSeed + 197866.);\n      velocityAnim = mix(vectory_0, vectory_1, factor_v);\n      speedModifier0 = mix(speedModifier0, speedModifier1, factor_v);\n    }\n    vec4 velocityTrack = vec4(velocityAnim, 0.);\n    if (u_velocity_space == 0) {\n      velocityTrack = rotateQuat(velocityTrack, u_worldRot);\n    }\n    velocity.xyz += velocityTrack.xyz;\n    velocity.xyz *= speedModifier0;\n  #endif\n  pos.xyz += velocity.xyz * normalizedTime * a_dir_life.w;\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = rotateQuat(velocity, u_worldRot);\n    #endif\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_uv.xyz;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec3 startRotation = a_rotation_rnd.xyz;\n  #endif\n  #if CC_RENDER_MODE != 4\n    #if CC_RENDER_MODE == 0\n      vec3 rotEuler = startRotation.xyz;\n    #elif CC_RENDER_MODE == 1\n      vec3 rotEuler = vec3(0.);\n    #endif\n    #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n      vec3 rotEuler = vec3(0., 0., startRotation.z);\n    #endif\n    vec4 rot = quaternionFromEuler(rotEuler);\n  #endif\n  #if CC_RENDER_MODE == 4\n    vec4 rot = quaternionFromEuler(startRotation);\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    if (u_rotation_mode == 1) {\n      vec3 euler = unpackCurveData(rotation_over_time_tex0, timeCoord0) * normalizedTime * a_dir_life.w;\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    } else {\n      vec3 rotation_0 = unpackCurveData(rotation_over_time_tex0, timeCoord0);\n      vec3 rotation_1 = unpackCurveData(rotation_over_time_tex0, timeCoord1);\n      float factor_r = pseudoRandom(randSeed + 125292.);\n      vec3 euler = mix(rotation_0, rotation_1, factor_r) * normalizedTime * a_dir_life.w;\n      #if CC_RENDER_MODE == 3 || CC_RENDER_MODE == 2\n        euler = vec3(0.0, 0.0, euler.z);\n      #endif\n      vec4 quat = eulerToQuat(euler);\n      mat3 mLocal = quatToMat3(quat);\n      mat3 mStart = quatToMat3(rot);\n      rot = mat3ToQuat(mStart * mLocal);\n    }\n  #endif\n  #if COLOR_OVER_TIME_MODULE_ENABLE\n    if (u_color_mode == 1) {\n      color = a_color * texture2D(color_over_time_tex0, timeCoord0);\n    } else {\n      vec4 color_0 = texture2D(color_over_time_tex0, timeCoord0);\n      vec4 color_1 = texture2D(color_over_time_tex0, timeCoord1);\n      float factor_c = pseudoRandom(randSeed + 91041.);\n      color = a_color * mix(color_0, color_1, factor_c);\n    }\n  #endif\n  #if !COLOR_OVER_TIME_MODULE_ENABLE\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((vertIdx - 0.5));\n    #if CC_RENDER_MODE == 1\n      rot = vec4(0.0, 0.0, 0.0, 1.0);\n    #endif\n    computeVertPos(pos, cornerOffset, rot, compScale\n      #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n        , cc_matViewInv\n      #endif\n      #if CC_RENDER_MODE == 1\n        , cc_cameraPos.xyz\n        , velocity\n        , frameTile_velLenScale.z\n        , frameTile_velLenScale.w\n        #if !CC_INSTANCE_PARTICLE\n          , a_size_uv.w\n        #endif\n        #if CC_INSTANCE_PARTICLE\n          , a_uv.x\n        #endif\n      #endif\n    );\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color *= a_color1;\n  #endif\n  pos = cc_matViewProj * pos;\n  float frameIndex = 0.;\n  #if TEXTURE_ANIMATION_MODULE_ENABLE\n    float startFrame = 0.;\n    vec3 frameInfo = vec3(0.);\n    if (int(u_anim_info.x) == 1) {\n      frameInfo = unpackCurveData(texture_animation_tex0, timeCoord0);\n    } else {\n      vec3 frameInfo0 = unpackCurveData(texture_animation_tex0, timeCoord0);\n      vec3 frameInfo1 = unpackCurveData(texture_animation_tex0, timeCoord1);\n      float factor_t = pseudoRandom(randSeed + 90794.);\n      frameInfo = mix(frameInfo0, frameInfo1, factor_t);\n    }\n    startFrame = frameInfo.x / u_anim_info.y;\n    frameIndex = repeat(u_anim_info.z * (frameInfo.y + startFrame), 1.);\n  #endif\n  uv = computeUV(frameIndex, vertIdx, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  return pos;\n}\nvoid main() { gl_Position = gpvs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture2D(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":69,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":44}},"defines":[{"name":"CC_RENDER_MODE","type":"number","range":[0,4]},{"name":"CC_INSTANCE_PARTICLE","type":"boolean"},{"name":"USE_VK_SHADER","type":"boolean"},{"name":"COLOR_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"ROTATION_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"SIZE_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"FORCE_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"VELOCITY_OVER_TIME_MODULE_ENABLE","type":"boolean"},{"name":"TEXTURE_ANIMATION_MODULE_ENABLE","type":"boolean"},{"name":"CC_USE_WORLD_SPACE","type":"boolean"}]}],[{"name":"add","passes":[{"program":"builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|tinted-fs:add","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":1,"blendSrcAlpha":2,"blendDstAlpha":1}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5]}}}]},{"name":"alpha-blend","passes":[{"program":"builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|tinted-fs:add","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendSrcAlpha":0,"blendDstAlpha":1,"blendAlphaEq":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5]}}}]},{"name":"add-multiply","passes":[{"program":"builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|tinted-fs:multiply","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":7,"blendDst":1,"blendSrcAlpha":0,"blendDstAlpha":3}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5]}}}]},{"name":"add-smooth","passes":[{"program":"builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|no-tint-fs:addSmooth","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":1,"blendSrcAlpha":2,"blendDstAlpha":1}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]}}}]},{"name":"premultiply-blend","passes":[{"program":"builtin-particle-gpu|builtin/internal/particle-vs-gpu:gpvs_main|no-tint-fs:premultiplied","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendSrcAlpha":0,"blendDstAlpha":1,"blendAlphaEq":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]}}}]}]]],0,0,[],[],[]],[[[1,"builtin-unlit",[{"hash":45918178,"name":"builtin-unlit|unlit-vs:vert|unlit-fs:frag","blocks":[{"name":"TexCoords","stageFlags":1,"binding":0,"members":[{"name":"tilingOffset","type":16,"count":1}],"defines":["USE_TEXTURE"]},{"name":"Constant","stageFlags":16,"binding":1,"members":[{"name":"mainColor","type":16,"count":1},{"name":"colorScaleAndCutoff","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":2,"defines":["USE_TEXTURE"]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_normal","format":32,"location":1,"defines":[]},{"name":"a_texCoord","format":21,"location":2,"defines":[]},{"name":"a_tangent","format":44,"location":3,"defines":[]},{"name":"a_joints","location":4,"defines":["CC_USE_SKINNING"]},{"name":"a_weights","format":44,"location":5,"defines":["CC_USE_SKINNING"]},{"name":"a_jointAnimInfo","format":44,"isInstanced":true,"location":6,"defines":["USE_INSTANCING","CC_USE_BAKED_ANIMATION"]},{"name":"a_matWorld0","format":44,"isInstanced":true,"location":7,"defines":["USE_INSTANCING"]},{"name":"a_matWorld1","format":44,"isInstanced":true,"location":8,"defines":["USE_INSTANCING"]},{"name":"a_matWorld2","format":44,"isInstanced":true,"location":9,"defines":["USE_INSTANCING"]},{"name":"a_lightingMapUVParam","format":44,"isInstanced":true,"location":10,"defines":["USE_INSTANCING","CC_USE_LIGHTMAP"]},{"name":"a_localShadowBias","format":21,"isInstanced":true,"location":11,"defines":["USE_INSTANCING","CC_RECEIVE_SHADOW"]},{"name":"a_vertexId","format":11,"location":12,"defines":["CC_USE_MORPH"]},{"name":"a_color","format":44,"location":13,"defines":["USE_VERTEX_COLOR"]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"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         2.71828183f\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 CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\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_RECEIVE_SHADOW\n    in vec2 a_localShadowBias;\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_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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  };\n#endif\nvoid CCGetWorldMatrix(out mat4 matWorld)\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  #else\n    matWorld = cc_matWorld;\n  #endif\n}\n#if CC_USE_FOG != 4\n  float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n      vec4 wPos = pos;\n      float cam_dis = distance(cameraPos, wPos.xyz);\n      return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n  }\n  float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * fogDensity);\n      return f;\n  }\n  float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n      return f;\n  }\n  float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n      vec4 wPos = pos;\n      vec3 camWorldProj = cameraPos.xyz;\n      camWorldProj.y = 0.;\n      vec3 worldPosProj = wPos.xyz;\n      worldPosProj.y = 0.;\n      float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n      float fDeltaY, fDensityIntegral;\n      if (cameraPos.y > fogTop) {\n          if (wPos.y < fogTop) {\n              fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n              fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n          }\n          else {\n              fDeltaY = 0.;\n              fDensityIntegral = 0.;\n          }\n      }\n      else {\n          if (wPos.y < fogTop) {\n              float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n              float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n              fDeltaY = abs(fDeltaA - fDeltaB);\n              fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n          }\n          else {\n              fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n              fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n          }\n      }\n      float fDensity;\n      if (fDeltaY != 0.) {\n          fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n      }\n      else {\n          fDensity = 0.;\n      }\n      float f = exp(-fDensity);\n      return f;\n  }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n#if !CC_USE_ACCURATE_FOG\nout mediump float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n    CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\n#if USE_VERTEX_COLOR\n  in lowp vec4 a_color;\n  out lowp vec4 v_color;\n#endif\n#if USE_TEXTURE\n  out vec2 v_uv;\n  layout(std140) uniform TexCoords {\n    vec4 tilingOffset;\n  };\n#endif\nvec4 vert () {\n  vec4 position;\n  CCVertInput(position);\n  mat4 matWorld;\n  CCGetWorldMatrix(matWorld);\n  #if USE_TEXTURE\n    v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n    #if SAMPLE_FROM_RT\n      v_uv = cc_cameraPos.w > 1.0 ? vec2(v_uv.x, 1.0 - v_uv.y) : v_uv;\n    #endif\n  #endif\n  #if USE_VERTEX_COLOR\n    v_color = a_color;\n  #endif\n  CC_TRANSFER_FOG(matWorld * position);\n  return cc_matProj * (cc_matView * matWorld) * position;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n  #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n    if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n      return gamma;\n    }\n  #endif\n#endif\n  return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n  #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n    if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n      return linear;\n    }\n  #endif\n#endif\n  return sqrt(linear);\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = ACESToneMap(color.rgb);\n  #endif\n  color.rgb = LinearToSRGB(color.rgb);\n  return color;\n}\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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 CC_USE_FOG != 4\n  float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n      vec4 wPos = pos;\n      float cam_dis = distance(cameraPos, wPos.xyz);\n      return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n  }\n  float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * fogDensity);\n      return f;\n  }\n  float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n      return f;\n  }\n  float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n      vec4 wPos = pos;\n      vec3 camWorldProj = cameraPos.xyz;\n      camWorldProj.y = 0.;\n      vec3 worldPosProj = wPos.xyz;\n      worldPosProj.y = 0.;\n      float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n      float fDeltaY, fDensityIntegral;\n      if (cameraPos.y > fogTop) {\n          if (wPos.y < fogTop) {\n              fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n              fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n          }\n          else {\n              fDeltaY = 0.;\n              fDensityIntegral = 0.;\n          }\n      }\n      else {\n          if (wPos.y < fogTop) {\n              float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n              float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n              fDeltaY = abs(fDeltaA - fDeltaB);\n              fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n          }\n          else {\n              fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n              fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n          }\n      }\n      float fDensity;\n      if (fDeltaY != 0.) {\n          fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n      }\n      else {\n          fDensity = 0.;\n      }\n      float f = exp(-fDensity);\n      return f;\n  }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n\tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nin mediump float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n    CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n    float factor;\n    CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n    float factor = v_fog_factor;\n#endif\n    CC_APPLY_FOG_BASE(color, factor);\n}\n#if USE_ALPHA_TEST\n#endif\n#if USE_TEXTURE\n  in vec2 v_uv;\n  uniform sampler2D mainTexture;\n#endif\nlayout(std140) uniform Constant {\n  vec4 mainColor;\n  vec4 colorScaleAndCutoff;\n};\n#if USE_VERTEX_COLOR\n  in lowp vec4 v_color;\n#endif\nvec4 frag () {\n  vec4 o = mainColor;\n  o.rgb *= colorScaleAndCutoff.xyz;\n  #if USE_VERTEX_COLOR\n    o.rgb *= SRGBToLinear(v_color.rgb);\n    o.a *= v_color.a;\n  #endif\n  #if USE_TEXTURE\n    vec4 texColor = texture(mainTexture, v_uv);\n    texColor.rgb = SRGBToLinear(texColor.rgb);\n    o *= texColor;\n  #endif\n  #if USE_ALPHA_TEST\n    if (o.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n  #endif\n  CC_APPLY_FOG(o);\n  return CCFragOutput(o);\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         2.71828183f\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 CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\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_RECEIVE_SHADOW\n    attribute vec2 a_localShadowBias;\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_fogBase;\n  uniform mediump vec4 cc_fogAdd;\n#if !USE_INSTANCING\n  uniform highp mat4 cc_matWorld;\n#endif\nvoid CCGetWorldMatrix(out mat4 matWorld)\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  #else\n    matWorld = cc_matWorld;\n  #endif\n}\n#if CC_USE_FOG != 4\n  float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n      vec4 wPos = pos;\n      float cam_dis = distance(cameraPos, wPos.xyz);\n      return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n  }\n  float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * fogDensity);\n      return f;\n  }\n  float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n      return f;\n  }\n  float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n      vec4 wPos = pos;\n      vec3 camWorldProj = cameraPos.xyz;\n      camWorldProj.y = 0.;\n      vec3 worldPosProj = wPos.xyz;\n      worldPosProj.y = 0.;\n      float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n      float fDeltaY, fDensityIntegral;\n      if (cameraPos.y > fogTop) {\n          if (wPos.y < fogTop) {\n              fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n              fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n          }\n          else {\n              fDeltaY = 0.;\n              fDensityIntegral = 0.;\n          }\n      }\n      else {\n          if (wPos.y < fogTop) {\n              float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n              float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n              fDeltaY = abs(fDeltaA - fDeltaB);\n              fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n          }\n          else {\n              fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n              fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n          }\n      }\n      float fDensity;\n      if (fDeltaY != 0.) {\n          fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n      }\n      else {\n          fDensity = 0.;\n      }\n      float f = exp(-fDensity);\n      return f;\n  }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n#if !CC_USE_ACCURATE_FOG\nvarying mediump float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n    CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\n#if USE_VERTEX_COLOR\n  attribute lowp vec4 a_color;\n  varying lowp vec4 v_color;\n#endif\n#if USE_TEXTURE\n  varying vec2 v_uv;\n      uniform vec4 tilingOffset;\n#endif\nvec4 vert () {\n  vec4 position;\n  CCVertInput(position);\n  mat4 matWorld;\n  CCGetWorldMatrix(matWorld);\n  #if USE_TEXTURE\n    v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n    #if SAMPLE_FROM_RT\n      v_uv = cc_cameraPos.w > 1.0 ? vec2(v_uv.x, 1.0 - v_uv.y) : v_uv;\n    #endif\n  #endif\n  #if USE_VERTEX_COLOR\n    v_color = a_color;\n  #endif\n  CC_TRANSFER_FOG(matWorld * position);\n  return cc_matProj * (cc_matView * matWorld) * position;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n  #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n    if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n      return gamma;\n    }\n  #endif\n#endif\n  return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n  #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n    if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n      return linear;\n    }\n  #endif\n#endif\n  return sqrt(linear);\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = ACESToneMap(color.rgb);\n  #endif\n  color.rgb = LinearToSRGB(color.rgb);\n  return color;\n}\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\nuniform highp vec4 cc_cameraPos;\n  uniform mediump vec4 cc_fogColor;\n  uniform mediump vec4 cc_fogBase;\n  uniform mediump vec4 cc_fogAdd;\n#if CC_USE_FOG != 4\n  float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n      vec4 wPos = pos;\n      float cam_dis = distance(cameraPos, wPos.xyz);\n      return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n  }\n  float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * fogDensity);\n      return f;\n  }\n  float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n      return f;\n  }\n  float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n      vec4 wPos = pos;\n      vec3 camWorldProj = cameraPos.xyz;\n      camWorldProj.y = 0.;\n      vec3 worldPosProj = wPos.xyz;\n      worldPosProj.y = 0.;\n      float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n      float fDeltaY, fDensityIntegral;\n      if (cameraPos.y > fogTop) {\n          if (wPos.y < fogTop) {\n              fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n              fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n          }\n          else {\n              fDeltaY = 0.;\n              fDensityIntegral = 0.;\n          }\n      }\n      else {\n          if (wPos.y < fogTop) {\n              float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n              float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n              fDeltaY = abs(fDeltaA - fDeltaB);\n              fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n          }\n          else {\n              fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n              fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n          }\n      }\n      float fDensity;\n      if (fDeltaY != 0.) {\n          fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n      }\n      else {\n          fDensity = 0.;\n      }\n      float f = exp(-fDensity);\n      return f;\n  }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n\tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nvarying mediump float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n    CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n    float factor;\n    CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n    float factor = v_fog_factor;\n#endif\n    CC_APPLY_FOG_BASE(color, factor);\n}\n#if USE_ALPHA_TEST\n#endif\n#if USE_TEXTURE\n  varying vec2 v_uv;\n  uniform sampler2D mainTexture;\n#endif\n   uniform vec4 mainColor;\n   uniform vec4 colorScaleAndCutoff;\n#if USE_VERTEX_COLOR\n  varying lowp vec4 v_color;\n#endif\nvec4 frag () {\n  vec4 o = mainColor;\n  o.rgb *= colorScaleAndCutoff.xyz;\n  #if USE_VERTEX_COLOR\n    o.rgb *= SRGBToLinear(v_color.rgb);\n    o.a *= v_color.a;\n  #endif\n  #if USE_TEXTURE\n    vec4 texColor = texture2D(mainTexture, v_uv);\n    texColor.rgb = SRGBToLinear(texColor.rgb);\n    o *= texColor;\n  #endif\n  #if USE_ALPHA_TEST\n    if (o.