{
  "ver": "1.0.23",
  "uuid": "211eddf3-c53d-46e3-8c09-c1bf38e644e2",
  "compiledShaders": [
    {
      "glsl1": {
        "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n\n  v_color = a_color;\n\n  gl_Position = pos;\n}\n",
        "frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n  \n  uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if USE_OLD_PHOTO\nuniform float oldLevel;\n/**\n * 获取老化颜色\n * \n * @param color 原始颜色 \n *\n * @return 老化后的颜色\n */\nvec4 getOldPhotoColor(vec4 color) {\n  float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b; \n  float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b; \n  float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n  return vec4(r, g, b, color.a);\n}\n#endif\n\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n\n  #if USE_TEXTURE\n  o *= texture2D(texture, v_uv0);\n    #if CC_USE_ALPHA_ATLAS_TEXTURE\n    o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n    #endif\n  #endif\n\n  o *= v_color;\n\n  ALPHA_TEST(o);\n\n  #if USE_OLD_PHOTO\n  vec4 srcColor = o;\n  vec4 oldColor = getOldPhotoColor(srcColor);\n\n  o = srcColor + (oldColor - srcColor) * oldLevel;\n  #endif\n  gl_FragColor = o;\n}\n"
      },
      "glsl3": {
        "vert": "\nprecision highp float;\nuniform CCGlobal {\n  vec4 cc_time;\n\n  vec4 cc_screenSize;\n\n  vec4 cc_screenScale;\n\n  vec4 cc_nativeSize;\n\n  mat4 cc_matView;\n  mat4 cc_matViewInv;\n  mat4 cc_matProj;\n  mat4 cc_matProjInv;\n  mat4 cc_matViewProj;\n  mat4 cc_matViewProjInv;\n  vec4 cc_cameraPos;\n\n  vec4 cc_exposure;\n\n  vec4 cc_mainLitDir;\n\n  vec4 cc_mainLitColor;\n\n  vec4 cc_ambientSky;\n  vec4 cc_ambientGround;\n};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n\n  v_color = a_color;\n\n  gl_Position = pos;\n}\n",
        "frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n  \n  uniform ALPHA_TEST {\n    float alphaThreshold;\n  }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if USE_OLD_PHOTO\nuniform OldPhoto {\n\n  float oldLevel;\n}\n\n/**\n * 获取老化颜色\n * \n * @param color 原始颜色 \n *\n * @return 老化后的颜色\n */\nvec4 getOldPhotoColor(vec4 color) {\n  float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b; \n  float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b; \n  float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n  return vec4(r, g, b, color.a);\n}\n#endif\n\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n\n  #if USE_TEXTURE\n  o *= texture(texture, v_uv0);\n    #if CC_USE_ALPHA_ATLAS_TEXTURE\n    o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n    #endif\n  #endif\n\n  o *= v_color;\n\n  ALPHA_TEST(o);\n\n  #if USE_OLD_PHOTO\n  vec4 srcColor = o;\n  vec4 oldColor = getOldPhotoColor(srcColor);\n\n  o = srcColor + (oldColor - srcColor) * oldLevel;\n  #endif\n  gl_FragColor = o;\n}\n"
      }
    }
  ],
  "subMetas": {}
}