feat: integrate room framework and isolated subgame bundles
Complete room UI and protocol integration, move game definitions and resources behind bundle entries, publish authoritative version XML, and document single-game builds. Include all current resource changes and experiment artifacts.
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{
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"__type__": "cc.EffectAsset",
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"_name": "for2d/builtin-spine",
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"TWO_COLORED"
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"name": "v_dark",
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"TWO_COLORED"
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"USE_LOCAL"
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"name": "cc_probeInfo",
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"typename": "vec4",
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"precision": "mediump "
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"precision": "highp "
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},
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{
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"name": "cc_matViewInv",
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"typename": "mat4",
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"precision": "highp "
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},
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{
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"typename": "mat4",
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_matProjInv",
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"typename": "mat4",
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_matViewProj",
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"typename": "mat4",
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"type": 25,
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_matViewProjInv",
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"typename": "mat4",
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_cameraPos",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "highp "
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},
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{
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"name": "cc_surfaceTransform",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_screenScale",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_exposure",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_mainLitDir",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_mainLitColor",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_ambientSky",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_ambientGround",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_fogColor",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_fogBase",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_fogAdd",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_nearFar",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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},
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{
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"name": "cc_viewPort",
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"typename": "vec4",
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"type": 16,
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"count": 1,
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"precision": "mediump "
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}
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],
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"defines": [],
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"stageFlags": 1
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],
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"samplerTextures": [],
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"samplers": [],
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"textures": [],
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"images": [],
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"subpassInputs": []
|
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}
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||||
],
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"hash": 3152403458,
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"glsl4": {
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"vert": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\n#if USE_LOCAL\n layout(set = 2, binding = 0) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\n };\n#endif\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 2) in vec4 a_color;\nlayout(location = 0) out vec4 v_light;\nlayout(location = 1) out vec2 uv0;\n#if TWO_COLORED\n layout(location = 3) in vec4 a_color2;\n layout(location = 2) 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(); }",
|
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"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n layout(set = 1, binding = 0) 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}\nlayout(location = 0) in vec4 v_light;\n#if TWO_COLORED\n layout(location = 2) in vec4 v_dark;\n#endif\nlayout(location = 1) in vec2 uv0;\nlayout(set = 2, binding = 12) uniform 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(); }"
|
||||
},
|
||||
"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_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\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 highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\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(); }"
|
||||
},
|
||||
"builtins": {
|
||||
"globals": {
|
||||
"blocks": [
|
||||
{
|
||||
"name": "CCGlobal",
|
||||
"defines": []
|
||||
},
|
||||
{
|
||||
"name": "CCCamera",
|
||||
"defines": []
|
||||
}
|
||||
],
|
||||
"samplerTextures": [],
|
||||
"buffers": [],
|
||||
"images": []
|
||||
},
|
||||
"locals": {
|
||||
"blocks": [
|
||||
{
|
||||
"name": "CCLocal",
|
||||
"defines": [
|
||||
"USE_LOCAL"
|
||||
]
|
||||
}
|
||||
],
|
||||
"samplerTextures": [
|
||||
{
|
||||
"name": "cc_spriteTexture",
|
||||
"defines": []
|
||||
}
|
||||
],
|
||||
"buffers": [],
|
||||
"images": []
|
||||
},
|
||||
"statistics": {
|
||||
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 56,
|
||||
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 1
|
||||
}
|
||||
},
|
||||
"defines": [
|
||||
{
|
||||
"name": "USE_LOCAL",
|
||||
"type": "boolean",
|
||||
"defines": []
|
||||
},
|
||||
{
|
||||
"name": "TWO_COLORED",
|
||||
"type": "boolean",
|
||||
"defines": []
|
||||
},
|
||||
{
|
||||
"name": "USE_ALPHA_TEST",
|
||||
"type": "boolean",
|
||||
"defines": []
|
||||
}
|
||||
],
|
||||
"name": "for2d/builtin-spine|sprite-vs:vert|sprite-fs:frag"
|
||||
}
|
||||
],
|
||||
"combinations": [],
|
||||
"hideInEditor": false
|
||||
}
|
||||
Reference in New Issue
Block a user