bugfix for 2d sprite glow outter

This commit is contained in:
caizhitao 2020-02-17 10:05:42 +08:00
parent 1f4110d26f
commit 6ea6375fdb
6 changed files with 67 additions and 249 deletions

View File

@ -1,6 +1,5 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. // Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 外发光特效
// 原理采样周边像素alpha取平均值给外部加发光效果(1-col.a可避免内部发光)
CCEffect %{ CCEffect %{
techniques: techniques:
- passes: - passes:
@ -14,7 +13,6 @@ CCEffect %{
properties: properties:
texture: { value: white } texture: { value: white }
alphaThreshold: { value: 0.5 } alphaThreshold: { value: 0.5 }
# 自定义参数 # 自定义参数
# 发光颜色 # 发光颜色
glowColor: { glowColor: {
@ -50,20 +48,17 @@ CCProgram vs %{
#include <cc-global> #include <cc-global>
#include <cc-local> #include <cc-local>
// a_position 是笛卡尔坐标右手系也是OpenGL的坐标系原点在左下角X轴正方向往右Y轴正方向往上Z轴正方向往外
in vec3 a_position; in vec3 a_position;
in vec4 a_color; in vec4 a_color;
out vec4 v_color; out vec4 v_color;
#if USE_TEXTURE #if USE_TEXTURE
// a_uv0 是标准屏幕坐标系即原点在左上角X轴正方向往右Y轴正方向往下
in vec2 a_uv0; in vec2 a_uv0;
out vec2 v_uv0; out vec2 v_uv0;
#endif #endif
void main () { void main () {
vec4 pos = vec4(a_position, 1); vec4 pos = vec4(a_position, 1);
// vec4 pos = vec4(a_position * vec3(1.0, 1.0, 1.0), 1);
#if CC_USE_MODEL #if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos; pos = cc_matViewProj * cc_matWorld * pos;
@ -239,7 +234,7 @@ CCProgram fs %{
vec4 o = vec4(1, 1, 1, 1); vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE #if USE_TEXTURE
o *= getTextureColor(texture, v_uv0); o *= texture(texture, v_uv0);
#if CC_USE_ALPHA_ATLAS_TEXTURE #if CC_USE_ALPHA_ATLAS_TEXTURE
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r; o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
#endif #endif

View File

@ -1,15 +1,15 @@
{ {
"ver": "1.0.25", "ver": "1.0.25",
"uuid": "89f30b2e-b75e-49b1-9dfc-cb341cadd30a", "uuid": "67e9833e-aa43-427a-ba89-d7bdd1ef0aed",
"compiledShaders": [ "compiledShaders": [
{ {
"glsl1": { "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}", "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;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\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#if SHOW_OUTTER_GLOW\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\nfloat getColorAlpha(float angle, float dist) {\n float radian = angle * 0.01745329252;\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\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}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\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#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_OUTTER_GLOW\n float alpha = getGlowAlpha();\n if (alpha <= glowThreshold) {\n alpha = alpha / glowThreshold;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n } else {\n alpha = 0.0;\n }\n vec4 color_dest = glowColor * alpha;\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}" "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\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#if SHOW_OUTTER_GLOW\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\nfloat getColorAlpha(float angle, float dist) {\n float radian = angle * 0.01745329252;\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\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}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\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#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_OUTTER_GLOW\n float alpha = getGlowAlpha();\n if (alpha <= glowThreshold) {\n alpha = alpha / glowThreshold;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n } else {\n alpha = 0.0;\n }\n vec4 color_dest = glowColor * alpha;\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}"
}, },
"glsl3": { "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}", "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;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\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#if SHOW_OUTTER_GLOW\nuniform glow {\n vec4 glowColor;\n float glowColorSize;\n float glowThreshold;\n};\nfloat getColorAlpha(float angle, float dist) {\n float radian = angle * 0.01745329252;\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\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}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\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#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_OUTTER_GLOW\n float alpha = getGlowAlpha();\n if (alpha <= glowThreshold) {\n alpha = alpha / glowThreshold;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n } else {\n alpha = 0.0;\n }\n vec4 color_dest = glowColor * alpha;\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}" "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\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#if SHOW_OUTTER_GLOW\nuniform glow {\n vec4 glowColor;\n float glowColorSize;\n float glowThreshold;\n};\nfloat getColorAlpha(float angle, float dist) {\n float radian = angle * 0.01745329252;\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\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}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\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#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_OUTTER_GLOW\n float alpha = getGlowAlpha();\n if (alpha <= glowThreshold) {\n alpha = alpha / glowThreshold;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n } else {\n alpha = 0.0;\n }\n vec4 color_dest = glowColor * alpha;\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}"
} }
} }
], ],

View File

@ -0,0 +1,18 @@
{
"__type__": "cc.Material",
"_name": "New Material",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "67e9833e-aa43-427a-ba89-d7bdd1ef0aed"
},
"_techniqueIndex": 0,
"_techniqueData": {
"0": {
"defines": {
"USE_TEXTURE": true,
"SHOW_OUTTER_GLOW": true
}
}
}
}

View File

@ -1,6 +1,6 @@
{ {
"ver": "1.0.3", "ver": "1.0.3",
"uuid": "16dd0f06-6280-4d74-8483-a50e23c00733", "uuid": "b82b2ec7-1bf3-4840-b9af-66d2a0250c14",
"dataAsSubAsset": null, "dataAsSubAsset": null,
"subMetas": {} "subMetas": {}
} }

