{
  "ver": "1.0.23",
  "uuid": "559dcd1e-233b-4e1f-b1da-733c9232f06f",
  "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 SHOW_OUT_LINE\n\nuniform vec4 outlineColor;\nuniform float outlineWidth;\n\nfloat getBgAlpha() {\n  vec4 color_up = texture2D(texture, v_uv0 + vec2(0, outlineWidth)); \n  vec4 color_down = texture2D(texture, v_uv0 - vec2(0, outlineWidth)); \n  vec4 color_left = texture2D(texture, v_uv0 - vec2(outlineWidth, 0)); \n  vec4 color_right = texture2D(texture, v_uv0 + vec2(outlineWidth, 0)); \n  vec4 color_up_left = texture2D(texture, v_uv0 + vec2(outlineWidth, -outlineWidth)); \n  vec4 color_up_right = texture2D(texture, v_uv0 + vec2(outlineWidth, outlineWidth)); \n  vec4 color_down_left = texture2D(texture, v_uv0 + vec2(-outlineWidth, -outlineWidth)); \n  vec4 color_down_right = texture2D(texture, v_uv0 + vec2(-outlineWidth, outlineWidth)); \n  float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a; \n  return clamp(total, 0.0, 1.0);\n}\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  gl_FragColor = o;\n\n  #if SHOW_OUT_LINE\n\n    if (outlineWidth == 0.0) {\n      return;\n    }\n\n    vec4 color_dest = outlineColor * getBgAlpha();\n\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\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 SHOW_OUT_LINE\n\nuniform Outline {\n\n  vec4 outlineColor;\n\n  float outlineWidth;\n\n};\n\nfloat getBgAlpha() {\n  vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineWidth)); \n  vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineWidth)); \n  vec4 color_left = texture(texture, v_uv0 - vec2(outlineWidth, 0)); \n  vec4 color_right = texture(texture, v_uv0 + vec2(outlineWidth, 0)); \n  vec4 color_up_left = texture(texture, v_uv0 + vec2(outlineWidth, -outlineWidth)); \n  vec4 color_up_right = texture(texture, v_uv0 + vec2(outlineWidth, outlineWidth)); \n  vec4 color_down_left = texture(texture, v_uv0 + vec2(-outlineWidth, -outlineWidth)); \n  vec4 color_down_right = texture(texture, v_uv0 + vec2(-outlineWidth, outlineWidth)); \n  float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a; \n  return clamp(total, 0.0, 1.0);\n}\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  gl_FragColor = o;\n\n  #if SHOW_OUT_LINE\n\n    if (outlineWidth == 0.0) {\n      return;\n    }\n\n    vec4 color_dest = outlineColor * getBgAlpha();\n\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": {}
}