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.
This commit is contained in:
2026-09-09 03:13:18 +08:00
parent a7ec8aa6a7
commit 35216f75e7
1028 changed files with 835556 additions and 21415 deletions
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"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#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 2.71828183\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 LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\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_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nout mediump vec4 viewDir;\nvec4 vert () {\n viewDir = vec4(a_position, 1.0);\n mat4 matViewRotOnly = mat4(mat3(cc_matView));\n vec4 pos = matViewRotOnly * viewDir;\n if (cc_matProj[3].w > 0.0) {\n mat4 matProj = cc_matProj;\n matProj[0].x = 5.2;\n matProj[1].y = 2.6;\n matProj[2].zw = vec2(-1.0);\n matProj[3].zw = vec2(0.0);\n pos = matProj * pos;\n } else {\n pos = cc_matProj * pos;\n }\n pos.z = 0.99999 * pos.w;\n return pos;\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_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};\nuniform samplerCube cc_environment;\nvec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n return textureLod(tex, coord, lod);\n}\nvec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n return textureLod(tex, coord, lod);\n}\nvec4 packRGBE (vec3 rgb) {\n highp float maxComp = max(max(rgb.r, rgb.g), rgb.b);\n highp float e = 128.0;\n if (maxComp > 0.0001) {\n e = log(maxComp) / log(1.1);\n e = ceil(e);\n e = clamp(e + 128.0, 0.0, 255.0);\n }\n highp float sc = 1.0 / pow(1.1, e - 128.0);\n vec3 encode = clamp(rgb * sc, vec3(0.0), vec3(1.0)) * 255.0;\n vec3 encode_rounded = floor(encode) + step(encode - floor(encode), vec3(0.5));\n return vec4(encode_rounded, e) / 255.0;\n}\nvec3 unpackRGBE (vec4 rgbe) {\n return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n}\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\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 && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\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}\nvec3 HDRToLDR(vec3 color)\n{\n #if CC_USE_HDR\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING)\n #endif\n {\n #if CC_TONE_MAPPING_TYPE == HDR_TONE_MAPPING_ACES\n color.rgb = ACESToneMap(color.rgb);\n #endif\n }\n #endif\n return color;\n}\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nvec3 RotationVecFromAxisY(vec3 v, float cosTheta, float sinTheta)\n{\n vec3 result;\n result.x = dot(v, vec3(cosTheta, 0.0, -sinTheta));\n result.y = v.y;\n result.z = dot(v, vec3(sinTheta, 0.0, cosTheta));\n return result;\n}\nvec3 RotationVecFromAxisY(vec3 v, float rotateAngleArc)\n{\n return RotationVecFromAxisY(v, cos(rotateAngleArc), sin(rotateAngleArc));\n}\nin mediump vec4 viewDir;\nuniform samplerCube environmentMap;\nvec4 frag () {\n vec3 rotationDir = RotationVecFromAxisY(viewDir.xyz, cc_surfaceTransform.z, cc_surfaceTransform.w);\n #if USE_RGBE_CUBEMAP\n vec3 c = unpackRGBE(fragTextureLod(environmentMap, rotationDir.xyz, 0.0));\n #else\n vec3 c = SRGBToLinear(fragTextureLod(environmentMap, rotationDir.xyz, 0.0).rgb);\n #endif\n vec4 color = vec4(c * cc_ambientSky.w, 1.0);\n #if CC_USE_RGBE_OUTPUT\n color = packRGBE(color.rgb);\n #else\n color.rgb = HDRToLDR(color.rgb);\n color.rgb = LinearToSRGB(color.rgb);\n #endif\n return color;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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"vert": "\nprecision highp float;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matProj;\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 2.71828183\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 LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\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_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\nvarying mediump vec4 viewDir;\nvec4 vert () {\n viewDir = vec4(a_position, 1.0);\n mat4 matViewRotOnly = mat4(mat3(cc_matView));\n vec4 pos = matViewRotOnly * viewDir;\n if (cc_matProj[3].w > 0.0) {\n mat4 matProj = cc_matProj;\n matProj[0].x = 5.2;\n matProj[1].y = 2.6;\n matProj[2].zw = vec2(-1.0);\n matProj[3].zw = vec2(0.0);\n pos = matProj * pos;\n } else {\n pos = cc_matProj * pos;\n }\n pos.z = 0.99999 * pos.w;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\nprecision mediump float;\nuniform mediump vec4 cc_surfaceTransform;\n uniform mediump vec4 cc_ambientSky;\nuniform samplerCube cc_environment;\nvec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n #ifdef GL_EXT_shader_texture_lod\n return texture2DLodEXT(tex, coord, lod);\n #else\n return texture2D(tex, coord, lod);\n #endif\n}\nvec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n #ifdef GL_EXT_shader_texture_lod\n return textureCubeLodEXT(tex, coord, lod);\n #else\n return textureCube(tex, coord, lod);\n #endif\n}\nvec4 packRGBE (vec3 rgb) {\n highp float maxComp = max(max(rgb.r, rgb.g), rgb.b);\n highp float e = 128.0;\n if (maxComp > 0.0001) {\n e = log(maxComp) / log(1.1);\n e = ceil(e);\n e = clamp(e + 128.0, 0.0, 255.0);\n }\n highp float sc = 1.0 / pow(1.1, e - 128.0);\n vec3 encode = clamp(rgb * sc, vec3(0.0), vec3(1.0)) * 255.0;\n vec3 encode_rounded = floor(encode) + step(encode - floor(encode), vec3(0.5));\n return vec4(encode_rounded, e) / 255.0;\n}\nvec3 unpackRGBE (vec4 rgbe) {\n return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n}\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\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 && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\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}\nvec3 HDRToLDR(vec3 color)\n{\n #if CC_USE_HDR\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING)\n #endif\n {\n #if CC_TONE_MAPPING_TYPE == HDR_TONE_MAPPING_ACES\n color.rgb = ACESToneMap(color.rgb);\n #endif\n }\n #endif\n return color;\n}\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nvec3 RotationVecFromAxisY(vec3 v, float cosTheta, float sinTheta)\n{\n vec3 result;\n result.x = dot(v, vec3(cosTheta, 0.0, -sinTheta));\n result.y = v.y;\n result.z = dot(v, vec3(sinTheta, 0.0, cosTheta));\n return result;\n}\nvec3 RotationVecFromAxisY(vec3 v, float rotateAngleArc)\n{\n return RotationVecFromAxisY(v, cos(rotateAngleArc), sin(rotateAngleArc));\n}\nvarying mediump vec4 viewDir;\nuniform samplerCube environmentMap;\nvec4 frag () {\n vec3 rotationDir = RotationVecFromAxisY(viewDir.xyz, cc_surfaceTransform.z, cc_surfaceTransform.w);\n #if USE_RGBE_CUBEMAP\n vec3 c = unpackRGBE(fragTextureLod(environmentMap, rotationDir.xyz, 0.0));\n #else\n vec3 c = SRGBToLinear(fragTextureLod(environmentMap, rotationDir.xyz, 0.0).rgb);\n #endif\n vec4 color = vec4(c * cc_ambientSky.w, 1.0);\n #if CC_USE_RGBE_OUTPUT\n color = packRGBE(color.rgb);\n #else\n color.rgb = HDRToLDR(color.rgb);\n color.rgb = LinearToSRGB(color.rgb);\n #endif\n return color;\n}\nvoid main() { gl_FragColor = frag(); }"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