View File

@ -1,30 +0,0 @@
{
"__type__": "cc.Material",
"_name": "sprite-glow-outter",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "89f30b2e-b75e-49b1-9dfc-cb341cadd30a"
},
"_techniqueData": {
"0": {
"props": {
"texture": null,
"glowColor": {
"__type__": "cc.Color",
"r": 255,
"g": 0,
"b": 0,
"a": 255
},
"glowColorSize": 0.15,
"glowThreshold": 1
},
"defines": {
"USE_TEXTURE": true,
"USE_ALPHA_TEST": false,
"SHOW_OUTTER_GLOW": true
}
}
}
}

View File

@ -78,13 +78,13 @@
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 130 "__id__": 126
}, },
{ {
"__id__": 131 "__id__": 127
}, },
{ {
"__id__": 132 "__id__": 128
} }
], ],
"_prefab": null, "_prefab": null,
@ -174,7 +174,7 @@
"array": [ "array": [
0, 0,
0, 0,
407.8979651824706, 324.7595264191645,
0, 0,
0, 0,
0, 0,
@ -254,7 +254,7 @@
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 129 "__id__": 125
} }
], ],
"_prefab": null, "_prefab": null,
@ -673,6 +673,8 @@
"_isSystemFontUsed": true, "_isSystemFontUsed": true,
"_spacingX": 0, "_spacingX": 0,
"_batchAsBitmap": false, "_batchAsBitmap": false,
"_styleFlags": 0,
"_underlineHeight": 0,
"_N$horizontalAlign": 2, "_N$horizontalAlign": 2,
"_N$verticalAlign": 1, "_N$verticalAlign": 1,
"_N$fontFamily": "Arial", "_N$fontFamily": "Arial",
@ -1240,6 +1242,8 @@
"_isSystemFontUsed": true, "_isSystemFontUsed": true,
"_spacingX": 0, "_spacingX": 0,
"_batchAsBitmap": false, "_batchAsBitmap": false,
"_styleFlags": 0,
"_underlineHeight": 0,
"_N$horizontalAlign": 0, "_N$horizontalAlign": 0,
"_N$verticalAlign": 1, "_N$verticalAlign": 1,
"_N$fontFamily": "Arial", "_N$fontFamily": "Arial",
@ -1434,6 +1438,8 @@
"_isSystemFontUsed": true, "_isSystemFontUsed": true,
"_spacingX": 0, "_spacingX": 0,
"_batchAsBitmap": false, "_batchAsBitmap": false,
"_styleFlags": 0,
"_underlineHeight": 0,
"_N$horizontalAlign": 2, "_N$horizontalAlign": 2,
"_N$verticalAlign": 1, "_N$verticalAlign": 1,
"_N$fontFamily": "Arial", "_N$fontFamily": "Arial",
@ -2001,6 +2007,8 @@
"_isSystemFontUsed": true, "_isSystemFontUsed": true,
"_spacingX": 0, "_spacingX": 0,
"_batchAsBitmap": false, "_batchAsBitmap": false,
"_styleFlags": 0,
"_underlineHeight": 0,
"_N$horizontalAlign": 0, "_N$horizontalAlign": 0,
"_N$verticalAlign": 1, "_N$verticalAlign": 1,
"_N$fontFamily": "Arial", "_N$fontFamily": "Arial",
@ -2195,6 +2203,8 @@
"_isSystemFontUsed": true, "_isSystemFontUsed": true,
"_spacingX": 0, "_spacingX": 0,
"_batchAsBitmap": false, "_batchAsBitmap": false,
"_styleFlags": 0,
"_underlineHeight": 0,
"_N$horizontalAlign": 2, "_N$horizontalAlign": 2,
"_N$verticalAlign": 1, "_N$verticalAlign": 1,
"_N$fontFamily": "Arial", "_N$fontFamily": "Arial",
@ -2762,6 +2772,8 @@
"_isSystemFontUsed": true, "_isSystemFontUsed": true,
"_spacingX": 0, "_spacingX": 0,
"_batchAsBitmap": false, "_batchAsBitmap": false,
"_styleFlags": 0,
"_underlineHeight": 0,
"_N$horizontalAlign": 0, "_N$horizontalAlign": 0,
"_N$verticalAlign": 1, "_N$verticalAlign": 1,
"_N$fontFamily": "Arial", "_N$fontFamily": "Arial",
@ -2956,6 +2968,8 @@
"_isSystemFontUsed": true, "_isSystemFontUsed": true,
"_spacingX": 0, "_spacingX": 0,
"_batchAsBitmap": false, "_batchAsBitmap": false,
"_styleFlags": 0,
"_underlineHeight": 0,
"_N$horizontalAlign": 2, "_N$horizontalAlign": 2,
"_N$verticalAlign": 1, "_N$verticalAlign": 1,
"_N$fontFamily": "Arial", "_N$fontFamily": "Arial",
@ -3523,6 +3537,8 @@
"_isSystemFontUsed": true, "_isSystemFontUsed": true,
"_spacingX": 0, "_spacingX": 0,
"_batchAsBitmap": false, "_batchAsBitmap": false,
"_styleFlags": 0,
"_underlineHeight": 0,
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