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n  #endif\n  CC_APPLY_FOG(o);\n  return CCFragOutput(o);\n}\nvoid main() { gl_FragColor = frag(); 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highp float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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_LOCAL\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  };\n#endif\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nout vec4 v_light;\nout vec2 uv0;\n#if TWO_COLORED\n  in vec4 a_color2;\n  out vec4 v_dark;\n#endif\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  pos = cc_matViewProj * pos;\n  uv0 = a_texCoord;\n  v_light = a_color;\n  #if TWO_COLORED\n    v_dark = a_color2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\n#if USE_ALPHA_TEST\n  layout(std140) uniform ALPHA_TEST_DATA {\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_light;\n#if TWO_COLORED\n  in vec4 v_dark;\n#endif\nin vec2 uv0;\nuniform sampler2D cc_spriteTexture;\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if TWO_COLORED\n    vec4 texColor = vec4(1, 1, 1, 1);\n    texColor *= texture(cc_spriteTexture, uv0);\n     o.a = texColor.a * v_light.a;\n    o.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n  #else\n    o *= texture(cc_spriteTexture, uv0);\n    o *= v_light;\n  #endif\n  ALPHA_TEST(o);\n  return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"},"glsl1":{"vert":"\nprecision highp float;\nuniform highp mat4 cc_matViewProj;\n#if USE_LOCAL\n  uniform highp mat4 cc_matWorld;\n#endif\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nvarying vec4 v_light;\nvarying vec2 uv0;\n#if TWO_COLORED\n  attribute vec4 a_color2;\n  varying vec4 v_dark;\n#endif\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  pos = cc_matViewProj * pos;\n  uv0 = a_texCoord;\n  v_light = a_color;\n  #if TWO_COLORED\n    v_dark = a_color2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vert(); }","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_light;\n#if TWO_COLORED\n  varying vec4 v_dark;\n#endif\nvarying vec2 uv0;\nuniform sampler2D cc_spriteTexture;\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if TWO_COLORED\n    vec4 texColor = vec4(1, 1, 1, 1);\n    texColor *= texture2D(cc_spriteTexture, uv0);\n     o.a = texColor.a * v_light.a;\n    o.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n  #else\n    o *= texture2D(cc_spriteTexture, uv0);\n    o *= v_light;\n  #endif\n  ALPHA_TEST(o);\n  return o;\n}\nvoid main() { gl_FragColor = frag(); 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highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\nin vec3 a_texCoord;\n#if !CC_INSTANCE_PARTICLE\n in vec3 a_position;\n#endif\n#if CC_INSTANCE_PARTICLE\n in vec4 a_texCoord4;\n#endif\n#if CC_RENDER_MODE == 1\n  in vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  in vec3 a_texCoord3;\n  in vec3 a_normal;\n  in vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  #if !CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_position.xyz, 1);\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_texCoord4.xyz, 1);\n  #endif\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #endif\n  #if !ROTATION_OVER_TIME_MODULE_ENABLE\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #endif\n      #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #endif\n    #if CC_RENDER_MODE == 4\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord4.w, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n  vec4 tintColor;\n};\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"},"glsl1":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\n   uniform vec4 mainTiling_Offset;\n   uniform vec4 frameTile_velLenScale;\n   uniform vec4 scale;\n   uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\nattribute vec3 a_texCoord;\n#if !CC_INSTANCE_PARTICLE\n attribute vec3 a_position;\n#endif\n#if CC_INSTANCE_PARTICLE\n attribute vec4 a_texCoord4;\n#endif\n#if CC_RENDER_MODE == 1\n  attribute vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  attribute vec3 a_texCoord3;\n  attribute vec3 a_normal;\n  attribute vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  #if !CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_position.xyz, 1);\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_texCoord4.xyz, 1);\n  #endif\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #endif\n  #if !ROTATION_OVER_TIME_MODULE_ENABLE\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #endif\n      #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #endif\n    #if CC_RENDER_MODE == 4\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord4.w, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\n  uniform vec4 tintColor;\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":58,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":45}},"defines":[{"name":"CC_RENDER_MODE","type":"number","range":[0,4]},{"name":"CC_INSTANCE_PARTICLE","type":"boolean"},{"name":"CC_USE_WORLD_SPACE","type":"boolean"},{"name":"ROTATION_OVER_TIME_MODULE_ENABLE","type":"boolean"}]},{"hash":2957192943,"name":"builtin-particle|builtin/internal/particle-vs-legacy:lpvs_main|tinted-fs:multiply","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]},{"name":"FragConstants","stageFlags":16,"binding":1,"members":[{"name":"tintColor","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":2,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_texCoord1","format":32,"location":0,"defines":[]},{"name":"a_texCoord2","format":32,"location":1,"defines":[]},{"name":"a_color","format":44,"location":2,"defines":[]},{"name":"a_texCoord","format":32,"location":3,"defines":[]},{"name":"a_position","format":32,"location":4,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_texCoord4","format":44,"location":5,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_color1","format":32,"location":9,"defines":["CC_RENDER_MODE"]},{"name":"a_texCoord3","format":32,"location":7,"defines":["CC_RENDER_MODE"]},{"name":"a_normal","format":32,"location":8,"defines":["CC_RENDER_MODE"]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\nin