{ "ver": "1.0.25", "uuid": "51844cdd-b9a2-48ae-866a-e162d76c202c", "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;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform float u_time;\nuniform float u_fade_radius;\nvoid main () {\n vec4 color = vec4(1, 1, 1, 1);\n color *= texture2D(texture, v_uv0);\n color *= v_color;\n #if USE_TRAMSFORM\n color.a = smoothstep(0.0, u_fade_radius, u_fade_radius + v_uv0.x - u_time);\n #endif\n gl_FragColor = color;\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;\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform ARGS {\n float u_time;\n float u_fade_radius;\n};\nvoid main () {\n vec4 color = vec4(1, 1, 1, 1);\n color *= texture(texture, v_uv0);\n color *= v_color;\n #if USE_TRAMSFORM\n color.a = smoothstep(0.0, u_fade_radius, u_fade_radius + v_uv0.x - u_time);\n #endif\n gl_FragColor = color;\n}" } } ], "subMetas": {} }