{ "ver": "1.0.25", "uuid": "ed4b64c1-0535-4ae5-9648-4acb0a4c0fd8", "compiledShaders": [ { "glsl1": { "vert": "uniform mat4 cc_matViewProj;\nprecision highp float;\n attribute vec3 a_position;\n attribute vec2 a_uv0;\n varying vec2 uv0;\n void main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n }", "frag": "\nprecision highp float;\nuniform sampler2D texture;\nuniform float u_time;\nvarying vec2 uv0;\nvoid main()\n{\n float time = u_time;\n vec4 c = texture2D(texture,uv0);\n float height = c.g;\n if(height < time)\n {\n discard;\n }\n if(height < time + 0.1) {\n c.a = c.a-0.1;\n }\n gl_FragColor = c;\n}" }, "glsl3": { "vert": "uniform CCGlobal {\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 vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nprecision highp float;\n in vec3 a_position;\n in vec2 a_uv0;\n out vec2 uv0;\n void main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n }", "frag": "\nprecision highp float;\nuniform sampler2D texture;\nuniform ARGS {\n float u_time;\n};\nin vec2 uv0;\nvoid main()\n{\n float time = u_time;\n vec4 c = texture2D(texture,uv0);\n float height = c.g;\n if(height < time)\n {\n discard;\n }\n if(height < time + 0.1) {\n c.a = c.a-0.1;\n }\n gl_FragColor = c;\n}" } } ], "subMetas": {} }