{
  "ver": "1.0.23",
  "uuid": "9638979d-62b3-4e5b-adea-7ad706e66e65",
  "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_MOSAIC\nuniform float xBlockCount;\nuniform float yBlockCount;\n/**\n * 获取v_uv0最终映射的马赛格格子的坐标\n *\n * @return 映射后坐标\n */\nvec2 getUvMapPos() {\n\n  float xCount;\n  if (xBlockCount <= 0.0) {\n    xCount = 1.0;\n  } else {\n    xCount = xBlockCount;\n  }\n  float blockWidth = 1.0 / xCount;\n\n  float blockXIndex = floor(v_uv0.x / blockWidth);\n\n  float yCount; \n  if (yBlockCount <= 0.0) {\n    yCount = 1.0;\n  } else {\n    yCount = yBlockCount;\n  }\n  float blockHeight = 1.0 / yCount;\n  float blockYIndex = floor(v_uv0.y / blockHeight);\n\n  return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));\n}\n\n#endif\n\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n\n  vec2 realPos = v_uv0;\n  #if USE_MOSAIC\n  realPos = getUvMapPos();\n  #endif\n\n  #if USE_TEXTURE\n  o *= texture2D(texture, realPos);\n    #if CC_USE_ALPHA_ATLAS_TEXTURE\n    o.a *= texture2D(texture, realPos + vec2(0, 0.5)).r;\n    #endif\n  #endif\n\n  o *= v_color;\n\n  ALPHA_TEST(o);\n\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_MOSAIC\nuniform Mosaic {\n\n  float xBlockCount;\n\n  float yBlockCount;\n}\n\n/**\n * 获取v_uv0最终映射的马赛格格子的坐标\n *\n * @return 映射后坐标\n */\nvec2 getUvMapPos() {\n\n  float xCount;\n  if (xBlockCount <= 0.0) {\n    xCount = 1.0;\n  } else {\n    xCount = xBlockCount;\n  }\n  float blockWidth = 1.0 / xCount;\n\n  float blockXIndex = floor(v_uv0.x / blockWidth);\n\n  float yCount; \n  if (yBlockCount <= 0.0) {\n    yCount = 1.0;\n  } else {\n    yCount = yBlockCount;\n  }\n  float blockHeight = 1.0 / yCount;\n  float blockYIndex = floor(v_uv0.y / blockHeight);\n\n  return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));\n}\n\n#endif\n\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n\n  vec2 realPos = v_uv0;\n  #if USE_MOSAIC\n  realPos = getUvMapPos();\n  #endif\n\n  #if USE_TEXTURE\n  o *= texture(texture, realPos);\n    #if CC_USE_ALPHA_ATLAS_TEXTURE\n    o.a *= texture2D(texture, realPos + vec2(0, 0.5)).r;\n    #endif\n  #endif\n\n  o *= v_color;\n\n  ALPHA_TEST(o);\n\n  gl_FragColor = o;\n}\n"
      }
    }
  ],
  "subMetas": {}
}