},
{
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}
],
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},
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},
"statistics": {
"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42
}
},
"defines": [
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
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{
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},
{
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},
{
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},
{
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},
{
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},
{
"name": "CC_USE_RGBE_OUTPUT",
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}
]
}
],
[
{
"passes": [
{
"program": "pipeline/skybox|sky-vs:vert|sky-fs:frag",
"priority": 245,
"rasterizerState": {
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},
"depthStencilState": {
"depthTest": true,
"depthWrite": false
},
"properties": {
"environmentMap": {
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"type": 31
}
}
},
{
"propertyIndex": 0,
"phase": "deferred-forward",
"program": "pipeline/skybox|sky-vs:vert|sky-fs:frag",
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},
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"depthWrite": false
}
}
]
}
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],
0,
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[],
[],
[]
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@@ -0,0 +1,359 @@
[
1,
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"blocks": [],
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{
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{
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},
{
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"defines": [
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},
{
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},
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{
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},
{
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}
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"fragColors": [
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"descriptors": [
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{
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{
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},
{
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"blocks": [
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}
],
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}
],
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}
],
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],
"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 2.71828183\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 LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\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_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform CopyPassUBO {\n float flip;\n};\nuniform sampler2D outputResultMap;\nout vec2 v_uv;\nvoid main() {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = flip == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
"frag": "\nprecision highp float;\nin vec2 v_uv;\nlayout(std140) uniform CopyPassUBO {\n float flip;\n};\nuniform sampler2D outputResultMap;\nlayout(location = 0)out vec4 fragColor;\nvoid main() {\n fragColor = texture(outputResultMap, v_uv);\n}"
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"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 2.71828183\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 LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\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_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\n uniform float flip;\nuniform sampler2D outputResultMap;\nvarying vec2 v_uv;\nvoid main() {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = flip == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
"frag": "\nprecision highp float;\nvarying vec2 v_uv;\nuniform sampler2D outputResultMap;\nvoid main() {\n gl_FragColor = texture2D(outputResultMap, v_uv);\n}"
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"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\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 2.71828183\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 LIGHT_MAP_TYPE_DISABLED 0\n #define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n #define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n #define REFLECTION_PROBE_TYPE_NONE 0\n #define REFLECTION_PROBE_TYPE_CUBE 1\n #define REFLECTION_PROBE_TYPE_PLANAR 2\n #define REFLECTION_PROBE_TYPE_BLEND 3\n #define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n #define LIGHT_TYPE_DIRECTIONAL 0.0\n #define LIGHT_TYPE_SPHERE 1.0\n #define LIGHT_TYPE_SPOT 2.0\n #define LIGHT_TYPE_POINT 3.0\n #define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n #define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n #define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n #define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n #define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n #define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n #define TONE_MAPPING_ACES 0\n #define TONE_MAPPING_LINEAR 1\n #define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n #ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n #endif\n #ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n #endif\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 2.71828183\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 LIGHT_MAP_TYPE_DISABLED 0\n #define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n #define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n #define REFLECTION_PROBE_TYPE_NONE 0\n #define REFLECTION_PROBE_TYPE_CUBE 1\n #define REFLECTION_PROBE_TYPE_PLANAR 2\n #define REFLECTION_PROBE_TYPE_BLEND 3\n #define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n #define LIGHT_TYPE_DIRECTIONAL 0.0\n #define LIGHT_TYPE_SPHERE 1.0\n #define LIGHT_TYPE_SPOT 2.0\n #define LIGHT_TYPE_POINT 3.0\n #define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n #define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n #define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n #define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n #define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n #define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n #define TONE_MAPPING_ACES 0\n #define TONE_MAPPING_LINEAR 1\n #define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n #ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n #endif\n #ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n #endif\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": {
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},
{
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}
],
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},
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}
],
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}
],
"buffers": [],
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},
"statistics": {
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}
},
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},
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},
{
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},
{
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},
{
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},
{
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}
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}
],
[
{
"passes": [
{
"program": "for2d/builtin-sprite|sprite-vs:vert|sprite-fs:frag",
"blendState": {
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}
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},
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},
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}
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],
0,
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@@ -0,0 +1,688 @@
[
1,
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[
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},
{
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},
{
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},
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},
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],
"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 2.71828183\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 LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\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_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform Pipeline {\n vec4 g_platform;\n};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
"frag": "\nprecision highp float;\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\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}\nvec3 HDRToLDR(vec3 color)\n{\n #if CC_USE_HDR\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING)\n #endif\n {\n #if CC_TONE_MAPPING_TYPE == HDR_TONE_MAPPING_ACES\n color.rgb = ACESToneMap(color.rgb);\n #endif\n }\n #endif\n return color;\n}\nin vec2 v_uv;\nuniform sampler2D inputTexture;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n fragColor = texture(inputTexture, v_uv);\n #if CC_USE_FLOAT_OUTPUT\n fragColor.rgb = HDRToLDR(fragColor.rgb);\n fragColor.rgb = LinearToSRGB(fragColor.rgb);\n #endif\n}"
},
"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 2.71828183\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 LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\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_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n attribute vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n attribute vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n attribute vec4 a_sh_linear_const_r;\n attribute vec4 a_sh_linear_const_g;\n attribute vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n attribute float a_vertexId;\n#endif\n uniform vec4 g_platform;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n (In.position).y = g_platform.w == 0.0 ? -(In.position).y : (In.position).y;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
"frag": "\nprecision highp float;\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\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}\nvec3 HDRToLDR(vec3 color)\n{\n #if CC_USE_HDR\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING)\n #endif\n {\n #if CC_TONE_MAPPING_TYPE == HDR_TONE_MAPPING_ACES\n color.rgb = ACESToneMap(color.rgb);\n #endif\n }\n #endif\n return color;\n}\nvarying vec2 v_uv;\nuniform sampler2D inputTexture;\nvoid main () {\n gl_FragColor = texture2D(inputTexture, v_uv);\n #if CC_USE_FLOAT_OUTPUT\n gl_FragColor.rgb = HDRToLDR(gl_FragColor.rgb);\n gl_FragColor.rgb = LinearToSRGB(gl_FragColor.rgb);\n #endif\n}"
},
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}
},
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{
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},
{
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{
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{
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},
{
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},
{
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{
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},
{
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{
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