cocos-awesome/build/web-mobile/res/import/07/079499991.02fab.json

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2025-02-16 14:47:23 +08:00
[{"__type__":"cc.Material","_name":"builtin-unlit","_effectAsset":{"__uuid__":"6dkeWRTOBGXICfYQ7JUBnG"},"_techniqueData":{"0":{"props":{"diffuseTexture":{"__uuid__":"02delMVqdBD70a/HSD99FK"}},"defines":{"USE_DIFFUSE_TEXTURE":true}}}},{"__type__":"cc.EffectAsset","_name":"builtin-unlit","techniques":[{"name":"opaque","passes":[{"blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":true,"depthWrite":true},"properties":{"diffuseTexture":{"value":"white","type":29},"diffuseColor":{"value":[1,1,1,1],"editor":{"type":"color"},"type":16},"alphaThreshold":{"value":[0.5],"type":13},"mainTiling":{"value":[1,1],"type":14},"mainOffset":{"value":[0,0],"type":14}},"program":"builtin-unlit|unlit-vs|unlit-fs"}]},{"name":"transparent","passes":[{"stage":"transparent","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":true,"depthWrite":true},"properties":{"diffuseTexture":{"value":"white","type":29},"diffuseColor":{"value":[1,1,1,1],"editor":{"type":"color"},"type":16},"alphaThreshold":{"value":[0.5],"type":13},"mainTiling":{"value":[1,1],"type":14},"mainOffset":{"value":[0,0],"type":14}},"program":"builtin-unlit|unlit-vs|unlit-fs"}]}],"shaders":[{"hash":1307790584,"glsl3":{"vert":"\nprecision highp float;\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\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};\n#if CC_USE_SKINNING\n in vec4 a_weights;\n in vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform SKINNING {\n vec2 jointsTextureSize;\n };\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture2D(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture2D(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture2D(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture2D(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture2D(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);