vec3 a_texCoord;\n#if !CC_INSTANCE_PARTICLE\n in vec3 a_position;\n#endif\n#if CC_INSTANCE_PARTICLE\n in vec4 a_texCoord4;\n#endif\n#if CC_RENDER_MODE == 1\n  in vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  in vec3 a_texCoord3;\n  in vec3 a_normal;\n  in vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  #if !CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_position.xyz, 1);\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_texCoord4.xyz, 1);\n  #endif\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #endif\n  #if !ROTATION_OVER_TIME_MODULE_ENABLE\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #endif\n      #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #endif\n    #if CC_RENDER_MODE == 4\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord4.w, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n  vec4 tintColor;\n};\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"},"glsl1":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\n   uniform vec4 mainTiling_Offset;\n   uniform vec4 frameTile_velLenScale;\n   uniform vec4 scale;\n   uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\nattribute vec3 a_texCoord;\n#if !CC_INSTANCE_PARTICLE\n attribute vec3 a_position;\n#endif\n#if CC_INSTANCE_PARTICLE\n attribute vec4 a_texCoord4;\n#endif\n#if CC_RENDER_MODE == 1\n  attribute vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  attribute vec3 a_texCoord3;\n  attribute vec3 a_normal;\n  attribute vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  #if !CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_position.xyz, 1);\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_texCoord4.xyz, 1);\n  #endif\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #endif\n  #if !ROTATION_OVER_TIME_MODULE_ENABLE\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #endif\n      #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #endif\n    #if CC_RENDER_MODE == 4\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord4.w, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\n  uniform vec4 tintColor;\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture2D(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = multiply(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":58,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":45}},"defines":[{"name":"CC_RENDER_MODE","type":"number","range":[0,4]},{"name":"CC_INSTANCE_PARTICLE","type":"boolean"},{"name":"CC_USE_WORLD_SPACE","type":"boolean"},{"name":"ROTATION_OVER_TIME_MODULE_ENABLE","type":"boolean"}]},{"hash":3140321982,"name":"builtin-particle|builtin/internal/particle-vs-legacy:lpvs_main|no-tint-fs:addSmooth","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":1,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_texCoord1","format":32,"location":0,"defines":[]},{"name":"a_texCoord2","format":32,"location":1,"defines":[]},{"name":"a_color","format":44,"location":2,"defines":[]},{"name":"a_texCoord","format":32,"location":3,"defines":[]},{"name":"a_position","format":32,"location":4,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_texCoord4","format":44,"location":5,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_color1","format":32,"location":9,"defines":["CC_RENDER_MODE"]},{"name":"a_texCoord3","format":32,"location":7,"defines":["CC_RENDER_MODE"]},{"name":"a_normal","format":32,"location":8,"defines":["CC_RENDER_MODE"]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\nin vec3 a_texCoord;\n#if !CC_INSTANCE_PARTICLE\n in vec3 a_position;\n#endif\n#if CC_INSTANCE_PARTICLE\n in vec4 a_texCoord4;\n#endif\n#if CC_RENDER_MODE == 1\n  in vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  in vec3 a_texCoord3;\n  in vec3 a_normal;\n  in vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  #if !CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_position.xyz, 1);\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_texCoord4.xyz, 1);\n  #endif\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #endif\n  #if !ROTATION_OVER_TIME_MODULE_ENABLE\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #endif\n      #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #endif\n    #if CC_RENDER_MODE == 4\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord4.w, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"},"glsl1":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\n   uniform vec4 mainTiling_Offset;\n   uniform vec4 frameTile_velLenScale;\n   uniform vec4 scale;\n   uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\nattribute vec3 a_texCoord;\n#if !CC_INSTANCE_PARTICLE\n attribute vec3 a_position;\n#endif\n#if CC_INSTANCE_PARTICLE\n attribute vec4 a_texCoord4;\n#endif\n#if CC_RENDER_MODE == 1\n  attribute vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  attribute vec3 a_texCoord3;\n  attribute vec3 a_normal;\n  attribute vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  #if !CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_position.xyz, 1);\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_texCoord4.xyz, 1);\n  #endif\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #endif\n  #if !ROTATION_OVER_TIME_MODULE_ENABLE\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #endif\n      #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #endif\n    #if CC_RENDER_MODE == 4\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord4.w, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture2D(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":58,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":44}},"defines":[{"name":"CC_RENDER_MODE","type":"number","range":[0,4]},{"name":"CC_INSTANCE_PARTICLE","type":"boolean"},{"name":"CC_USE_WORLD_SPACE","type":"boolean"},{"name":"ROTATION_OVER_TIME_MODULE_ENABLE","type":"boolean"}]},{"hash":1989633183,"name":"builtin-particle|builtin/internal/particle-vs-legacy:lpvs_main|no-tint-fs:premultiplied","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":1,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_texCoord1","format":32,"location":0,"defines":[]},{"name":"a_texCoord2","format":32,"location":1,"defines":[]},{"name":"a_color","format":44,"location":2,"defines":[]},{"name":"a_texCoord","format":32,"location":3,"defines":[]},{"name":"a_position","format":32,"location":4,"defines":["!CC_INSTANCE_PARTICLE"]},{"name":"a_texCoord4","format":44,"location":5,"defines":["CC_INSTANCE_PARTICLE"]},{"name":"a_color1","format":32,"location":9,"defines":["CC_RENDER_MODE"]},{"name":"a_texCoord3","format":32,"location":7,"defines":["CC_RENDER_MODE"]},{"name":"a_normal","format":32,"location":8,"defines":["CC_RENDER_MODE"]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\nin vec3 a_texCoord;\n#if !CC_INSTANCE_PARTICLE\n in vec3 a_position;\n#endif\n#if CC_INSTANCE_PARTICLE\n in vec4 a_texCoord4;\n#endif\n#if CC_RENDER_MODE == 1\n  in vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  in vec3 a_texCoord3;\n  in vec3 a_normal;\n  in vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  #if !CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_position.xyz, 1);\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_texCoord4.xyz, 1);\n  #endif\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #endif\n  #if !ROTATION_OVER_TIME_MODULE_ENABLE\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #endif\n      #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #endif\n    #if CC_RENDER_MODE == 4\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord4.w, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"},"glsl1":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\n   uniform vec4 mainTiling_Offset;\n   uniform vec4 frameTile_velLenScale;\n   uniform vec4 scale;\n   uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\nattribute vec3 a_texCoord;\n#if !CC_INSTANCE_PARTICLE\n attribute vec3 a_position;\n#endif\n#if CC_INSTANCE_PARTICLE\n attribute vec4 a_texCoord4;\n#endif\n#if CC_RENDER_MODE == 1\n  attribute vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  attribute vec3 a_texCoord3;\n  attribute vec3 a_normal;\n  attribute vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  #if !CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_position.xyz, 1);\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    vec4 pos = vec4(a_texCoord4.xyz, 1);\n  #endif\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #endif\n  #if !ROTATION_OVER_TIME_MODULE_ENABLE\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #endif\n      #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #endif\n    #if CC_RENDER_MODE == 4\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #endif\n  #if CC_RENDER_MODE == 4\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  #if !CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  #if CC_INSTANCE_PARTICLE\n    uv = computeUV(a_texCoord4.w, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  #endif\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture2D(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":58,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":44}},"defines":[{"name":"CC_RENDER_MODE","type":"number","range":[0,4]},{"name":"CC_INSTANCE_PARTICLE","type":"boolean"},{"name":"CC_USE_WORLD_SPACE","type":"boolean"},{"name":"ROTATION_OVER_TIME_MODULE_ENABLE","type":"boolean"}]}],[{"name":"add","passes":[{"program":"builtin-particle|builtin/internal/particle-vs-legacy:lpvs_main|tinted-fs:add","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":1,"blendSrcAlpha":2,"blendDstAlpha":1}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5]}}}]},{"name":"alpha-blend","passes":[{"program":"builtin-particle|builtin/internal/particle-vs-legacy:lpvs_main|tinted-fs:add","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendSrcAlpha":0,"blendDstAlpha":1,"blendAlphaEq":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5]}}}]},{"name":"add-multiply","passes":[{"program":"builtin-particle|builtin/internal/particle-vs-legacy:lpvs_main|tinted-fs:multiply","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":7,"blendDst":1,"blendSrcAlpha":0,"blendDstAlpha":3}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5]}}}]},{"name":"add-smooth","passes":[{"program":"builtin-particle|builtin/internal/particle-vs-legacy:lpvs_main|no-tint-fs:addSmooth","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":1,"blendSrcAlpha":2,"blendDstAlpha":1}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]}}}]},{"name":"premultiply-blend","passes":[{"program":"builtin-particle|builtin/internal/particle-vs-legacy:lpvs_main|no-tint-fs:premultiplied","