{ "ver": "1.0.25", "uuid": "a94a99c8-625f-4aef-8960-e983d429d3a6", "compiledShaders": [ { "glsl1": { "vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\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;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_MASAIC\nuniform float x_count;\nuniform float y_count;\nvec2 getUvMapPos() {\n float block_w = 1.0 / x_count;\n float block_x_idx = floor(v_uv0.x / block_w);\n float block_h = 1.0 / y_count;\n float block_y_idx = floor(v_uv0.y / block_h);\n return vec2(block_w * (block_x_idx + 0.5), block_h * (block_y_idx + 0.5));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n vec2 realPos = v_uv0;\n #if USE_MASAIC\n realPos = getUvMapPos();\n #endif\n o *= texture2D(texture, realPos);\n o *= v_color;\n gl_FragColor = o;\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};\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;\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_MASAIC\nuniform ARGS{\n float x_count;\n float y_count;\n};\nvec2 getUvMapPos() {\n float block_w = 1.0 / x_count;\n float block_x_idx = floor(v_uv0.x / block_w);\n float block_h = 1.0 / y_count;\n float block_y_idx = floor(v_uv0.y / block_h);\n return vec2(block_w * (block_x_idx + 0.5), block_h * (block_y_idx + 0.5));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n vec2 realPos = v_uv0;\n #if USE_MASAIC\n realPos = getUvMapPos();\n #endif\n o *= texture(texture, realPos);\n o *= v_color;\n gl_FragColor = o;\n}" } } ], "subMetas": {} }