{
  "ver": "1.0.25",
  "uuid": "7b534a3f-8819-43a5-87dc-5d55a6869117",
  "compiledShaders": [
    {
      "glsl1": {
        "vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n  v_color = a_color;\n  gl_Position = pos;\n}",
        "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nuniform highp vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform vec2 center;\nuniform vec2 canvas_size;\nuniform float wave_radius;\nuniform float wave_offset;\nvoid main() {\n  vec2 distance_vec = center - v_uv0;\n  distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0);\n  float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);\n  float sin_factor = sin(distance * 100.0 + cc_time.x) * 0.05;\n  float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0);\n  vec2 offset = normalize(distance_vec) * sin_factor * discard_factor;\n  vec2 uv = offset + v_uv0;\n  gl_FragColor = texture2D(texture, uv);\n}"
      },
      "glsl3": {
        "vert": "\nprecision highp float;\nuniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_nativeSize;\n  highp   mat4 cc_matView;\n  mediump mat4 cc_matViewInv;\n  mediump mat4 cc_matProj;\n  mediump mat4 cc_matProjInv;\n  mediump mat4 cc_matViewProj;\n  mediump mat4 cc_matViewProjInv;\n  mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n  v_color = a_color;\n  gl_Position = pos;\n}",
        "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n  uniform ALPHA_TEST {\n    float alphaThreshold;\n  };\n#endif\nuniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_nativeSize;\n  highp   mat4 cc_matView;\n  mediump mat4 cc_matViewInv;\n  mediump mat4 cc_matProj;\n  mediump mat4 cc_matProjInv;\n  mediump mat4 cc_matViewProj;\n  mediump mat4 cc_matViewProjInv;\n  mediump vec4 cc_cameraPos;\n};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform ARGS{\n  vec2 center;\n  vec2 canvas_size;\n  float wave_radius;\n  float wave_offset;\n  float time;\n};\nvoid main() {\n  vec2 distance_vec = center - v_uv0;\n  distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0);\n  float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);\n  float sin_factor = sin(distance * 100.0 + cc_time.x) * 0.05;\n  float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0);\n  vec2 offset = normalize(distance_vec) * sin_factor * discard_factor;\n  vec2 uv = offset + v_uv0;\n  gl_FragColor = texture(texture, uv);\n}"
      }
    }
  ],
  "subMetas": {}
}