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendSrcAlpha":0,"blendDstAlpha":1,"blendAlphaEq":4}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]}}}]}]]],0,0,[],[],[]],[[[2,"missing-material",[{"rasterizerState":{},"depthStencilState":{},"blendState":{"targets":[{}]}}],[{"USE_COLOR":true}],[[[{},"mainColor",8,[4,4294902015]]],11]]],0,0,[0],[0],[1]],[[[0,"ui-sprite-gray-alpha-sep-material",[{}],[{"rasterizerState":{},"depthStencilState":{},"blendState":{"targets":[{}]}}],[{"USE_TEXTURE":true,"CC_USE_EMBEDDED_ALPHA":true,"IS_GRAY":true}]]],0,0,[0],[0],[0]],[[[0,"ui-base-material",[{}],[{"rasterizerState":{},"depthStencilState":{},"blendState":{"targets":[{}]}}],[{"USE_TEXTURE":false}]]],0,0,[0],[0],[0]],[[[0,"ui-sprite-gray-material",[{}],[{"rasterizerState":{},"depthStencilState":{},"blendState":{"targets":[{}]}}],[{"USE_TEXTURE":true,"CC_USE_EMBEDDED_ALPHA":false,"IS_GRAY":true}]]],0,0,[0],[0],[0]],[[[0,"ui-graphics-material",[{}],[{"rasterizerState":{},"depthStencilState":{},"blendState":{"targets":[{}]}}],[{}]]],0,0,[0],[0],[8]],[[[0,"ui-sprite-alpha-sep-material",[{}],[{"rasterizerState":{},"depthStencilState":{},"blendState":{"targets":[{}]}}],[{"USE_TEXTURE":true,"CC_USE_EMBEDDED_ALPHA":true,"IS_GRAY":false}]]],0,0,[0],[0],[0]],[[[0,"ui-sprite-material",[{}],[{"rasterizerState":{},"depthStencilState":{},"blendState":{"targets":[{}]}}],[{"USE_TEXTURE":true,"IS_GRAY":false,"CC_USE_EMBEDDED_ALPHA":false}]]],0,0,[0],[0],[0]],[[[1,"builtin-debug-renderer",[{"hash":1057188006,"name":"builtin-debug-renderer|debug-renderer-vs:vert|debug-renderer-fs:frag","blocks":[],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":0,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":21,"location":0,"defines":[]},{"name":"a_texCoord","format":21,"location":1,"defines":[]},{"name":"a_color","format":44,"location":2,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl3":{"vert":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#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         2.71828183f\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 CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\nin vec2 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nout vec2 v_texCoord;\nout vec4 v_color;\nvec4 vert () {\n  int orientation = int(cc_surfaceTransform.x);\n  vec4 transform = vec4(1.0, 0.0, 0.0, 1.0);\n  if (orientation == 0) {\n    transform = vec4(1.0, 0.0, 0.0, 1.0);\n  } else if (orientation == 1) {\n    transform = vec4(0.0, 1.0, -1.0, 0.0);\n  } else if (orientation == 2) {\n    transform = vec4(-1.0, 0.0, 0.0, -1.0);\n  } else if (orientation == 3) {\n    transform =  vec4(0.0, -1.0, 1.0, 0.0);\n  }\n  vec2 invScreenSize = (orientation == 1 || orientation == 3) ? cc_screenSize.wz : cc_screenSize.zw;\n  vec2 position = a_position * invScreenSize;\n  position = position * vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n  vec2 clipPos = vec2(dot(transform.xy, position), dot(transform.zw, position));\n  clipPos = cc_cameraPos.w == 0.0 ? vec2(clipPos.x, -clipPos.y) : clipPos;\n  v_texCoord = a_texCoord;\n  v_color = a_color;\n  return vec4(clipPos, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 v_texCoord;\nin vec4 v_color;\nuniform sampler2D mainTexture;\nvec4 frag () {\n  vec4 color = vec4(v_color.rgb, v_color.a * texture(mainTexture, v_texCoord).r);\n  return CCFragOutput(color);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"},"glsl1":{"vert":"\nprecision mediump float;\nuniform mediump vec4 cc_screenSize;\nuniform highp vec4 cc_cameraPos;\n  uniform mediump vec4 cc_surfaceTransform;\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         2.71828183f\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 CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nvarying vec2 v_texCoord;\nvarying vec4 v_color;\nvec4 vert () {\n  int orientation = int(cc_surfaceTransform.x);\n  vec4 transform = vec4(1.0, 0.0, 0.0, 1.0);\n  if (orientation == 0) {\n    transform = vec4(1.0, 0.0, 0.0, 1.0);\n  } else if (orientation == 1) {\n    transform = vec4(0.0, 1.0, -1.0, 0.0);\n  } else if (orientation == 2) {\n    transform = vec4(-1.0, 0.0, 0.0, -1.0);\n  } else if (orientation == 3) {\n    transform =  vec4(0.0, -1.0, 1.0, 0.0);\n  }\n  vec2 invScreenSize = (orientation == 1 || orientation == 3) ? cc_screenSize.wz : cc_screenSize.zw;\n  vec2 position = a_position * invScreenSize;\n  position = position * vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n  vec2 clipPos = vec2(dot(transform.xy, position), dot(transform.zw, position));\n  clipPos = cc_cameraPos.w == 0.0 ? vec2(clipPos.x, -clipPos.y) : clipPos;\n  v_texCoord = a_texCoord;\n  v_color = a_color;\n  return vec4(clipPos, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision mediump float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 v_texCoord;\nvarying vec4 v_color;\nuniform sampler2D mainTexture;\nvec4 frag () {\n  vec4 color = vec4(v_color.rgb, v_color.a * texture2D(mainTexture, v_texCoord).r);\n  return CCFragOutput(color);\n}\nvoid main() { gl_FragColor = frag(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":44,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":44}},"defines":[]}],[{"passes":[{"program":"builtin-debug-renderer|debug-renderer-vs:vert|debug-renderer-fs:frag","priority":255,"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendDstAlpha":4}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":false,"depthWrite":false}}]}]]],0,0,[],[],[]]]]
