{
  "ver": "1.0.23",
  "uuid": "89f30b2e-b75e-49b1-9dfc-cb341cadd30a",
  "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\n\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\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/**\n * 获取纹理uv颜色 \n *\n * 主要实现：超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中，超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0)，实际返回为\n * \n * * 超出左边界的uv，返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv，返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv，返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv，返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示（超出边界即为透明）的有区别，为了统一，这里适配一下，这样子，在编辑器上预览的效果就能和实际浏览器的保持一致\n */\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n  if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n    return vec4(0.0, 0.0, 0.0, 0.0);\n  }\n  return texture2D(texture, v_uv0);\n}\n\n#if SHOW_OUTTER_GLOW\n\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\n\n/**\n * 获取指定角度方向，距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param dist 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float dist) {\n\n  float radian = angle * 0.01745329252;\n\n  vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); \n  return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param dist 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getAverageAlpha(float dist) {\n  float totalAlpha = 0.0;\n\n  totalAlpha += getColorAlpha(0.0, dist);\n  totalAlpha += getColorAlpha(30.0, dist);\n  totalAlpha += getColorAlpha(60.0, dist);\n  totalAlpha += getColorAlpha(90.0, dist);\n  totalAlpha += getColorAlpha(120.0, dist);\n  totalAlpha += getColorAlpha(150.0, dist);\n  totalAlpha += getColorAlpha(180.0, dist);\n  totalAlpha += getColorAlpha(210.0, dist);\n  totalAlpha += getColorAlpha(240.0, dist);\n  totalAlpha += getColorAlpha(270.0, dist);\n  totalAlpha += getColorAlpha(300.0, dist);\n  totalAlpha += getColorAlpha(330.0, dist);\n  return totalAlpha * 0.0833;\n\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n  if (glowColorSize == 0.0) {\n    return 0.0;\n  }\n\n  float totalAlpha = 0.0;\n  totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n  totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n  return totalAlpha * 0.1;\n}\n\n#endif\n\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n\n  #if USE_TEXTURE\n  o *= getTextureColor(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  gl_FragColor = o;\n\n  #if SHOW_OUTTER_GLOW\n\n    float alpha = getGlowAlpha();\n\n    if (alpha <= glowThreshold) {\n\n      alpha = alpha / glowThreshold;\n\n      alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n    } else {\n\n      alpha = 0.0;\n    }\n\n    vec4 color_dest = glowColor * alpha;\n    vec4 color_src = o;\n\n    gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n  #endif\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\n\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\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/**\n * 获取纹理uv颜色 \n *\n * 主要实现：超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中，超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0)，实际返回为\n * \n * * 超出左边界的uv，返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv，返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv，返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv，返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示（超出边界即为透明）的有区别，为了统一，这里适配一下，这样子，在编辑器上预览的效果就能和实际浏览器的保持一致\n */\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n  if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n    return vec4(0.0, 0.0, 0.0, 0.0);\n  }\n  return texture(texture, v_uv0);\n}\n\n#if SHOW_OUTTER_GLOW\n\nuniform glow {\n\n  vec4 glowColor;\n\n  float glowColorSize;\n\n  float glowThreshold;\n\n};\n\n/**\n * 获取指定角度方向，距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param dist 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float dist) {\n\n  float radian = angle * 0.01745329252;\n\n  vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); \n  return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param dist 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getAverageAlpha(float dist) {\n  float totalAlpha = 0.0;\n\n  totalAlpha += getColorAlpha(0.0, dist);\n  totalAlpha += getColorAlpha(30.0, dist);\n  totalAlpha += getColorAlpha(60.0, dist);\n  totalAlpha += getColorAlpha(90.0, dist);\n  totalAlpha += getColorAlpha(120.0, dist);\n  totalAlpha += getColorAlpha(150.0, dist);\n  totalAlpha += getColorAlpha(180.0, dist);\n  totalAlpha += getColorAlpha(210.0, dist);\n  totalAlpha += getColorAlpha(240.0, dist);\n  totalAlpha += getColorAlpha(270.0, dist);\n  totalAlpha += getColorAlpha(300.0, dist);\n  totalAlpha += getColorAlpha(330.0, dist);\n  return totalAlpha * 0.0833;\n\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n  if (glowColorSize == 0.0) {\n    return 0.0;\n  }\n\n  float totalAlpha = 0.0;\n  totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n  totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n  totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n  return totalAlpha * 0.1;\n}\n\n#endif\n\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n\n  #if USE_TEXTURE\n  o *= getTextureColor(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  gl_FragColor = o;\n\n  #if SHOW_OUTTER_GLOW\n\n    float alpha = getGlowAlpha();\n\n    if (alpha <= glowThreshold) {\n\n      alpha = alpha / glowThreshold;\n\n      alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n    } else {\n\n      alpha = 0.0;\n    }\n\n    vec4 color_dest = glowColor * alpha;\n    vec4 color_src = o;\n\n    gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n  #endif\n}\n"
      }
    }
  ],
  "subMetas": {}
}